Modelling Facial Features In Blender Vol 1 : The Eye | Fernando Williams | Skillshare

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Modelling Facial Features In Blender Vol 1 : The Eye

teacher avatar Fernando Williams

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Course Intro

      0:45

    • 2.

      1. Loading ref images

      2:37

    • 3.

      Creating and positioning the eye

      6:34

    • 4.

      Creating the eye socket and adding topology for animation

      6:45

    • 5.

      Creating the eyelids

      5:55

    • 6.

      Creating the thickness of eyelids and othe loops

      4:46

    • 7.

      Adding detail

      4:54

    • 8.

      Texturing the eye

      5:57

    • 9.

      Remarks

      0:50

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About This Class

Welcome you to moedlling facial features in Blender vol 1 and in this course we will taking a look at how to model the eye.
we going to use a simple aproach that is easy to understand and get the job done.we I will show you how to construct all the
loops that you need for animation.We will look at how to easily construct the eyelids and the thickness of the eyelids.
If you have never modelled eyes or you were strugling somehow to structure them then this course is going to be
a lot of funny to watch.
After completing this course you will be able to model all kinds of eyes.
My name is Fernando Adelino Williams and am really excited to host you in this course, lets get started.

Meet Your Teacher

Hello, I'm Fernando.

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Transcripts

1. Course Intro: Come to modeling facial features in Blender Volume one. And in this course, we will be taking a look at how to model the eye. We're going to use a simple approach that is easy to understand and get the job done. We will show you how to construct all the loops that you need for animation. We will look at how to easily construct the eyelids and the thickness of the eyelids. If you have never modeled eyes before or you were struggling somehow to structure them, then this course is going to be a lot of fun to watch. After completing this course, you'll be able to model all kinds of eyes. My name is Fernando Adelino Williams, and I'm really excited to host you in this course. Let's get started. 2. 1. Loading ref images: I'm to the course on this lecture, we're going to be loading reference images for the eye. So I'm going to hit A to select all the items on the scene here and I'm going to hit X to delete. And I'm going to hit one to go to the front view, and I'm going to go to the location where I download my reference images, and I'm going to hold and drag this and just drop it in here, okay? And I'm just going to hit N on the keyboard, and I want to come here to the location properties, and I'm going to click and hold and drake down. To select all these items, and I'm just going to hit zero. So that will put it actually on the cent of the grid. And I'm going to take the move to you can see this line here that is running down here. So that's kind of the mirror line, just in case you might want a middle line. So I'm just going to put it on the Z axis running down there, just like this. I can actually come here to the image properties, and I want to come to opacity, and I want to drak this down. All right. So make sure you activate this, drag this down so that you might not kill your eyes. And with this image selected, I am just going to come in here and I'm going to come here to this icon here and I'm going to activate this icon right there, okay? And you can see it here. So if I uncheck that, then you will not be able to accidentally select this, okay? So let's go to the site view and do the same. And I'm going to go to the location again where I got my reference images and I'm going to drag and I'm going to drop them here, okay? And I'm just going to come in here to the location properties. If you don't see this hit, and you're going to drag, click and hold and ze out everything. And make sure that you got this image selected, and you can actually come in here to Opa City, and you want to dial this down, right? I don't remember the value that I put on that side, but you can just dial it down, something like this, and you want to come in here and you want to uncheck that so that you cannot accidentally select that. You can come in here and you can write this as front, okay? And you can come in here, double click, write this aside. Okay, and hit end. All right. So if you go to the front view, you can be able to see your image there, and if you go to the side view, you'll be able to see your image there. So that's basically what you need to do in terms of loading reference images. Let's come back in the next lecture, and we're going to start creating and positioning the eye. All right. I'll see you in the next lecture. 3. Creating and positioning the eye: Okay, guys, welcome back to the Cs, and on this lecture, we're going to be creating the I. So I'm just going to go to the perspective view here and I'm going to go Shift A on the keyboard, and I'm just going to call a UVsphere here. So you want to come here to the properties here, and you want to make sure that you put 16 here. And we want it to face the front view. So I'm just going to come here to X rotation, and I'm just going to hit 90 degrees there so that it can be able to face the front view. So if I hit one, you can be able to see that we are on the front now, and I have to scale this because it's quite too big. And I'm just going to drag it and put it into place. Okay, so let me pan a little bit here and it end to hide the property spanning, okay? And you want the eye to kind of touch this and touch this corner here. So you have to make sure that you keep on positioning this. You can see it's kind of touching this corner and this corner. So you can even have it a little bit bigger. So looking at this line here, you can see this line is almost the size of the iris. So if I can position here, you can see it's almost kind of the size of the iris. So I can scale it just a hair so that it can match there, and you can see it past this and past this. That's okay. You need it to pass so that the eye might not be visible through these corners here. So if I can heat tab to get into Edit mode and select this loop, you can see that's the back loop there. I want this loop right here in front. So if I can come in here, you can be able to see the loop that we have right here. Let me click this and Control Plus until I reach that Iris loop there. Okay? And I'm going to go Shift D on the keyboard to duplicate that, right? And I'm going to release the mouse and I'm going to hit P and separate by selection. Okay. All right. So we got this other thing here that is sitting here, and I'm just going to come and hide it. So let's come back in here. And I'm going to come in here and select that loop, and I'm going to go Control B on the keyboard, and I want to be for that. So I'm going to scroll to add one loop there, and I'm just going to press. Then I'm going to come to this point, and I'm going to grow the selection by hitting Control Plus, right? And I'm going to come to the scale too, and I want to flatten this in the Y. Okay, something like that. If you want to be perfect, you can hit S for scale, Y axis, and zero. Okay? Then you can see this thing is kind of flat, and I'm going to come to the move too, and I can actually push it in there. And if we go back to the front and activated wire frame, you can see this loop here is almost the size of the pupil, so that's good to go. So what we can do is we can take this all right, including that point on the middle. And we're going to hit E to extrude, hit, right. And I'm going to push this in the Y just a little bit. So I want this to be tight here and I'm going to hit E again to extrude, and I can actually push this backward a little bit. Okay, something like that. Then I can come in here, control arr and I can add in loop here just to tighten this from the outside. And looking at this you can see this from the center, so I can just hit Control B or Bevo that, and you can see what we're getting there. All right. So I just wanted to split those polygons. You can see we got a pole a weird pole here, and we got a lot of triangles here. So we want to have quads in here. So I'm just going to come and select this jump one, jump one, jump one edge, jump one edge jump one edge, jump one, jump one. And I'm going to hit X on the keyboard and I'm going to dissolve edges. Okay. So you can see now that we got kind of quads. So we got one, two, three, four edges. Coming into that pole. And I'm going to come in here to the screwdriver, and I can come in here, this panel, right? And I can come to subdivision surface, and I want to add the levels to two. Right click, Shut smooth. Alright? And I'm going to go to the side view, and I'm going to take this, and I want to position it probably we are not able to see there, right? So let's put wire frame, and I'm going to come to this other one, activate it, and I'm going to push it back. So you can see the origin is right here. So I'm going to come to object, set origin origin to geometry, okay? And I'm going to push this back. Okay. So this should be actually right on the line there, so something like that. And we have this bulging effect that we have there. So that's what we want to create right now. And I'm going to come to the scale too, okay? And I'm going to scale this, right? So I'm going to scale this until it touches there. All right, I can actually come in here and hide the eye for now and I'm going to get into Edit mode. Let's get into wireframe here, and I can actually scale this up until it touches there. So something like this, then I'm going to bring the eye back and you can kind of see what we have there, right? So I can actually throw another edge loop right in here and I can hit S to scale that so that this thing can disappear. Okay, something like that. And with this, I'm going to hit E to extrude. It end and I'm going to push it inside, and I'm going to just scale it in like that, okay, so that we might not see that. So I'm going to select this and select this, and I'm going to go Control J on the keyboard, okay, so that we can be able to join this to become one mesh. So you can kind of see that the eye kind of bulges out there, right? So let's fix what we have right here. And we can come to the edges, select this middle one, jump one, jumbo one, jumbo one, jumbo and jumbo and jump one, and you can hit X, and you can say dissolve edges. Okay. And we can click this and we can say shed smooth. So that's basically what you need to do in terms of creating the eye. And let's come back in the next lesson, and we're going to be creating the eye socket and adding animation topology. All right. I'll see you in the next section. 4. Creating the eye socket and adding topology for animation: Guys, welcome back to the course. And on this lecture, we're going to be adding the eye socket and creating topology for animation. So I'm going to go shift A on the keyboard and we're going to kind of mesh, and let's go with a cylinder. And we want to come in here to cap fo type. Let's just choose nothing there. And you can see this is not covering the whole eye. So you can see the eyebrow is kind of out here. So you want to hit S and scale it out a little bit. I think something like this might be good to go. And you want to hit tab to get into Edit mode, and you want to select half of this until the brow line, eggs and delete faces, okay? And you want to come in here to the spanner, aid modifier, generate, and you want to go for mirror. Okay? And if I can turn around, you can see this is going all the way to the back end we don't want that because we are just focusing on the eyes. So I'm going to come in here again. Select half of this from the side, it delete faces. Okay? So you can see that this is quite manageable, and you can see that we got a quad here, and this quad is actually not even. We want to make sure that these quads are kind of square, right? So we're going to go control error and we want to subdivide this. I think something like this might be good to go, okay? If you made a mistake, you can just dial this up and down until you get something that looks right. And if we can come to the front view by hitting one, okay? And if we can come to to the wireframe here. And let's take this phase polygon here and I'm going to select where the I is kind of going to be, right. So I think these polygons are good enough for the e. I have chosen A and I'm going to hit I and inset, and I'm going to go X and delete faces. Okay. So if I can come in here, you can kind of see what we have, and you can see this is actually backward. So you want to make sure that you push this back, alright and you can go to the side view. You can actually come to wireframe and you can push this a little bit back. So you can see it's kind of coming out a little bit. That's okay. And if I can hit tab to get into Edit mode and activate this cage here, you can kind of see the bridge of the nose that is too big here. So we want to hit Control R and just drop an edge loop here to subdivide the bridge of the nose. Okay? And let me deactivate this cage for now, and we want to come back here to the wire frame, right? And I'm going to come to the points. Okay. So let me hide the eye for now. Okay. So these points here are actually good to go. So you want this top loop here to be actually on the eyebrow, okay? So this should be actually on the eyebrow, so you can actually move it. And put it on the eyebrow, okay? And I can drop this so that this one can come down here, probably somewhere around here. Okay, so you want to have something that looks like this. Alright. Probably I can bring it back a little bit. So you want to try to make sure that you subdivide the equally. Somehow equally. This one here, we can actually put it down. All right. So let's put down this so you can kind of see where we have this kind of a circle there. So let's just push that to that kind of a circle so you can see it's going through here, right? So it's kind of an eye socket, right. And if I can come in here, I can actually come in here and push that out probably somewhere around here, okay? So if you turn around, you can be able to see what we have for now. If you can come in here to the face select two here and click this and all click on that edge, you can kind of see the loop that we have for the eyeball. So this loop is going to surround the eyeball. But we need another loop that will actually go like this. And instead of going to the back here, you should turn down and come back with this other loop here, right? And that way to be able to form a mask. So let me put in that one so that you can be able to see. So we need to make sure that we turn this geometry so that we can make a mask so let me come in here. You could actually take a knife and start drawing like this all the way until you join there. That would be another way. But let me show you an easy way to go around that. So anytime you want to attend geometry, you can use what I call the principle of three. All right? Let's come back to the face select mode here, and let me choose these polygons. You see that this polygon is right, and here is getting out of the way. You need to select the right point and select the two other points that are actually out of the way. So these two points are out of the way because it's going this way. And you just hit M and say major center. Okay, something like this, right? Okay. And let's come here on top before we can clean this up. You can come in here. You can see that the points are coming this is correct. This one is kind of correct and it gets out of the way. So you can come in here, take this point that is right and take these other two points, and you want to ten them. So hit major send, right? And you can come in here now and probably tselect that O shift, click on that, right? Old shift, click on this, shift, click on this, and you want to hit X, and you can say it's off edges. Okay? So you can see now that we got a clean mesh, and we've managed to turn it. So I'm just going to subdivide this. Okay? I'm just going to push this down. Alright. So if we can come in here to affect select mode and hit this, you can kind of see that we have a mask. So that's what we want to have on the face. You want to have a mask and you want to have this topology that is actually going around the eye. Okay, so that's it in terms of adding topology for animation and creating the eye socket. Let's come back in the next lesson, and we can actually start defining the eye area. Alright, I'll see you in the next lecture. 5. Creating the eyelids: Okay, guys, we'll come back to the course, and on this lecture, we're going to be creating the eyelids. Okay? So we want to make sure that we activate the eye, and we're going to come to the front view, and we want to activate the vertices here and wireframe, right? And we want to come here to the snapping options and activate it, and we want to come in here. Let's choose face project. Make sure that you got closet, face project, and these three here are activated and move. So what would this do is that anytime we move a point like this one, it should actually be able to sit on the outside of this eye. So let's go around and do that. So I'm going to come to the front view, and with this now, I'm just going to come in here and put these points right here on the bottom eyelid. So I'm just going to come in here and do this. This is the corner wish. I'm going to put it in here, and this one right here, this one have to come down. So make sure that this and this are of equal distance, okay? This one and this one here. Alright? So we keep on pushing these guys. And the other thing, you want to make sure that we got equal number of polygons on top of the eyelid and on the bottom of the eyelid. So I'm just going to come in here. Actually, I'm going to put this one kind of here and I'm going to push this one out. Let me put this one. This one, we can actually put it. Actually, let's put it right here. Okay, this one to hold that corner wish there. And we need another one that will hold that corner wish there, right? So I think that geometry was shot on the bottom there. So now you can see we got a very big gap there, and we want to throw another edge loop right there. So I'm just going to go Control Rr throw one here and put it right here, okay? Probably somewhere here. Control Rror, add another one here, and I'm just going to put it right here. So now let's count how many edges we have. Let me deactivate this ep now. We can see we got one there, two, three, four, five, six, seven. And from here, leaving this one, we got one, two, three, four, five, six, seven. So we are actually good. And with this now, I'm going to come in here and you can see that everything is actually following the eye, and I can take these two points and I can just push them back a little. You can see they are kind of sticking out, right? And I can come in here from the side. Let me actually split this, and I can hit three and hit wire frame so that we can be able to see from the side. So I can come in here to this point I want to push this, right? So let me come in here and push this, right? And you want to make sure that this is actually right here on the corner there. So this I'm going to push it in the Y so you can see it's coming to that line, right? And we got this one. I'm going to come in here. That one is on point. This one is quite right. This, I think, is quite right there. We can push it on the Y and you can see it's getting away. So it's quite right there. This one let's see. So if we push it in the Y like that, and these two here, I think they need to come in here a little bit. And let's just make sure that we minimize this. Okay. I'm going to come in here to the edges, and I'm going to check this edge and this edge, and I'm going to hit F Control R and click, okay? So coming back here now, you can see that these points are a little bit backwards. So you want to push it backward. You want to push them forward, I can say, like that, okay? So I'm just going to deactivate this now, and I can come in here and I can just push this in the Y. You know that this is not as thick as this, so you just want to make sure that you come in here and reduce some of these, okay? You know the eyebrow is kind of sticking out, so you want to make sure that you push this out, you know, I've exaggerated it. The highest point of the eyebrow should be more sticking out, then these ones should kind of form a C cave, right? So you can kind of see a sea cave, right, coming out there, and you want to make sure that you maintain that sea cave there. All right? Probably these have to come forward a little bit. And we want to come here to the bottom of the eye socket, okay? And you want to make sure that you do the same, right? So it's kind of sticking out, not as much as the eyebrow, but it have to be kind of sticking out. You can see. All right. And if I can come in here, generate subdivision surface. You want to see that C cave and you want to see the C gave from the bottom. Okay? So let's come back in the next lesson, and let's create the thickness of the eyelid. I'll see you in the next lesion. 6. Creating the thickness of eyelids and othe loops: Okay, guys, welcome back to the coast on this lecture, we're going to be creating the thickness of the eyelid. So I'm going to come in here and hit Control R, and I'm going to actually drag this, okay, in there, and you want to push it forward. Okay. If that is too much, you can hit G, and you can just bring that in. And I'm going to come in here and hit Control R, and I'm just going to add another loop there, right, and I'm just going to push it backward. All right. We want to make sure that we start smoothing this. So you can do this in the smooth view so that you can be able to see what you're doing. So you can come in here and smooth some of these transition here. So you want this to be kind of coming out and more pronounced as we go this side, okay? So let's have a look. So I'm just going to push this out, okay? Come in here, push this out, come in here and push this out and probably push this out a little bit some more. This one as well. The bottom Cris is not as much pronounced, okay? And you can see right here that the points here needs to come out. Otherwise, we can achieve that roundness the and probably what we could do is we could actually take this loop to the correct place. So we can come in here and you can see the crises running through here. So take this one, hit G, and bring it down. D G, bring it down. Do G, you can bring it down. G, bring it down, G, bring it down, bring it down here. Alright, and you can come back and see what you've done. Okay. And I'm going to come in here and I'm going to deactivate the I, and I'm going to come in here, take this, deactivate this, right? I'm just going to hit E twix to that, and I'm going to push in the Y something like that. Okay? And I want to start scaling this probably to flatten that a little bit some more. Then I'm just going to push it back a little bit, okay. And with this, I'm just going to go out and I want this to go up, like that. Okay. And I want to deselect this. Actually, I want these three points to come inside a little bit like that, okay? And I want to bring it in and push it backward like that. I want that to add thickness on that position there. Actually, I want to bring it like that. Okay. Let's bring them in the Y, actually. Alright. I think something like this could do, right. Okay, so I want and you can see that one is actually poking outside there. So I can select these three, okay? And I can actually push them in the Y, like that. Okay? Maybe the X as well. I can round this. Okay? And I'm going to hit E again to extrude, and I'm going to push backward. And I'm going to come to the scale too, and I want to flatten this a little bit as well. Okay? And if I can come here and add subdivision surface, you can kind of see what we are trying to create this. So I want kind of a cavit in there. Probably I can scale this, right? I want to close this. So I want to make sure that I've got the right number of loops. I'm just going to hit F four now, ok so that we can close that. Okay, so that's basically what you need to do in terms of creating the thickness of the lips. Let's come back in the next lesson, and we can actually add a little bit of detail to this. Alright, I'll see you in the next lie. 7. Adding detail: Back to the course end on this lecture, we're going to be adding dital to the eye. So I'm just going to take these guys. I'm just going to take these guys, and I'm just going to dip them inside. So actually, I don't want this. I'm going to bring these guys inside, right? And I think this is actually sticking out a little bit some more, so I'm just going to push it in a little bit. Going to come in here and narrow this, right, something like that. You know, there's a kind of a dip that you get right on top here, right? And I can come in here and just dip that. Okay? And if you smooth, you'll be able to see that this is looking far much better now. The other thing that we need to take care of is the loops around the eyes here so that we can be able to close this eye. Let me deactivate that. So if we can come in here and select probably this loop here, you can see that's the loop for the eyelid. So if you try to close this eye, you can see that there will be some stretching and the eye start popping out. So how do we fix this problem? We need to make sure that we add another edge loop in between there. Okay, so you come in here, control R and you just throw another edge loop and it will sit there. So that edge loop will actually help us to close the eye. And you can come in here before the brow. And heat control arr and hit another edge loop as well inside here. And you can drop an edge loop in here and you can kind of see now that you got a better thickness there, and you can just scale it a little bit if you wish. So you can come in here, come to the scale two, and just scale it a bit. Alright? Maybe you can come in here and scale that a bit, okay. Something like that, then you can actually see come in here and just fix some of these points. Alright. Do G and slide that equal. Okay? So you can come in here and try to fix some of these points. You know, we got kind of a check bone there. So you just need to make sure that you work on that detail because here we got the check bone. You just need to make sure that you deal with that. We got some human beings whereby the res is kind of being closed by the brow or something like that. So what you do is you will come to this line here that we just added. You see this line, okay? So you can take some of those depending on where the eye is being closed. Okay? So you know that this loop is for the criss. So what will happen is you push this out, right, like that, okay? And you push it down. Okay? So the moment you start doing that, you can start to see that we get that kind of a criss. So probably you can push it backward. Right? Like that. So you can kind of see that we start getting that kind of bulging effect that we can get on some eyes, right? So you can come in here and if you have an eye that looks closed in some points, you can just come in here and deal with these points in here, right? So I'm just going to to like that. Some of the eyes are actually really closed. You can take, let's say, these three points and you can just bring them down like that, okay? And when you do like this, you can see that the eyes kind of closed. So this loop that we have here, you can actually use it if you've got a reference image whereby the eye is kind of closed. So I'm just going to undo and probably you can just come in here and take this loop. All right, and just kind of push it forward a little bit, just around this. Okay? Just push it forward a little bit in the Y, ok? And you can smooth this and you can see how that is looking. And you can take this guy and you can come here, generate, and you can say mirror, okay? And you can come to mirror object and you can just choose maybe cylind. Okay, so that's basically what you need to do in terms of creating the eye. Let's come back in the next lesson and just add textures to this eye so that you can be able to see this thing clearly. Alright, I'll see you in the next lecture. 8. Texturing the eye: Back to the course end on this lecture, we're going to be adding some textures to the eye. You know, it's not good just to leave the eye looking like this. And there is a trick that I did on creating this outer scra. So I just want to show you how you add textures to that. You can come in here to the eye and you can come in here to the materials tab, and you want to come in here and hit tab to get into Edit mode, okay? So you can come in here to this one, right? So we got this one. So I can hit back slice. We want to the material there and you want to create new, okay? And I'm going to call this I under scroll squarer. Then I am going to hit a sign there. All right. And I'm going to hit H to hide that, okay, so that we can be able to see better. So I'm just going to hit here to select all that, and I'm just going to say new material here, okay? And I'm going to come in here and I'm going to say I probably out. We're not worried much about the names right now, and I'm just going to hit a sign, okay? Then I'm going to come in here and I want the pupil. So I'm just going to come in here and select those. Actually, I needed to deactivate subdivision surface so that you can be able to see, okay? Actually, that's mirror. Okay, that's subdivision surface. So I'm just going to select everything until that line in there, okay? And I'm going to come to this material thing. So I'm just going to come plus again, new, right? And I'm going to come in here and I'm going to say I underscore pupil. Hit end, right, and I'm just going to hit a sign. So that's the pupil there, right? And I'm going to come to this line, actually this line here and I'm going to hit Control plus to grow the selection. Control plus to grow the selection. Okay? And I'm going to hit out and shift to select that middle line there, okay? And I'm just going to come in here plus again, new, right? And I'm just going to come in here and say I under scroll. That's the Iris there, okay? It end and I'm just going to assign. Alright. So if I can come out of this, you can see that everything came back. So I'm just going to come back here, select the I scroll up first because it's transparent and I'm going to come to viewport display, and I'm going to change so under Alpha, I'm just going to dial this down, right? Let's come to the eye Outer, and I'm going to come to actually view pod display, and I'm going to put this to white. Okay, so we just want to crank that to white. And let me come to the pupil. So pupil, here we go. And I'm going to come to viewport display, and I want to put this to Blake. Okay, so you can see it went black there. All right. And I want to come to the iris. So let's come to Iris right here. And let's look for Iris. Here we go. And I'm going to come to viewport Display and we can choose the colors. And you can see now that there's a loop here that is missing. I'm just going to come in here and probably I can come in here, select select that loop, and I can come back in here and it's on the iris, and I'm just going to hit a sign. So it's going to be part of the iris, right? So I'm going to come in here to this guy, what is it called? This crater. And I'm going to come to viewpoint display. And probably we can put this 0.3 0.4. If we close this, you can see that it's no longer transparent. So we want to dial this to a number to really actually help you to see what is inside. Okay. Then I can come back to my spanner here and I can add subdivision surface. So we can actually hit Backslash again, and you can see that here we got a problem there, and that is because of this. I'm just going to go out g to bring everything there. And with this loop, let's see if we select this loop and see if we can fix that problem. So I'm just going to scale that a little bit like that. Like so And you can see that actually that problem is actually being solved. All right. And we got some shadow. I don't know where the shadow is coming from. So let's see. I want to check that loop, okay? So if we take this loop and if we scale it in, you can see that up to a certain point. So you want to put it up until you can't see the shadow anymore there, right? And you can just get out of. All right. So let's come back to the iris in here, and maybe you don't like the color of the iris. So you come in here and you can choose what you like. So probably you like blue eyes. That's basically what you need to do in terms of texturing the eye. And let's come back and meet in the next lecture. Alright, I'll see you in the next lecture. 9. Remarks: So I believe you have managed to get this loop here that goes around the eye and around the bridge of the nose. So this forms kind of a mask, right. And I believe you have managed to get all these loops as well that wraps around the eye itself. Okay, so once you got these loops in place, then you are good with the eyes and your eyes will be able to animate properly. So that's it for me, and I believe you have had a lot of fun in learning this. I would ask you to post the project that you have come up with so that I can be able to see, and other students will be able to see it. Okay, that's it for me. I wish you the best in your career, and I hope that you're going to grow every day. Let's keep blending.