here is some code for any number of equally spaced vertices of a sphere, its like an orange peel it winds a line of dots around a sphere in a spiral. afterwards, how you join the vertices is up to you. you can use neighbour dots in the loop as 2 of each triangle and then find the third would be a proportional one twist around the sphere higher up or lower down... you can also do triangles by loop and nearest neighbour on it, does someone know a better way?
var spherevertices = vector3 generic list...
public var counter =numvertices= 0;1234;
var size = .03;
function sphere ( N:float){//<--- N is the number of vertices i.e 123
var inc = Mathf.PI * (3 - Mathf.Sqrt(5));
var off = 2 / N;
for (var k = 0; k < (N); k++)
{
var y = k * off - 1 + (off / 2);
var r = Mathf.Sqrt(1 - y*y);
var phi = k * inc;
var pos = Vector3((Mathf.Cos(phi)*r*size), y*size, Mathf.Sin(phi)*r*size);
spherevertices add pos...
}
};