Texturing a ball
This is obviously not the traditional beach ball pattern.
This is more like a traditional beachball, however a ball typically has a circle at each pole so all six panels of the ball do not all come together to a point.
Adding opacity to the ball
To add opacity we require an opacity map. An opacity map is a monochrome texture that describes how solid the object's colour will be. White indicates solid, black indicates total transparency and (if blending is selected) greys can be used to indicate varying degrees of transparency.
Using an inside mesh
The following is more complicated and may require messing around with the mesh tab to get things how they need to be. Super Bouncy Fun Ball is configured for this by default, though if you deleted the inside mesh then you might want to re-derive.First I'll demonstrate what an inside mesh might be used for:
Then it might look like this:
What we need is a mesh for the ball viewed from the inside, then we could have text on the outside and the plain version inside.
Super Bouncy Fun Ball has an inside mesh. If it is to be used then the inside mesh must be listed FIRST, i.e. it must have a lower mesh index. Both sections should have two-sided deselected to prevent conflict.
In "Create mode" with my design the outside is always material 0 and the inside is material 1. As published both materials share the same opacity map. If you want to make the opacity maps different then delete the old map before adding the new one. This ensures that it gets a new filename and does not overwrite the existing one.
Here's a more extreme example, on the inside the panels are blue, giving it a much stronger effect. The outside panels are still white so the avatar inside the ball doesn't get blue-tinted. You can even make the back solid.