CyberEye Model 01 (CEM-01)

https://marketplace.reallusion.com/cybereye-01

CYBER EYE MODEL 01 — HYPERION INTERFACES INC.
“See what others can’t. Survive what others won’t.”


Meet CyberEye Model 01 (CEM-01), the flagship modular optic from Hyperion Interfaces Inc. Built for operators, not hobbyists, CEM-01 delivers hard, readable visuals in hostile environments—with enough style options to blend into corpo boardrooms or back-alley gunfights.

Ask any veteran aug-tech:

If it talks to your brain and doesn’t flatline you, Hyperion probably wrote the spec.


Feature Highlights

  • 102 distinct cybernetic eye variants in a single unified system
  • 6 material classes to match any role or persona:
    • Chrome A
    • Chrome B
    • Metallic A
    • Metallic B
    • Plastic A
    • Plastic B
  • 9 colors per material, with alt variants for extra attitude:
    • Blue 1
    • Blue 2
    • Green
    • Orange
    • Red
    • Purple
    • Violet
    • White
    • Yellow
    • Alt versions for all colors except White, giving each hue two visual personalities

Total: 6 materials × (8 colors with alts + 1 white) = 102 unique CEM-01 looks.


Engineered for PBR Workflows

CEM-01 is built as a pure PBR optic platform:

  • Full texture stack per variant:
    • Ambient Occlusion (AO)
    • Base Color
    • Normal
    • Roughness
    • Metallic
    • Displacement
    • Emissive
  • Standard PBR materials only — no proprietary black-box shaders.
  • Ideal for CC4/CC5 PBR setups and easy to migrate to other engines that support PBR maps.

:warning: NOT Digital Human Shader Compatible
Cyber Eye Model 01 is designed for standard PBR eye materials and is not compatible with Digital Human Eye Shader workflows.

:warning: Displacement / HD Geometry Notice
CEM-01 includes Displacement maps for close-up detail.

  • If your eye mesh uses SubD / HD geometry, you can safely enable displacement for added relief and paneling.
  • If your mesh does NOT use SubD / HD:
    • Set Displacement Strength to 0 (or disable the Displacement channel) to avoid mesh tearing, pinching, or shading artifacts.