Change Right Eye Color of Character

So I have a character that has a brown eye for his left eye and a white eye for his right, how do I change the color of the eyes, No store items had the ability to have different custom colored eyes. I tried modifying them in photoshop but it ended up looking like he had a white blob on his eye. 

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  • So I have a character that has a brown eye for his left eye and a white eye for his right, how do I change the color of the eyes, No store items had the ability to have different custom colored eyes. I tried modifying them in photoshop but it ended up looking like he had a white blob on his eye. 

     

  • So I have a character that has a brown eye for his left eye and a white eye for his right, how do I change the color of the eyes, No store items had the ability to have different custom colored eyes. I tried modifying them in photoshop but it ended up looking like he had a white blob on his eye. 

  • Depending on what figure you're using, Lucius for Leo 7 has two colored eyes like that. And yes, he does come with a one brown one white eye option, and no you don't have to have Leo 7 to use him. He also had two different style of facial scars as you can see from the promo here:

  • Yea That didnt work, his right eye when he is facing you is supposed to be white and his left is supposed to be brown, so this character wont work :( 

  • edited January 2017

    This is the kinda look i am going after

    Post edited by Chohole on
  • carrie58carrie58 Posts: 4,012

    So I have a character that has a brown eye for his left eye and a white eye for his right, how do I change the color of the eyes, No store items had the ability to have different custom colored eyes. I tried modifying them in photoshop but it ended up looking like he had a white blob on his eye. 

    when you say you tried to modify in photoshop ,you mean after you rendered aka postwork??have you tried making a copy of an eye texture modify it save it under a different name and then manuelly load it on to your character

  • LyonessLyoness Posts: 1,616

    oh.

    to create that effect you want to change the opacity of the eye moisture for one eye.

    you just need to create a translucency map and plug that into the cutout dial.

  • Steven-VSteven-V Posts: 727

    You should be able to do this manually in PS. But you have to do it on the right channel. Assuming a G3F or G3M character, in the surfaces tab, go into Irises. Click on the diffuse map channel. There should be an image map in the Base Color slot (look in the Surfaces tab under Surfaces -> Base -> Diffuse for 'Base Color'). That base color should have an image map in it, a BMP or JPG or PNG or something. If you pull that into PS, you should see where the iris color is (it will be a blue or brown or green ring).   In the same folder, for most characters, you sould see jpgs for other colors.

    So here is what you can do. Open both color maps you want. Using the select tool, select the color for the right iris as a box. Then go to the 2nd color file, and use edit->paste in place to paste it on top of the old one. Then do a save-as and save to your own folder, anywhere you want, as your own file, e.g. MyEyes1.jpg. Then go into DAZ and in the Base color tab, where the color map is, click on the down arrow, then choose 'browse', and use the file menu to find your new jpg file. This should give you 2 different iris colors.

  • Pixel8tedPixel8ted Posts: 593
    edited January 2017

    So I have a character that has a brown eye for his left eye and a white eye for his right, how do I change the color of the eyes, No store items had the ability to have different custom colored eyes. I tried modifying them in photoshop but it ended up looking like he had a white blob on his eye. 


    It sounds like you were not editing the correct surface. In the surfaces tab, make sure you have Iris selected from the surface menu. Texture will be set in Diffuse Color box, use browse to open that up and colorize the one eye or open up two files and combine them to make one heterochomial texture. Just be sure to name the file a unique name so you don't overwrite your original texture. 

    In this example, I used the eliptical marquee tool to select the eye texture I wanted to change. Use Control J to jump selected texture onto new layer. Hold shift key to drag this layer into second texture file. Realease shift key when inside second textue document. Name new heterocromial texture a unique name. Browse to new texture to apply to your figure. Save it as a  material preset for future use. :)   (I like to uncheck everything but iris when I save an eye preset.)

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    Post edited by Pixel8ted on
  • Pixel8tedPixel8ted Posts: 593
    edited January 2017

     If you google daz Heterochromia, you'll find there are several products out there including  http://www.daz3d.com/macro-eyes-for-iray-browns-and-exotics

    I have not tried that particual product but looks pretty good in the promos. There are several characters or character add-ons that include a heterochromial option.

    Post edited by Pixel8ted on
  • DaWaterRatDaWaterRat Posts: 2,885
    edited January 2017

    If you want to use Lucius, there's also the easy solution of flipping the texture using the Layered Image Editor.

    Just go to the Surfaces tab, expand Genesis 3 Male, and then select anything that uses the Eye diffuse texture (Iris, Pupil, sclera and lacrimal), then click on the diffuse texture and go to "Layered Image Editor" when that opens, click on "Flip Horizontal" and then "Accept"

     

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    Post edited by DaWaterRat on
  • Daz Really needs to just separate the eyes so you dont have to do all of this stuff, trying to do this is giving me a headache :( 

  • Pixel8tedPixel8ted Posts: 593

    Daz Really needs to just separate the eyes so you dont have to do all of this stuff, trying to do this is giving me a headache :( 

    Not necessarily. If you already have the texture edited, all you have to do is plug it into the correct surfaces slot...iris. :) I explained it as if you hadn't already done those steps. 

  • I shouldnt even have to edit the textures in the first place, you should be able to  change each individual eye texture as easily as you add clothing to a character

  • nemesis10nemesis10 Posts: 3,493

    I shouldnt even have to edit the textures in the first place, you should be able to  change each individual eye texture as easily as you add clothing to a character

    Err, why?  Total heterochromia is extremely rare in real life...

  • I shouldnt even have to edit the textures in the first place, you should be able to  change each individual eye texture as easily as you add clothing to a character

    They used to have separate left and right eyes in M3 generation - For the 99% of the time you didn't need different eye colours it was more of a pain selecting each separate one to apply the surface settings you wanted.

    Using LIE and/or GIMP/PS, it's not that much extra work to set up different eye textures now.  The problem would be if you wanted different settings (e.g. one eye glossier than the other)

  • kitakoredazkitakoredaz Posts: 3,526
    edited January 2017

    Steven-V way is good to customize maps as you like. 

    then there are another way to acheive it without modify image maps.  both way is good to understand each ds tool.

     

    1. make new surface group in geometry editor for r side eye  parts only. it not break UV map, then you can add different mat preset for r-eye and l-eye surfaces. the parts, when you apply mat preset.   your modify surface group may change by your plan.

    eg you want all different group for (r-Cornia, r-EyeMoisture, r-EyeSocket, r-irises, r-Pupils, r-Sclerlla)  .or make only( r-irises r-Pupils) then change mat preset)

     but,, you can save current surface group only as scene or subset.,, new actor not keep your modify, and if you change mat preset for actor, in current scene, you may find  new groups mat not change at all, then you need manually re-apply mat for the new surface groups (with select surface group)

    2  make Geometry shell for your Actor,.  then hide only "left - eye" node  of your actor mesh in scene tab. next set shell  hide, but only left-eye are visible. you  need to tweak surfaces, and face groups Visibliity ON OFF  options  in parameter tab   I usually need to set all eyes parts on   "surface"  then in "face group"  set OFF all , but  set ON about r-eye. or left-eye  

    then you can use diffrent mat preset for Actor  (hide r-eye ), and geometry shell  (only r- eye visible) 

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    Post edited by kitakoredaz on
  • ChoholeChohole Posts: 33,604

    Duplicate threads merged,  please don't post duplicate threads in different forums.

    If you want to move a thread from one forum to another you can do so by clicking to edit the first post and changing the category

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