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All Discussions > Help > Topic Details
Delta_135 4 Oct, 2015 @ 1:24am
Oval eyes
Just wanted to ask if anybody have some tips on working with oval eyes.
I'm encountering some odd behavior between the different engine versions:

In HLMV they work fine, no deformation at all.

In Garrys mod the iris stretch a bit when the eye is angled a certain way (nothing some smart camera work can't hide).

In SFM the iris stretch into a complete slur making the eyes unusable.

Anything i can do to fix it, or should i accept their fate?
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Showing 1-15 of 19 comments
Zappy 4 Oct, 2015 @ 1:30am 
Try putting the eye locations (both in $Model and the eye attachment) a bit further back into the head.
Delta_135 4 Oct, 2015 @ 1:44am 
i tried that yesterday and it made it worse, putting it further away form the head makes the eyes just looking straight form all sides (i don't know how else to describe it).

i should probably say that the model itself has flat half curved eyes (curving slightly out from the head)
and the way i got the eye cords was from adding a sphere to "act" as a real eye
Zappy 4 Oct, 2015 @ 1:45am 
Well, then try making the eyes bumpier.

Also, what eye shader are you using?
Delta_135 4 Oct, 2015 @ 1:52am 
i'm using the EyeRefract shader, tried with the normal eye shader too, stretches a bit less i gmod but is still use less in sfm

and what do you mean by bumpier?
Zappy 4 Oct, 2015 @ 1:57am 
I mean make them extend more out of the head, like, less flat or something.

Try adding $ParallaxStrength 0 to the materials.
Delta_135 4 Oct, 2015 @ 2:14am 
$ParallaxStrength 0 did't do anything noticeable

and me being an idiot made the eyes flex with the face
but i guess i could just separate the eyes and experiment with them until i find the right values
Zappy 4 Oct, 2015 @ 2:16am 
I guess so too. *Shrug*
xdshot 4 Oct, 2015 @ 2:24am 
I think tweaking eyes' uv-map will help.
Zappy 4 Oct, 2015 @ 2:25am 
Originally posted by xDShot™:
I think tweaking eyes' uv-map will help.
You mean that thing Source does automatically when using eye shaders?
xdshot 4 Oct, 2015 @ 2:43am 
Originally posted by Zappy:
Originally posted by xDShot™:
I think tweaking eyes' uv-map will help.
You mean that thing Source does automatically when using eye shaders?
I mean scale uv map of eyes longer/shorter along latitude. Stretched textures usually appears when the uv or texture is too stretched.
Delta_135 4 Oct, 2015 @ 2:46am 
guess i can try that

also in relation to the eyes where should the eye attachment be?
between the eyes inside the head or between the eyes and away form the head?
xdshot 4 Oct, 2015 @ 2:47am 
Originally posted by Delta_135:
guess i can try that

also in relation to the eyes where should the eye attachment be?
between the eyes inside the head or between the eyes and away form the head?
the attachment should be in the middle of between of two eyes' origin points.
Delta_135 4 Oct, 2015 @ 2:50am 
origin being the Y coordinate?
Zappy 4 Oct, 2015 @ 3:27am 
Originally posted by xDShot™:
Originally posted by Zappy:
You mean that thing Source does automatically when using eye shaders?
I mean scale uv map of eyes longer/shorter along latitude.
You mean that thing Source STILL does automatically when using eye shaders?

Source "projects" the UV map of eyes in run-time, ignoring how the UV co-ordinates of the model itself look like.
Delta_135 4 Oct, 2015 @ 3:36am 
yeah changing the uv map didn't do anything
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All Discussions > Help > Topic Details
Date Posted: 4 Oct, 2015 @ 1:24am
Posts: 19