This is a rigged pair of eyeballs with procedural material, with automated uniqueness for left and right side. You can use this asset directly or by baking textures for MakeHuman eyeball meshes.
To use this asset for your character, join this armature to the one of your character, put it in place and parent the bone "Child of headbone" to your headbone.
There are three bone-layers:
1: Root ("Child of headbone")
2: Gizmos
3: Deform (the bones inside the eyeballs)
The diamond-shaped gizmo is what the eyes are following. By default it is exactly as wide as the distance between both pupil centers (6cm). Scale it down to cross the eyes. Try the opposite as well
It has a cross-hair-shaped child-bone on each side, one for each pupil. Scale those cross-hairs to drive the pupil size.
There are also shapekeys for the iris size as well as for the pupil's horizontal (sheep eye) and vertical (cat eye) scaling.
The shader in slot 1 features an iris with extra colors for its inner and outer rim, blood vessels on the sclera, emission option and many more. Play with it in material preview mode.
To disable the inner ring of the iris, set the hue slider to 0.5, bright and contrast to 0.0 and saturation and value to 1.0.
When you want to use this asset for baking eye textures for MakeHuman, just fiddle around with the shader settings, create a new image to bake onto (make sure to also place it in material slot 2 and to make it the active node by highlighting it) , and with both eyes selected hit bake. It will bake the texture from bottom to top, first the one eye, then the second. Be patient.
To bake out the normal map just switch the scene from "Diffuse MakeHuman" to "Normal MAkeHuman". Again, create a new texture to bake onto, but this time with 32 bits. You might also like to bake out a roughness and / or a glossy map.
Material slot 2 contains the clearcoat. This material creates the glossy highlights and bends the lightrays (Cycles) like a lens. This shader is a bit of a hack in order to minimise noise. It drives the glossiness by its own glossiness. A glass shader for Cycles would be better if possible.
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