Modeling the eye
It's now time to start to define the creature's eyes. We already had UV Sphere placeholders, but we're going to refine this mesh to deliver a more convincing eye. By the way, keep in mind that a good portion of the expressiveness of the eye will be due to the use of appropriate textures; for more information, see Chapter 12, Creating the Materials in Cycles, and Chapter 13, Creating the Materials in Blender Internal.
Following the previous recipe, there is nothing particular to be prepared before starting, except for the following:
- Go to the Properties 3D view sidepanel (N key if not already present) and uncheck the Background Images item.
- Press 3 on the numpad to go in Side view and zoom to the UV Sphere location, by ...