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PBR texturesNo embed texturesSquare texturesPower of 2 texture sizesAssigned materials
UVs
No UV overlapsUV unwrapped model
Naming
Allowed characters
Description
PBR semi-realistic 3D model of a human eye, suitable for renders and games.
Characteristics:
Good for close views.
Seven iris colors (standard textures set + 6 extra color textures).
In some formats the cornea uses parametric material for best visual results.
Textures are 2K PBR - Physically Based Rendering, for Roughness/Metalness workflow.
Compatible with subdivision (mesh smoothing) without changing its original format.
Entirely UV-mapped, with fully unwrapped UVs (non-overlapping UVs).
Objects and materials are descriptively and uniquely named.
Pivot at center, for easy rotation.
Originally modeled on Maya LT, textured with Substance Painter.
Included formats:
Unreal Engine 4.24 (uasset), also tested with versions 4.27 and 5.20.
Blender 3.3.1.
MilkShape 1.8.4.
Marmoset Toolbag 3.07 Scene Bundle.
Fbx, obj and dae (textures set included separately).
Unreal Engine format specifics:
Overview map included, displaying all seven eye colors.
Base material and material instances.
Cornea material uses translucency (no dithering).
When first loading the model, Unreal can take same seconds to display the transparent parts, while compiling their material. This is normal and usually happens only once.
No third-party plugins needed.
Geometry:
Model consists of 2 parts: Eyeball and Cornea.
Sealed geometry / watertight (no open edges).
No ngons (quads only).
No coincident (overlapping) vertices.
No nonmanifold geometry.
No hard edges.
No vertex is connected to more than 5 edges (no poles).
Total poly count is 1644 (1644 quads) and 1648 vertices.
Compatible with subdivision (mesh smoothing) without changing its original format.
Unreal format (uasset) triangulates all faces.
Materials and textures:
Two materials: MatEyeball and MatCornea.
MatCornea uses textures in Blender and is parametric (not using textures) in the other formats.
Cornea textures are included in the texture pack.
All textures are png, 2048 x 2048 pixels (2K textures).
Blender, Marmoset and MilkShape formats use relative texture paths.
PBR textures set: base color (no alpha channel), both directx and opengl normal maps, height (bump), metalness, AO (ambient occlusion), opacity, roughness and ORM (composite ambient occlusion (R) + roughness (G) + metalness (B)).
Extra color textures set with these iris colors: green, grey, black, brown, red and violet.
Exchange formats (obj, fbx, dae): no embeded textures, so you can import them from the PBR set, in accordance to the requirements of your 3D editor.
The textured extra fbx format embeds color and height (bump) textures only, as embedding other textures would not be portable across applications.
Preview images:
Unreal preview images captured with Auto Exposure disabled.
Preview Blender images are rendered with Cycles (not tested with Eevee).
HDRI used in Blender previews is CC0 from Poly Haven (formerly HDRI Haven) and is included.
Units and measurement:
Real world scale.
Unit system is metric (centimeters).
Full model dimensions: 2.4 cm (width) x 2.4 cm (height) x 2.5 cm (deep).
Additional notes:
Fbx and obj formats were exported by Maya LT.
Collada (dae) format was exported by Blender.
The obj format does not preserve the hierarchy of the different objects. If you import this format, you may need to redo what it lacks.
For your convenience, on Blender format the Subdivision Surface modifier is applied to the model (you can remove it, if you want).
Included cornea textures are optimized for Blender (Cycles) and may need some tweaking to look good in other renders, as each software and render offers different ways of getting the best results for translucency.
Subdivision levels preview images were captured from Maya LT, with extra loops supressed for visualization clarity.