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Change the surface of the selected polygons
so that they are all sharing the same surface.
Bottom Menu > Surface
If you’re wanting to keep the polygon count
down on your model, feel free to skip this
next step. I want my soccer ball to be higher
resolution so I’m going to Subdivide it one more
time using the Metaform option.
It’s also a good idea to apply the Spherize
command after you Subdivide to insure that the
mesh is still perfectly round.
To create the seams on the ball, we need to
create a beveled edge around each patch.
Since we created a different surface name for
each patch, this will be an easy task. Select
the polygons that make up one of the center
patches using the Polygon Statistics window
and bevel it using Multishift. Multiply > Extend
> Multishift
Use 2mm for the Inset Amount and 4mm for
the Shift amount. Before committing to these
settings, click the Quick Store option so that
we can quickly use these settings for the other
patches. Now that we’ve stored these values,
commit to the Multishift operation.

Deselect the polygons and select the polygons
that make up the next center patch. Select
MultiShift and use the Quick Restore option.
This uses the last value we stored and can speed
up the shifting of the remaining patches.
Repeat this process until all eight patches
(triangle centers and tips) have been beveled.
To tighten up the seams, let’s add four more
edge loops that border the tip sections. Select
the loop of polygons that border one of the
tip sections and use Band Saw Pro to split the
polygon loop 10% away from the inner edge.
Note: Make sure each new edge loop that you
create placed 10% from each seam and not on
the outer edge of the polygon loop. You may
need to use a value of 90% to accomplish this.
Repeat the steps for the remaining three
patches. Activate Subpatches by pressing the
Tab key, or using the menu option Construct > Convert > SubPatch
Change the surface of your object to solid white
so we can get a better look at our handy work,
or change the color of your existing surfaces
which would allow you to go back and edit each
patch independently at a later time.
There you have it! We’ve successfully created
the eight panel design that makes up the 2010
World Cup Jabulani Soccer Ball.
By taking a little extra time, we have not only
successfully completed what we set out to
create, but we have set ourselves up with clean
polygon flow and patches that are identical.
I hope you have found these steps to be useful and I look forward to seeing your version of this
unique design for a soccer ball. If you’re looking for another challenge, try modeling the 2006
Teamgeist Soccer Ball.
It’s not as challenging but it’s a fun one to tackle. Here’s a hint to get you started… The first step
involves another platonic solid. You’ve gotta love geometry!
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