I think you need to shill out a little. You asked for peoples opinions, and that’s what you got. Don’t like them? Oh well.
That’s not particularly true but it’s a secondary point. Lets not go down that road.
using subdivide and boolean differences cause a large amount of said triangles… thus all the more reason to start with a high vert count to begin with…
Booleans, yes, Subdivide, only when needed. And moreover, you should use SubSurf, not subdivide (which would be the same as adding a high poly mesh in the first place).
Orientation wise, you also made a rather bad decision. By putting the UV sphere in the axis of the eyes (rings going from front to back) it is much easier to cut a nice iris than by using the method you suggest which give dented polygons all around the region.
Also, I really suggest you use ZTransp instead of RayTransp in this case. Especially since you didn’t set an IOR. Refraction would only be needed if you had EXTREME closeup on the eyes.
as for being overly excited over it al… critisizm is fine… being told by everyone thats posting that my effort to try to help people is total shit is just a lil upsetting.
You seem to be upsetable really easily. Nobody here said it was total shit.
While making tutorials is something everyone should be thankful for, having other users review you them before announcing them as finished is a good way to insure quality of both techniques and presentation.