(the weird artifacting is from the viewport and the way blender's Eevee does stuff, like it seems it doesn't apply AA to every frame, it only starts doing AA when nothing is changing which is... really smart, same with shadows and AO, it continuous refines these when nothing is moving. Blender is like... a dream man)
I didn't think it would be so easy... but I setup a prototype for how the eyes will look! It's a single material on a piece of geometry and UV maps (besides the shading on the eye) are not used. Rather, the position of the textures are determined by the location and such of the different eye controllers.
This means that this method *should* transfer quite nicely onto any weirdly shaped eye.
I'll improve this further with curved slit-like eyes that change curvature based on their position within the eye... somehow? Maybe. As it is now I think it's *okay* but I will try to make it the best that it can be!
Welp now time to start the 2nd to last week of this semester...

This is the eye look I'm aiming for in the end and I feel like it'll end up looking even better than this :o
-Velocirection, chief sexy officer of Pizzass Games
Jade
2020-12-07 16:07:07 +0000 UTCRavenWorks
2020-12-07 13:30:00 +0000 UTC