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.