Step 61. Lathe the spline into a disc with 12 sections.
Step 62. In the Top view, select the disc and rotate it so that the center spline lines up on the z-axis.
Then delete the left group of point on the spline and break the remaining connection with the break spline tool.
Step 63. Modify the bottom of the spline like so. I added a point to pull the iris in a little and to allow me to peak the points that will make up the iris.
Step 64. Lathe the resulting spline with 8 sections.
You should end up with something that looks like this.
Step 65. Close the points that will become the pupil and group them in order to set their diffuse color to black.
Step 66. Group the iris points and give them a material or decal or just set their diffuse color to the eye color you want.
I also set the little lip of splines to black in order to fake the shadow that happens around the iris.
Step 67. Now, in the left or right view, create a spline with about 3 points that looks like this....
This will become the cornea.
Step 68. Move the Cornea spline up to the top. Center it and rotate it so that you can lathe it.
Step 69. Lathe the cornea spline... it should look like a contact for the eye.
Step 70. Move the cornea back into place and break its outer spline ring in order to start connecting the points to the eye.
You should end up with something that looks like this.
Step 71. select the cornea patches. Group them and set there transparency, specularity and refraction surface settings to what you desire. I chose a transparency of 95 percent.
Here is what it looks like in the end... This is a composited render over a wire frame to show the effect of my refraction settings (visible as a slight dark blue around the pupil. The black is the non refracted cornea and the dark blue is the cornea with refraction. This will greatly add to the realism of the eye in close up shots.
The one piece design of this eye is advisable when it comes to trying to get refraction in the cornea. Sometimes, depending on the size of the model, two piece eyes, where there is an outer piece that refracts, render with artifacts.
Here is another render with reflections and refractions.