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In planetary rendering circles, the cubified sphere is a great method and I'm glad he went over that here.

I should say you do get distortion where the cube faces meet at the edges. May or may not be a problem depending on how your texturing.



I remapped the UV coords based on the spherical projection of the mesh after subdividing, so there should be minimal distortion, especially compared the UV sphere. There is a slightly higher density of vertices where the edges of the cube used to be, but it's small compared to the UV sphere's extreme convergence at the poles.




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