### Sphere with Helper Functions

I managed to work out how to create a sphere. A simple function. This was an important milestone for me as a lot of my past work has used a sphere as a primitive block to begin modelling with. My seed for example was an Ico-sphere.

x=cos(u)*cos(v)

y=sin(v)

z=sin(u)*cos(v)

u= -pi/2 / +pi/2

v= -pi / +pi/2

The above design however is this function; where the bold indicates the modifications to the formula.

x=cos(u)*cos(v**-b**)**+v/a**

y=sin(v**-a**)***cos(u)**

z=sin(u)*cos(v**-b**)

a=**2**

b=**.2**

u= -pi / +pi

v= **-1.12** / +pi/2

Introducing another element I’ve been experimenting with, the use of helper functions. While this is by no means advanced, it has helped me to understand how I am able to modify the scale of individual elements within the function. An important step in bringing back some design control, and better understand exactly what I am creating.

In this instance the values defining (v) are how I’m able to modify the openings, and the direction which they are moving. This is important because I can very quickly create spherical shapes and modify them to my liking without loosing the topographical consistency of the surface. Of course this is achievable through more traditional sub-surf modelling techniques, the difference being that I am able to do it instantaneously, and that I have full control of the surface decimation. A very desirable advantage.

As a note- in this example I left the seam where the U Values join. Here; when set at pi, they are joined to create a completely intact surface with no overlap. Typically i remove vertices doubles, and voila, seamless mesh. They are visible because I have solidified the surface and sub-surfed the model. Note: all three models above are identical.

Now the fun part starts. I will look to turn this into something exciting.