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For a sphere-like object, I've unwrapped it using sphere projection. The resulting UV looks like this, with a single vertex at the pole (ignore the squiggly lines for now):

result of UV mapping by sphere projection

I would like to modify this to be more similar to blender's default mapping for a UV sphere, which separates the top vertex into multiple triangles with an even spread:

Default UV mapping for a UV sphere, with evenly spread triangles at poles

Is there a way to do this quickly and perfectly, that isn't just repeatedly ripping vertices and trying to eyeball their placement?

You can reproduce the results of the first image by viewing a UV sphere from the side and pressing U -> "Sphere projection" while in edit mode.

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  1. In edit mode, select the vertex at the top pole and use the Rip tool on it, V key.
  2. Repeat for bottom pole.
  3. Select all then U to open the Unwrap menu and choose the Sphere projection option.
  4. From the Last Operator panel (bottom left) change the Pole option from Pinch to Fan.

see anim below.

enter image description here

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  • $\begingroup$ Perfect! Thank you. There's now an infinitely shall hole at the top though, can this be welded back while keeping the seams? $\endgroup$
    – CWoody00
    Aug 22 at 6:19
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    $\begingroup$ Yes, If for whatever reason there is a tiny hole at the pole, enable X-Ray mode in the viewport and box select all the vertices at the pole then hit M to open the Merge menu and choose the At Center option. $\endgroup$ Aug 25 at 19:17
  • $\begingroup$ Just given it a go (not actually had a chance until now) and you don't even need to rip the vertex, just changing the pole to "fan" is what I was missing originally. Once again thank you for the answer $\endgroup$
    – CWoody00
    Aug 26 at 12:51

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