Creating "Next-gen" Eyes

Created using 3ds Max 2011, Xoliul's shader

In the past, eyes were just low poly spheres, or even just textured onto a flat head volume. As technology progressed, we could increase the resolution of the eye spheres, have animated eyelids, and now even eyelash and eyebrow hair planes. After having worked on a feature film for a while, and seeing how eyes are done for offline rendering, I realized we can copy most of it in real time.

The final look:

The construction:

There are four key pieces of geometry:

How I made the texture: (diffuse normal specular)

The normal map for the lens sphere, it has no diffuse or specular map, just values.