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TheBananaBox 29 Jan, 2024 @ 10:37pm
Making Source eyes work in Blender
So I know that a lot of people have asked for help with eyes before, and I know that QC_eyes is a big part of that in some way. However, I'm not trying to export a model from Blender into Source like most people, I'm just trying to use a Source model in Blender for an animation, so I'm wondering if there's an easier solution to get the eye textures working without diving into all of that.

Specifically, my problem is that the entire eye is only one slot, so it either has the texture of the sclera or the texture of the pupil, not both. Surely there's some combination of shading nodes that can put the pupil onto the sclera and let it move around without leaving Blender? Or am I better off just giving them normal round eyes somehow?
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Artfunkel 30 Jan, 2024 @ 11:12am 
Pupils are rendered entirely by a shader. They don't exist on the model, you just tell the shader where the eyeball is.
TheBananaBox 30 Jan, 2024 @ 6:07pm 
Oh yeah I know, I was just wondering how to do that in Blender without going through the whole process of making it ready for Source, since I just wanna use it for animation. If it's more of a general Blender question rather then a Source one then my bad, I'm still a bit new so I haven't dived into shaders much yet.
Last edited by TheBananaBox; 30 Jan, 2024 @ 6:08pm
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