Even though you mention the 'outer glass part' it seems to be missing entirely (there's no reflection to indicate it exists). I don't see a caruncle either. Also, the pupil should not be reflective, as it's the part that most absorbs light. Another thing you're missing is a drop shadow from the eyelid, which can be produced via a shader or extra shell. Lastly it's worth mentioning that real eyelashes have uneven lengths and clump together (the ones on your model are far too even).
As for the example eyes; If you want to recreate them then aside from the above changes you'd also want to darken the outer iris, and use a simple black map with white circles as your reflection.
I would search more before purchasing tutorials. Tutorial - robotic voice though, starts with marmoset. https://youtu.be/f-MNFPrOiNc?t=1397 Hope it helps, i have no problem with the way you make eye, I hope you make best eye. My eyes will be watching for your best eyes, update.
The lighting will affect the eye reflections. So, create the lighting you want to see.
For a stylized eye, it may have it's own lighting texture (reflection map, or IBL - Image Based Lighting) which is applied only to the eye material, not to the rest of the character.
Your eye is looking better now but the one thing that stands out is that the iris doesn't have the dark band around the outside edge that they have in real life.
Replies
As for the example eyes; If you want to recreate them then aside from the above changes you'd also want to darken the outer iris, and use a simple black map with white circles as your reflection.
Tutorial - robotic voice though, starts with marmoset.
https://youtu.be/f-MNFPrOiNc?t=1397
Hope it helps, i have no problem with the way you make eye, I hope you make best eye. My eyes will be watching for your best eyes, update.
http://wiki.polycount.com/wiki/FaceTopology
The lighting will affect the eye reflections. So, create the lighting you want to see.
For a stylized eye, it may have it's own lighting texture (reflection map, or IBL - Image Based Lighting) which is applied only to the eye material, not to the rest of the character.
edge that they have in real life.