I did an ok job and so I decided that I would play around with a simple eye rotation. While watching the animation I noticed something strange. I’ve posted an image of it here. Does anyone have any idea what might be causing the “distortion”
Are you sure that you placed the iris in the correct position before joining… Looks like you got a “gap” there…
Unless I could take a look at your .blend (if it’s possible…) to see exactly what you’re doing, I don’t think I can tell for sure…
I see that Lyubomir at his tutorial is using SubSurfs to model each element of the eye…
Have you tried to convert to Mesh??? sometimes the textures on SubSurfs get crazy when the angle is changed during animation… This could also be an explanation for this distortion…
<EDIT> One way to check if my theory is right is to render a still image with the eye in the “problematic” angle… Before you render rotate the texture space… This is done like this:
In the edit buttons press the button labeled “TexSpace”… You’ll see a “rectangle” around your model… Press Ctrl+A and confirm that you want to apply size and rotation… This should rotate the tex. space… Try to render now and see if the problem is fixed… If it is fixed, you need to convert your “eye” to Mesh (Alt+C), so that the texture is mapped much better on the model…
</EDIT>
I think if you could post the .blend it would be better, because we would have the chance to see what you’re doing there…
Actually what fixed it, was the “Clip” button that you pressed…
You see by repeating the texture you were asking from Blender to repeat the image on the surface of the iris… Only the image (eye.jpg) that you used didn’t have only the iris pattern but also a white border around it…
The “artifact” that you had was exactly the white border around the greenish pattern…
Also by telling Blender to map it flat, it stretched a little bit the image on the surface of the Mesh so that it would bring it exactly at the center,while the white border would be “out of sight”… and all the rest of the settings (x,y,z) were actually an attempt to try to bring it in the correct position (that’s it is called fine tuning the x,y,z coordinates… :P)… Your SizeX,Y,Z settings were o.k. Have in mind that when you reduce them the image texture gets “magnified”… when you increase them it’s the opposite…
I hope this solves your questions…
Thanks… I understand what was happening now. Thanks for taking the time to explain it and to create some glasses. I can’t imagine what the char would have looked like squiting to see things in the distance…