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I am creating a basketball based on this tutorial. Now , just before UV unwrapping this is my basketball:

enter image description here

At this point in the tutorial (about 12:30 min) this text is presented:

A viewer pointed out that the valleys on a real basketball are not symmetrical on the sides like my model. If you care about that, then before proceeding here select the right half of the basketball in side view, press Y to split it, then rotate it 90 degrees in front view and remove doubles. Do this for the rubber too and fix any seams. Look at a real basketball to see how the valleys are not symmetrical.

Questions After looking at some images of basketballs I still don't understand the remarks about the symmetry. But I really don't understand the instructions about how to make this model a real basketball, especially the parts about splitting the mesh and removing the doubles. Anyone ??

here is my file

I have tried the solution of Carlo and this is the Front Ortho view

enter image description here

This is the Back Ortho view

enter image description here

and this is the right side

enter image description here

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  • $\begingroup$ check this page, it may give you some hint... badensports.eu/list.php?cat_id=2122 $\endgroup$ – m.ardito Nov 9 '15 at 17:15
  • $\begingroup$ can you see there about the (a)symmetry ? $\endgroup$ – Old Man Nov 9 '15 at 17:39
  • $\begingroup$ yes, I read "SYMMETRICAL DESIGN Perfection's symmetrical design gives you a perfectly balanced ball. Unlike any other basketball, the two halves of the ball are identical." and the image at right shows that... $\endgroup$ – m.ardito Nov 9 '15 at 18:40
  • $\begingroup$ You did almost right I think, but you probably didn't split the faces by pressing Y before rotating. Splitting will make you able to rotate one half indipendently from the other. $\endgroup$ – Carlo Nov 9 '15 at 22:06
  • $\begingroup$ That's correct, but you have to perform the operation on both objects. $\endgroup$ – Carlo Nov 9 '15 at 22:37
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He is stating that he was inaccurate by mirroring the octave of the sphere in all three axis as on the Y is not symmetrical. This kind of ball, as in tennis and baseball is traditionally made by joining two complementary pieces

enter image description here

This is what you have at the moment:

enter image description here

Notice that the model is symmetrical on all the three axis while in the real traditional basketball (usually) isn't.

What you should see from one side is different from what you have on the other. Here's a pic of the different flows of the leather patches in the front and rear view:

enter image description here

As you can see each patch embrace the other, so one of them must be rotated by 90° from the other to join correctly.

enter image description here

The difference is only in which patch stop at their intersection. One time should be one and vice-versa.


About the tutorial:

What you probably missed is that the Mirror modifier should be applied before following the textual instructions, or you'll not able to edit the geometry.

enter image description here

At the end of the gif it looks as if nothing wasn't changed at all but is just an illusion caused by overlapping geometry: I showed how to perform the instruction only on one of them.

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    $\begingroup$ Nice shape keys based explanation .gif Carlo :). +1 from me. $\endgroup$ – Paul Gonet Nov 9 '15 at 19:37
  • $\begingroup$ I've added a couple of images to better explain the non-symmetry. Y axis in the Mirror modifier: the part that disappear if you uncheck the its box is the one that should be rotated. $\endgroup$ – Carlo Nov 9 '15 at 22:03
  • $\begingroup$ i think I am a bit closer ... here is my file dropbox.com/s/tvihk4hyb31vl2u/basketball-2.blend?dl=0 I did the selection, the split and the rotation but i don't understand the last part of your coaching (the merge at distance). I still have something wrong in my mesh $\endgroup$ – Old Man Nov 9 '15 at 22:15
  • $\begingroup$ Good, as before you splitted the faces (aka separated) to perform rotation, now you should merge the two halves by running the Remove Doubles command for vertex. The Merge Distance depend on the mesh density, I found that for the object named "Round cube" should be used a value of 0.01 $\endgroup$ – Carlo Nov 9 '15 at 22:20
  • $\begingroup$ While for the "Black rubber" a thereshold of 0.005 is more appropriate because is more detailed. This means that all the vertex inside the threshold will be merged, that's why you should not set it too high or part of the mesh will collapse. $\endgroup$ – Carlo Nov 9 '15 at 22:23

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