Hey guys I'm a noob at doing eyes and my school didn't really teach me about doing eyes. the way I did them were quite noobish. I modelled it just by adding a sphere

then I textured it here's my uv layout


and now my character looks weird

Can someone tell me how to do proper eyes?
Replies
http://www.poopinmymouth.com/process/eyes/ng_eyes.htm
Eyes are not so hard to model. Most people do the same thing you did. But now technology has advanced and a lot of times people model in the iris as well as the cornea.
http://www.polycount.com/forum/showthread.php?t=97962
well I'm using the 3ds max viewport so it tends to show up like this, but when I put lights on and render it the weird shading goes away
Find a good reference of an eye and try to mimic the specularity and the shading in your material setup. Keep in mind that not only are eyes somewhat reflective, but they also have subsurface scattering. In order to integrate the eye into the head (so it looks like it's in the socket and part of the head) you need to account for the ambient occlusion. I believe ways of doing that are described in the link above.
Before any of that though you need to figure out why you're getting that weird shading...
as I have said above, the 3dsmax viewport show up like this. But when I put lights to render it the weird shading disappears
That's nice, but your EYE TEXTURE has specular baked into the diffuse map. No rendering feature in Max is going to change the texture you showed us.
the nasty lighting is probably Max using the 2 point default light setup, which sucks a cubic fuckweight of dicks.
And that's my phrase of the day.