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The main concept is that I think of the facial features as 'stickers' that I place on the main body texture's face. I use multiple UV channels and textures to simplify the process. I think of these textures as 'sticker sheets', and use bone drivers to select the 'sticker' I want.

The trick for the eyes is the bones inside the face that drive the UV offset for the pupils. Using bones for this has the benefit of providing all the IK functions, which also works in the engine later on. Calculating the offset is just trigonometry. (or you just eyeball it🥁)

The positions on the grid simply correspond to the position of the texture. This was achieved by measuring the local offsets and binding the drivers to the UV offsets. I also mapped them using some Python expressions to prevent them from overshooting.

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