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I have an idea of illustration that would explore the duplication around a sphere function. It should look something like this : enter image description here

But I meet some problems. First of all, the boxes that are in the upper position tend to rotate on themselves. I have tried with ICO sphere but this doesn't help.

Please note that this happens with the setting: Duplication of faces (with or without the scale option). Please see the jagged pink line : enter image description here

If I use the "Verts duplication", I don't meet this problem of oddly rotated boxes. But "verts duplication" doesn't serve my project as good as the "Faces duplication" because it leaves a lot of space between the boxes:

enter image description here

As I didn't find a good solution, I thought to "Make duplicates real" and then rotate and scale them by rows with the "Manipulate center points: individual origins" option. That's almost better.

Is there a better way?

And is there an option to deform my initial mesh box (the drawers) to fit the exact geometry of every face of the sphere that duplicates the box ? (so that it would become more trapezoid in the top of the sphere)

Thank you.

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  • $\begingroup$ Did you unwrap both duplicates the same way? Because of you unwrapped them both with different settings or even didn't unwrap them, they both might have different results... $\endgroup$ Jun 5, 2015 at 2:51
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    $\begingroup$ I didn't unwrap. I thought unwrap was for UV texture. And anyway, the problem with wrong alignement happens before I "make duplicates real". The only elements I could unwrap are the box or the sphere. And that doesn't seems to change something. $\endgroup$
    – Peri
    Jun 5, 2015 at 12:32

1 Answer 1

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Don't ask me why but flipping the sphere's normals seems to solve the problem.
"Normal" normals :
normal
Flipped normals :
flip

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