I actually finished this a few weeks ago, but I thought I’d post it so I can have an update.
We already had one, but it was difficult to texture, and was not sectioned.
I created this one by quartering a sphere, then halving, and then building up the edges from there, mirroring in all 3 axis. The Football was then quartered again into separate layers, and the stitching added in a 5th layer. I copied and pasted all 4 quarters into a 6th layer, merged the points and made a smooth solid object that will prevent anyone from peering through the ends or narrow cracks.
Untextured, I imported all 6 layers in to VIZrt, and assembled them into one single group with 6 layers, each layer one object aligned together to become one football. The model’s layers can be textured with with different images – one of VIZ’s greatest weaknesses is the fact that you can only have one image on a single object, and the only way around it is to cut up objects into layers. This becomes particularly painful when importing objects, since they don’t import relative to one another, nor scaled. They always import centered and sized badly. The object has to be painstakingly aligned after importing. I made a version of the football with holes for the stitches, but it did not import correctly.
Quartered, the football can have a different skin on each quarter. I made a base football skin layer that can have images layered on top of it in Photoshop, then imported into VIZ and dropped onto the previous image. Each image must match the previous one – the top right quarter image can only be replaced with the same corresponding image. Logo must be added to “Top Right” skin and saved, for example. The bottom quarters do not have white stripes, the top quarters do. Splitting the football into quarters also solved the single plane stretching issue. VIZ only applies textures along one axis, which is very problematic for rounded objects, as I discovered with my football helmet.