Striped sphere

Hello guys,
I have been away from Blender for a while (I was a noob even before) but a friend asked me to recreate a company logo with some 3D effect.

The icon part of the logo is this one:


To replicate this, I tryed with a UV sphere with 11 rings and I have assigned different materials to different rings. The result with pure white world isn’t that bad:


The problem is that this way I loose much of the 3Dness of the scene, so I tryed with different world color and a more standard 3 point lightning.
Unfortunately, the UV sphere with subsurf modifier shows some artifacts at the north and south poles. I was aware about that and I tryed with a subdivided cube modified to a sphere.

Now I have a perfect sphere, but I’m struggling to put the stripes on it. I’m asking for your help in this process.

I tryed with a checker texture, scaled to seems stripes and applied to the sphere with a spherical UV unwrap, but there is some issue, as you can see in the image:

http://s30.postimg.org/azx84u5z1/blender_globe_1.jpg

I also tryed with a wave texture, applied with generated coordinates, but, as you can see, the top and bottom stripes are bigger than the center one:

http://s30.postimg.org/7ro5e1ubh/blender_globe_2.jpg

I would prefere to do this with a procedural texture, but I don’t know how to get the orange stripe in center.
I really need some help, so, I thank you this great comunity in advance :slight_smile:

With regards,
Andrea

Not sure if this is the best solution but it’s quick. Do your first method but just do an inset ([I] key) below the last visible ring. this will smoothen out the circle of the ring. Would only work on shadeless material though.

Example


Two quick ideas:

  1. The original might not be a ‘perfect sphere’, especially if it was created as a vector graphic. Try scaling on the Z-axis.
  2. Change the focal length of your camera.

Yes, when I rendered mine version, I realized the original was probably not a correct 3D sphere. I already tryed to scale on Z, but the result was ugly. I will make some test with focal length.

Thank you, Jared, for your answer :slight_smile:

To avoid the uv poles I sometimes make a sphere that is halfway between a uv sphere and a poly sphere. The uv poles are redirected using 4 tri poles and become a subdivided plane. I call it a quad pole, maybe it has a real name. Here’s 4 minutes showing how it’s setup with node groups to mix between 3-d/real and 2-d/vector

Quadpole blend on dropbox

Wooo! Photox you are awesome, you’ve even made a video!
I really appreciate what you did :slight_smile:
I downloaded your .blend and now I will study it, but just to be sure: you removed the pole vertices from the UV Sphere and replaced them with 2 planes, subdivided the necessary amount of times to have the correct number of vertices and then bridged with the UV Sphere?

Thank you again for your help :slight_smile:
Andrea

Yeah, delete the pole vertex, add a plane subdivide for correct vert count (must be a power of 2 4,8,16…) I used a mirror modifier on z. And then shrinkwrapped that on another uv sphere.