Right now you have specular highlights in the diffuse map (your diffuse map should not have directional lighting info) and you are only using diffuse shading. 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…
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.