Eevee Render Settings
First, enable
[X]
Ambient Occlusion and
[X]
Screen Space Reflection and
[X] Screen Space Reflection > [X]
Refraction
in Eevee's render settings.
Material For The Eyes
Almost all materials have set Metallic to 1. For human models, this is not recommended. Set Metallic to 0
.
The eyes of the model consist of 4 mesh parts and the related material:
the cornea, (Material #67). It covers the eyeball and is like a ball of glass. Settings:
- Base Color = white
- Roughness =
0
- Transmission =
1
- Alpha =
1
- in the Material Properties, enable Settings >
[X]
Screen Space Reflections to make them transmissive.
faked amibient occlusion (AO), (Material #66). It's a shadow near the eyelids inside the eye. This is needed for Eevee and game engines because there is a limitation that does not allow the add AO on transmissive materials such as the cornea. Settings:
- Base Color = black or an image texture (Map #2?)
- Alpha = an image texture or the Alpha slot of an image texture (Map #2?)
- in the Material Properties, set Settings > Blend Mode to
Alpha Hashed
.
the tear line, (Material #68). It's tinted green in the screenshot so you can see it better. Usually, it's transmissive. Settings:
- same as the cornea
- Eevee cannot render transmissive & transparent glass (tear line) on glass (cornea). You can add transparency when you lower Alpha to
0.4
.
- in the Material Properties, set Settings > Blend Mode to
Alpha Hashed
.
the eyeball, (Eye_Mat). It includes the pupil. Settings:
- lower Specular, and maybe leave Roughness at
0.5
? Set Metallic to 0
.
You had not included the textures, so here is just a very rough example. (Eyebrows and eyelashes are usually also transparent.)