Page 45 Modeling Trog: Head / The Eye

The Eye

In the left view make a Ellipsoid placing the center of the ellipsoid at the approximate center of the inner ring and the end of the first axis being placed a little beyond the back of the inner ring as shown below.

For the end of the second axis stretch the ellipsoid out to the approximate shape of the eye as shown below.

For the end of the third axis go to the top view and stretch the ellipsoid out to the approximate shape shown below.

Now you need to position the eye in the eyeball socket so to speak.

Rotate it about 15 degrees in the top view and move it closer to position. I use an alias key 'q' for Shade, to quickly check how the dragging and rotating is progressing.

Rotate the eye in the front view and adjust how far it is from the centerline so that the eye does not go through the geometry of the baggy surface and does not show any gaps between the eyelid and eyeball. Result shown below.