this is what i need help with:
Converting projection to UV mapping
Here you can see that I've selected the shape node of the eye geometry and the projection node of the map in the multilister. Now select the convert to file texture option in the multilister and make a UV map of 1024x1024. This resultant UV texture should be loaded into your paint package. Here you'll notice that there's an iris and pupil mapped around each pole of the geometry. This is because the projection goes through the geometry and thus projects on both sides. It is a simple matter to paint out the the iris that appears on the back of the eye ball. This process is illustrated below. The image on the left is the UV texture created by Maya and that on the right is the same image after I've painted out the iris that was projected onto the back of the eyeball. You can see how the UV mapping wraps the image round the geometry leaving us with a very stripy image. This map when reapplied to the geometry will give us a white eyeball with and iris and pupil. We can now paint more detail onto the eye surface.
The eye surface shader
Here you can see how the maps have been plumbed into the shading network. Note that the eye diffuse colour has been blended with white for the specular colour. I usually add some translucence to the shader to account for the light bouncing around the eye both within and without. This value should be adjusted on a shot by shot basis. Now we can turn our attention to the lens and wet eye surface.
First year 3D Grad