Horrah! Finnished MA1001 Assignment 2 :-) And while I was in the shower, I derived the general equation for a sphere with x/y/z scaling:


The general equation is simple, should have seen it ages ago. This must be how blender generate their meshes. Use the equation, and plugin numbers for x,y, and z at certain increments, based on the required resolution. Probably also accounts for lack of details near the top centre of meshes like this:


Where the increments in z moves the cross-section outside defined space, where x and y become imaginary.

Another wonderful thing also happened, but I'll keep that private :-) Time to sleep me thinks. *yawn*