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File: eye reference study.jpg (45 KB, 349x228)
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How do I draw the eyelids in a way that gives it form? Everytime I try to draw or shade it ends up looking super flat. I've watched a couple for eye tutorials but they didnt really explain in detail how to give the eyelids that 3d look.
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File: eye study attempt.jpg (51 KB, 1080x743)
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Here is my attempt. This is a trace from the reference above. I had more lines added and tried to color in the lower eyelid but I thought it looked like shit so I erased it.
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File: 1760700188870081.png (234 KB, 349x228)
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simplify. when shading, you should initially focus on making shapes from only 3-4 shades(values).

if you want to acheive a 3d look with just linework, you need to learn to use lineweight and implied lines*.

*see example in next pic
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>>7761886
If you just want a flat line drawing, the less detail the better.
If you plan on rendering it to give it volume, then those extra "ugly" lines like drawing where the eyelids end matter to help know which areas should be different. For example, compare the color of his lower eyelid to his cheek, it's much darker, and your shading should reflect that.
Something that also helps give volume to both eyelids and the eyeball itself, is shading the sides slightly darker and the center brighter, like you'd shade a simple sphere if you ever did that.
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File: 84651.png (10 KB, 393x468)
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>>7761918
*example
notice how in the second eye, just thinning the middle of the top line enhances the sense of depth of the crease
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>>7761886
https://www.youtube.com/watch?v=sT-lzxoJsjc

your problem is you dont know how to draw or render. it has nothing to do with an eye or eye lid. you render the same for everything. its not some specific technique for eyes you are missing. video above is simple tutorial from bradwynn jones that might help, but id just go back through his archives since he doesnt post anymore and do the loomis videos. learn to loomis and reilly rhythms for faces. once you understand basics of construction, the other parts of his videos show how he renders based on these landmarks and lines he put down. knowing where the zygomatic arch is will help inform light and shadow and you render based on your light source knowing its location. the nose is similar large object jutting out on face. light from side will inform rendering in that direction. as you have reference for your eye, its simply a matter of construction, mapping your shadows and rendering. the block in process is same once you understand how to construct and break down objects, faces or eyes or anything you want. basic light and shadow course is better option for you and knowing how to render somehting like a simple sphere as thats all the eye is.
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>>7761886
>>7761887
2 quick thoughts;
>1)
The eye will often look a little flat and bland until you add the eyelashes, and thicken out the upper lid's lines doing so. It's one of those 'trust the process' moments.

>2)
remember that the brow has flesh and skin, and it often hangs and droops over the eye - you can even see it in your reference image, and you've completely left it out. It helps show that the eye is sunken into the skull and eye socket.
There's also the crease of where the eyelid folds up into the sockets - its line often sort of becomes one wit the drooping flesh of the brow.
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>>7761923
the middle eye gives me Kakashi vibes



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