Wiffle Ball Modeling and Topology

Hi All,

This is extremely basic, but I am somewhat of a n00b when it comes to 3D modeling. I want to do something as simple as create a wiffle ball. I can of course see that perhaps a UV Sphere is perfect to start with, but creating the perfect shaped “holes” in the ball is where I start to fall apart. I am afraid to use boolean modifier to create the holes because of the whacky topology it can cause.

Also, since there are eight holes perfectly spaced and symmetrical, should I use an array modifier of some sort, or perhaps use a special vert selection method to accomplish this?

I want to keep the poly count low to use in game.


Thanks!


File: http://www.pasteall.org/blend/29863

I basically just used a UV Sphere, cut 3/4 away in top view, added a Mirror modifier on the X and Y, deleted some faces where the holes are, and then did some vertex sliding(select a vertex, then use GG to slide along the edge). Hope it helped :slight_smile: It’s pretty high-poly now, but you can lose the Subsurf if you want, or decimate it, etc.

EDIT: Sorry, I adjusted the segments to 48 instead of 32 when I added the Sphere, no biggy though. :slight_smile: