@andy: i don’t have fancy pixelshader eyes to create right (per pixel) highlights, well i could put a highlight on it but this will depend (in engine) on the triangles of the model (like in the max viewport if you pull the specular higher) so i’d have to teselate the mesh pretty high to get a sharp highlight… of course you are right, it won’t work with every lighting situation, but i definately think, that noone (especially not the “ordinary” players
) will see it, but they will see it if the highlight is missing, it just gives some live to the eyes 
@bardur: for the eyes i created a geosphere, set the geodic base type to ‘octa’ and the segments to ‘2’, then i deleted the backfaces (just the back half, it wont turn more then 90°)
then i made two dummies and placed them in front of the head, centered to the eyes X and Z axis, and about half a meter away from the head, then i created a third dummie right in the middle of the eyes. Then I linked the first two dummies to the third, ok going to the motion panel and adding a ‘LookAt Constraint’ to the left eye and took the left helper as the ‘LookAt Target’, now the eye will rotate awkward, so i set the ‘Keep Initial Offset’ to on… Thats it! The eye will now follow the helper, same with the right eye and the right helper, now you have control of both eyes seperately with their own helpers and together with the third helper 