and if you don't have the extra map for texturespace reasons (though it could be the same normals for all eyes in the game) then just bake out the normalmap for the cornea bending out to build the specular, and flip the green channel for the iris bending inwards to create the diffuse shading.
For my eye shader, I just baked two normal maps. One with the iris is plugged in to the diffuse shading, one with the lens bulge is plugged into the specular shading. It's not physically accurate, really, but it works fairly well. Flipping the y component would probably give a similar result...
Hey guys, thanks for all the feedback, and tried all the ideas and they helped. Thanks alot to everyone! For some reason, inverted Normal Maps don't help (even dented ones) I had to end up 'inverting' my whole formula's for some reason (like my Blinn had to be inverted), I guess it's a UDK issue since that's where I'm…