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When i add Modifier "subdivision surface" it will happen.Don't know why..

enter image description here

enter image description here

[![enter image description here][3]][3]

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There is a few things you can do.

When you subdivide cube you actually gets a sphere with different topology. Cube subD Or you can delete the top polygons and grid-fill them, but that needs some tweaking as the grid-fill will be flat, so you can select the center vertex and with the proportional editing and move him little up so the sphere is round. gridfill

Also you can use ISO sphere in the mesh menu but that is made out of tris polygons.

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This problem on the surface (when using a Subdivision Surface modifier) is caused by the triangular faces on the top.

SOLUTION 1 - SUBDIVIDING BEFORE

When you create the sphere, increase the Segments and Rings in the Redo Panel (on the bottom-left corner of the screen). enter image description here

SOLUTION 2 (recommended) - TRANSFORM TRIANGLES IN QUADS

Select the top vertex. enter image description here

Move the cursor on the vertex pressing SHIFT+S and selecting Cursor to Selected. enter image description here

Delete the vertex pressing X and selecting Vertices in the drop-down menu that appears. enter image description here

Select the loop of the hole holding ALT and clicking on an edge of the loop. enter image description here

Extrude it pressing E moving it a little bit and pressing ENTER or the left mouse button. enter image description here

Press SHIFT+S and select Selection to Cursor to move all these vertices on the cursor. enter image description here enter image description here

Repeat for the other pole vertex.

Result: enter image description here

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    $\begingroup$ with the second solution there is actually a "invisible" hole right? $\endgroup$
    – Fowl
    Oct 6 '20 at 7:27
  • $\begingroup$ Exactly! If you have just to render that's not a problem, If you need to print than the first solution is better. $\endgroup$
    – mugnozzo
    Oct 6 '20 at 7:28
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    $\begingroup$ An alternative to get this result is start from a grid blender.stackexchange.com/a/24053/15543 (good for equirectangular UV maps) $\endgroup$
    – batFINGER
    Oct 6 '20 at 7:38

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