How can i fix the lighting to make the ''glint'' looks like a perfect circle? I was rendering a 3D eye where i have a 'glint' on the upper-left side of the object, and it looks like a white circle (just like in the image) the problem is that i animated the camera into the black part of the texture, and when it reach some point the texture looks weird the geometry 'shows too much' and the light doesn't look right...i know the model isn't totally a perfect sphere but maybe there's a way to only fix that light.
Is that possible?
To make a perfectly spherical sphere, that responds well to modifiers, you need to use an Icosphere. This is a spherical mesh made from congruent triangular faces:



When using smooth shading or a subdivision modifier, there are no artifacts as all the faces are exactly the same in size and shape.

In contrast, a UV Sphere is made up in the manner of a globe, with degrees of Longitude and Latitude: