Pretty vague question, but most of the time it'd probably be best to just make sure the pupil is round in the texture. Maybe try and stretch the UV to round it out when you unwrap it?
As an animator I HATE oblong eyes or eyes with "anatomically correct" lens bumps modeled into the eye mesh. Stick that crap in a normal map if it's really that important. But I'll gladly deal with a lens bump over a oblong eye, any day...
Oblong eyes make it hard to place a pivot point and even if it ends up in the best spot possible it rotates weird and has an extremely good chance of clipping through the eyelids. It also means that the shape of the eye dictates how the eye is shaped and viewed from different angles.
To get around the clipping you end up with weird gaps or thick eyelids that stick really far out away from the eye to give weird shape enough room to rotate without clipping.
Screw oblong eyeballs...
[ame="http://www.youtube.com/watch?v=tsYb4nN7AVs"]Oblong Eyes3 - YouTube[/ame]
If the only way to make the face look right is to distort the eyes, something much deeper, is wrong with the model.
Now if you want to deform eyes as in squash and stretch animation then you can do that a few different ways but normally you start out with spherical eyes and deform everything, including the head mesh at the same time.
If I had to do oblong eyes, I would animate the pupil/iris using UVs or by moving the texture coordinates. That way the mesh stays static, the eyelids work fine, and you still get the appearance of an eye moving, avoiding the problems Mark Dygert pointed out.
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Oblong eyes make it hard to place a pivot point and even if it ends up in the best spot possible it rotates weird and has an extremely good chance of clipping through the eyelids. It also means that the shape of the eye dictates how the eye is shaped and viewed from different angles.
To get around the clipping you end up with weird gaps or thick eyelids that stick really far out away from the eye to give weird shape enough room to rotate without clipping.
Screw oblong eyeballs...
[ame="http://www.youtube.com/watch?v=tsYb4nN7AVs"]Oblong Eyes3 - YouTube[/ame]
If the only way to make the face look right is to distort the eyes, something much deeper, is wrong with the model.
Now if you want to deform eyes as in squash and stretch animation then you can do that a few different ways but normally you start out with spherical eyes and deform everything, including the head mesh at the same time.
I think a screenshot of the problem might make for a good start.
<a href="http://uppix.com" target="_blank"><img src="http://uppix.com/f-tete52d6dde300152323.png" border="0" alt="uppix.com" /></a>