planet modelling question

hi folks!!

i have a question, when modelling a planet, we use one or more mesh UVsphere rite? which number of rings and vertices is optimal?

thanks in advance.

Actually, I usually prefer icospheres because they have fewer verts/faces, but a UV sphere would work fine. The only time that is a problem is when you have lots of spheres subdivided many times because high poly counts make rendering slower.

-Laurifer

8 vertices and 8 rings i thimk is good… subsurf makes it almost perfect…(it works for me…

would that not make the surface look polygonal instead or a sphere? how do u smoothen out the surface?

cool! i am tryin that out.

Don’t subdivide spheres. Here’s why.

It’s because of the simple fact that triangles don’t look good subdivided, unless of course you like creases and pinches. You can see that I’ve created two UV sphears, both of which have roughly the same number of faces. The subdivided sphere was subdivided twice.

From the screenshot on the left, you can tell that the sphere at the two poles has that characteristic ridging pattern that you get from subdividing triangles. Since it’s a bunch of triangles next to eachother, you’ll have a series of ridges all the way around (try subdividing a cylinder primitive to see what it looks like).

To the left, you can tell that there’s a pinch as well. That pinch is very visible when you look at the planet from the side.

So, don’t do it. Create a UV sphere with 64 segments and 64 rings if you have to to get the smoothness you want. Because otherise you’ll probably end up making a 32x32 sphere, subdividing it once, and it will be the same polygon count, just pinched.

Oh, and don’t dare subdivide an icospheres for the same reason :). But if you have a high enough resolution icosphere, that’s fine as well.

Quite honestly, there’s some things that you can model at it’s heighest polygon count, and it will work just fine. I usually do that for mechanical models, like this one. The metal supports on the inside of the robotic arm are not subdivided, but still look perfectly smooth. For some things, it helps to model exactly the amount of detail you need.

i got a problem when using multiple UV spheres within each other. what can be the cause? viewed seperatedly they are fine but combined there seems to be a problem

EDIT: discussed in another thread. sorry for the double posting. :smiley:

since you have two spheres occupying the same space, blender doesn’t know which one to render, so it renders a bit of both of them. this is known as z-fighting. best to avoid putting two objects in the exact same space.