I'm new to bender and followed some tutorials. After following this one I'm trying to make the pattern I have into a ball. I can make the pattern follow a path, so it's probably not that hard to make it follow a sphere. However I'm stuck and I don't know if it's possible. Hope somebody can help. Thanks in advance.

  • 2
    $\begingroup$ This video is half an hour long and doesn't explain what you are trying to do, so you need to add images of what you are doing and what exactly is the problem. Also, it can be deleted later on and then the question will be meaningless. $\endgroup$
    – Noidea
    Nov 16, 2016 at 12:22
  • $\begingroup$ @KMFrits I think I understand waht you mean but no, it's not as simple as a curve modifier! If you can use a texture, you could probably search some other question like blender.stackexchange.com/search?q=sphere+map. If you really need a spherical honeycomb mesh, it's more difficult, probably... It could be constructed by a python script, perhaps? $\endgroup$
    – m.ardito
    Nov 16, 2016 at 12:52
  • $\begingroup$ The nearest shape I can think of is an ICO sphere... but it has 5 and 6 sided faces... see this (3dsmax) video for reference youtu.be/9AOUTy2BlAk?t=34 $\endgroup$
    – m.ardito
    Nov 16, 2016 at 12:58
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    $\begingroup$ You can deform a sphere from plane by using 2 curves, 180 degree one and 360 degree one. The hard part is trying to make it contiguous or without seams. This approach would make the shape infinitely stretched near the polar areas. You can't build a sphere out of regular hexagons because that would constitute a flat shape (6*60 = 360 degrees). That's why soccer balls have the pentagons. Can you elaborate on what you're trying to make? $\endgroup$
    – kheetor
    Nov 16, 2016 at 14:09
  • $\begingroup$ Thanks a bunch, I can go on from here! I'm trying to create an image, that makes it seem like a honeycomb planet. I've used some tips from you guys and got what I needed for this graphic. $\endgroup$
    – KMFrits
    Nov 16, 2016 at 14:24

2 Answers 2


You may achieve it beveling the Ico Sphere (Percent mode) and inseting the faces. enter image description here

Add an Ico Sphere and subdivide it (in my case I've made 3 subdivisions). enter image description here

Select the whole mesh in Edit Mode with A and press Ctrl+B to bevel it. Use the Mouse Scroll to reduce segments to 1. Press M twice to enable the Percent mode and scale hexagons to lay as close to each other as possible. Next remove doubles with W-->Remove Doubles. Increase the Merge Distance value if needed.

NOTE: You can achieve similar effect using the Bevel Modifier, but geometry may be more dense then.
enter image description here

Now add a Subsurf Modifier with some subdivisions and smooth the object in the Tool Shelf's (T) Edit panel. With the whole mesh selected press I twice to inset individual faces, then scale the faces inwards to create the holes. enter image description here

Finally with the whole mesh selected (A) press Shift+E to crease the edges. Play with the Mean Crease value in the Transform panel of Properties Shelf (N) to adjust its strenght as you like. enter image description here

FINAL NOTE: The model has pentagons as @kheetor warned about, but they're not much noticable. enter image description here


Really like Paul's solution, but just to give another option. With the understanding that a perfect honeycomb sphere is theoretically impossible, and just going for a look here. This option does require the Tissue Add-on.

enter image description here

  • Create a hexagon from a 6 sided circle and give it some thickness.
  • Add a cube and sub-divide it smooth.
  • Select the hexagon, then the 'smooth' cube and Tessalate
  • Choose Quad and adjust scale if you like..

You can always adjust the original mesh and update the generated.


Note: Do this is Top view for predictable results.

Just for reference, these were the settings...

enter image description here

Update: Tried the same procedure again but this time with a different connector...

enter image description here


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