fursuitmak.ing

Modeling 3D Printed Follow-Me Fursuit Eyes in Blender

A FREE download of this eye is available on my Gumroad! You get both the ready-to-print file and the .blend file, with all the stages of progress. Feel free to follow along with the image provided, or follow along with your own image!

This tutorial utilizes Blender, a free and open source 3D program.
Screenshot of a finished 3D modeled fursuit eye

Another screenshot of a finished 3D modeled fursuit eye

Let's model some 3D fursuit eyes with custom shaped pupils!
This tutorial has been adapted from Freckled Cat Creations' Youtube video, with some additions and modifications. This tutorial assumes you do not have any Blender knowledge.

A following fursuit eye uses a simple optical illusion that makes it seem as if the eyes are looking at the viewer. The eyes have a wall around them that hides part of the sclera/pupil, making it appear as if they are always watching you. Some people make their following eyes out of foamies or resin, but I prefer 3D printed eyes as they are durable, lightweight, and don't require casting.

Shaping the Sclera


Drawing of a fursuit eye with a measuring tape next to it

Start with a to-scale sketch of your desired shape, and take a picture of it with a ruler next to it.

Blender screenshot with the edit menu open

Open Blender, then navigate to preferences.

Screenshot of the input screen with the emulate numpad option checked

Navigate to “Input”, then check “emulate numpad” under the keyboard menu.

Default Blender cube about to be deleted

Click on the cube, then hit X to delete it. Do the same for the camera and the light.

Adding a reference image into Blender

Hit 7 to enter top-down view. Hit Shift and A, and add a new reference image.

Image properties of the reference image

Click on the picture frame.

Opacity of the reference image at half power

Enable opacity and set it to around 0.5. This will make the image easier to see.

Adding a circle into Blender

I pressed S to scale the drawing up to make it easier to work with. Don't worry about accurate sizing yet, that'll come later! Hit Shift A again, but this time add a circle.

Changing the number of verticies of the circle to 45

A bar will appear in the bottom left corner. Click it to expand the menu, then change vertices to 45.

Scaling the circle to match the scale of the reference image

Scale the circle to fit your drawing.

Shaping the circle to fir the shape of the reference

Hit tab to go into edit mode. Enable proportional editing in the top bar.

Continuing to shape the circle

Click on a vertice, then hit G to move it. Use your trackpad or mouse wheel to control the radius of the affected area.

Shape is finished

Continue until your eye shape is done. You can hit A to highlight all the points to see if you're on the right track. Once done, hit tab to go back to object mode.

Modifier panel of the circle

In the right sidebar, click on the wrench. Click on “Add Modifier”.

Adding a subdivision surface modifier

Click on “Subdivision Surface”. This adds more points and makes them a lot smoother.

Applying the modifier

Click on the down arrow to apply the modifier. Hit tab to go back to edit mode.

Shaping the corners

For a sharper corner, I disabled proportional editing and moved some of the vertices by hand.

All verticies selected

Hit A to select all the points. Hit E to extrude, then hit S.

All verticies extruded, but the new points are scaled down inside the eye

It looks like a weird donut now.

The inner ring is moved ro the right

Move the donut hole to where your pupil is. Hit tab to go back to object mode, then click on the eyeball in the “Scene Collection” menu to hide the sclera.

Shaping the Pupil


A new circle has been added

Add a new circle.

The circle is now an oval

Scale it so it roughly matches your drawing. If you want a perfect circle or oval, you can skip this next step! I was looking for an egg-shaped pupil, so I needed to do a little extra work.

Symmetry with the x-axis enabled

Hit tab to go back to edit mode. Look for the butterfly, then click on the X to enable symmetry.
Egg-shaped pupil

I used proportional editing again to get my egg shape.

All points have been selected

Select all the points, then hit F.

Egg has been extruded

Hit E to extrude, and move it a little up. It doesn't matter how much.

Side view of extruded egg

Go back to object mode, hit 3 to get a side view. Hit G to move it down a little bit, so the black line is intersecting the model.

Boolean modifier is being selected

Click on your sclera mesh, and add a boolean modifier.

Boolean modifier is being applied

Click on the eyedropper, then click on your pupil. Apply the modifier.

Lots of extra verticies

Go back to edit mode. Notice all the extra points that aren't connected to any lines? We have to get rid of those! Shift-click on each one.

Two verticies positioned very close to one another

You may come across two points that are very close to each other.

Point with an orange line coming out horizontally

If you click on a point and its orange line looks like this, you've got the right point!

Point with orange line coming out vertically

Don't select points that look like this.

Deleting extra vertices

Once you've selected all your points, hit X and click on “Dissolve Vertices”.

Tool bar with loop tool selected

Check your work by clicking on the loop tool and hovering over your mesh.

Loop around the donut, but there is a gap towards the bottom

If you've gotten all the points, the yellow line will be continuous. There's a gap in mine that I missed, so I deleted the extra vertice.

The gap has been fixed

All good! Don't click, instead go back to the select tool (tool on the very top of the list).

Creating the Walls


Eye has been extruded upwards to make a 3D shape

Hit A, then E to extrude upwards. How much you extrude matters here, we are forming the walls of the eye.

The top part and the inside wall have been selected

Control-shift click (or option-shift on Mac) the inner wall, then hit X. Delete these faces.

The top part and the inside wall have been deleted

Go back to object mode and add a solidify modifier.

The outside walls are now thick

I set mine to about 0.05 mm, then applied it. If you want eyes with vertical walls like these, you're all set! Skip to the scaling part.

Smoothing the walls


Two loops have been cut on the inside wall and the bottom

Go to edit mode, and click on the loop tool again. Click on the flat part and the vertical part.

The two inner loop faces have been selected

Click on the faces button in the top left corner. Then control-shift click (or option-shift) the two inner walls.

Closeup of the smooth tool

Click on the smooth tool.

The walls are now slanted instead of at a 90 degree angle

Click on the yellow circle, and drag to the right. This will smooth out the faces.

Everything inside the eye has been selected

Select all the faces, then right click and hit subdivide.

The mesh is 16 times denser inside the eye

Subdivide a second time.

The top edge and the bottom edge have been deselected

Shift-control/shift-option click the outermost edges to deselect them.

The walls are now very smooth

Smooth out the faces even more.

Everything has been deselected

Hit tab to admire your work! Your mesh is done!

Scaling the eye


We still need to scale your eye to the correct size. Hit 7 to go into top-down view. Add a plane to the scene.

A plane has been added

Plane has been scaled to fit the scale and rotation of one inch

Use S to scale it and R to rotate it to fit your inch/centimeter on your ruler or measuring tape.

The dimensions are 1.53 by 1.53 meters

Hit N and look at the dimensions.

The eye's dimensions are 6.52 by 6.33 by 1.05 meters

Click on the eye to look at its dimensions too.

This requires a little bit of simple algebra. Set up a proportion, cross-multiply, and divide to solve for x.

1.53/1 = 6.52/x
6.52 = 1.53x
x = 4.26 in or 10.8 cm

This is how big your eye is! Take note for when you 3D print it.

Exporting


Exporting as an STL

Before exporting, delete all other objects from your scene apart from your model. Then, export it as an .obj or .stl file. To mirror your eye, hit control M, and then hit X. Export one file for the left eye and one file for the right eye. You're done, congrats!
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