The first eye
You are going to model one eye on the construction plane and assign a render color to the pupil.
To model one eye
From the Solid menu, click Ellipsoid, and then click From Center.
At the Ellipsoid center... prompt, pick a point in the Top viewport.
At the End of first axis prompt, pick a point.
At the End of second axis prompt, pick a point that gives the same radius as the previous pick.

At the End of third axis prompt, pick a point in the Front viewport that creates a flat ellipsoid.
Turn off grid snap to make a flat shape.


Model the pupil
To be able to assign a different color for the pupil of the eye, the ellipsoid surface has to be split into two parts.
To create the pupil
Draw a Circle to use for splitting the pupil.
At the Center of circle... prompt, pick the center of the ellipsoid.
At the Radius... prompt, pick a point in the Top viewport that is slightly smaller than the ellipsoid.

Create a curve to cut the ellipsoid
Use the Project command to project the circle onto the ellipsoid surface.
At the Select curves and points... prompt, in the Top viewport, select the circle and press Enter.
At the Select surfaces, polysurfaces and meshes to project onto... prompt, in the Top view, select the ellipsoid and press Enter.

Delete the original circle and the one on the bottom of the ellipsoid.

Split the ellipsoid with the curve
Use the Split command to separate the pupil surface from the eye ellipsoid.
At the Select objects to split.... prompt, select the ellipsoid, and press Enter.
At the Select cutting objects... prompt, select the circle on the top of the ellipsoid, and press Enter.

Assign a render color to the pupil
Select the pupil surface.

If it is broken into two halves, join the pieces together.
From the Edit menu, click Object Properties.
In the Properties dialog box, on the Material page, under Assign By, click Basic.

Under Basic, click the Color option's color swatch.
In the Select Color dialog box, select a render color for the pupil of the eye, like black.
Right-click the Perspective viewport title, and set the shade mode to Rendered.
