A Blinn material is used on the mesh with the specularity matched to resemble an eyeball. A black and white ramp shader is placed in the transparency slot defining the transparent and opaque portions of the material.
A low poly Iris is added behind the transparent portion of the eyeball.
Iris is smoothed out and assigned a base brown color.
a flat shaded black cap is added to the back of the iris.
A three point lighting rig is setup to ensure proper specularity on all sides.
Photo reference texture is added to the iris.
Photo reference of an eyeball with veins added as a texture to the opaque area of the outer eyeball.
a normal map is created for the veins on the eyeball. This is a little too much, but shows the normal map in action.
Our bloodshot brown Eyeball ready to sit in the head of our model.
A series of renders that captures the progression of an eyeball being set up for use in a character.