Creating standard clay eyeballs
While we sculpt in 3D, we tend to think of our polygons as clay instead of geometry. We learned about the MatCap shading option in the Customizing solid shading mode with the pop-over menu section of Chapter 1, Exploring Blender's User Interface for Sculpting, which gives the sculpture a clay-like appearance. MatCaps also give us better performance in the 3D Viewport so our computers can commit more resources to the sculpting brushes instead of shading.
Eyes look better when they have some kind of shininess to their surface. It would be nice to be able to assign a shiny MatCap to the eyes while using a matte clay MatCap for the rest of the sculpture. Unfortunately, at the time of this book's publication, Blender does not support assigning multiple MatCaps to different objects. We must share a single MatCap between all objects in the scene, so we need a different solution.
This problem predates digital sculpting, so we can learn a little...