Making a texture map for a sphere NOTE: For the purposes of this exercise we will assume that you are using an image that either has (a) no alpha channel, or (b) an alpha channel that looks essentially like the original. If your image has an alpha channel that looks nothing like the RGB image, you will need to repeat this process seperately on both the RGB and alpha channels. 1. MAKE YOUR TEXTURE SEAMLESS Open your texture image in Photoshop. Run the OFFSET filter (Filter>Other>Offset) with the horizontal spacing set to approximately HALF the distance of the original image, the vertical spacing set to ZERO, and the WRAP IMAGE option selected. By doing this you will literally push the pixels off the right side of the image and wrap them around to the left side. This will show you a very clear seam in the middle of the image from what used to be the left and right edges. The new textures wrap because the edge pixels used to be in the middle. Paint out the seam using the cloning tool, copying and pasting, and whatever other methods you feel appropriate to achieve the look you desire. You now have a horizontally wrapping texture. 2. MAKE THE IMAGE READY TO MAP When a flat image is mapped onto a sphere, a pinch point occurs at the top of the spherical map. To get rid of this pinch point, use the LASSO tool to make a small, round selection in the center of the image. FEATHER the edge 5 pixels (Select>Feather) and copy the selection. Select ALL to drop the selection. Run the POLAR COORDINATES filter (Filter>Distort>Polar Coordinates) with the RECTANGULAR TO POLAR selection checked. This filter mimics the distortion that occurs when a flat texture is applied to a sphere. As such, you will see pinch point in the middle of the image, just as you would if you mapped the image onto a sphere. Paste the small feathered selection of your image over that pinch point. To reverse the effect, run POLAR COORDINATES again with the POLAR TO RECTANGULAR option selected. By doing this you are essentially "unmapping" the sphere effect, wo when you apply this texture to a sphere it will not have the pinch point. Your image is now ready to seamlessly map onto a sphere. Special thanks to John Knoll of ILM fame for writing Polar Coordinates and then explaining how to do this.