Quote: "without using a high poly sphere "
Simply....no way !!

Edited...now in serious, I will do something like this:
autocam off
sync on
for i= 1 to 6
make object plain i,30,30,30,30
next i
position object 1,0,30,0
xrotate object 6,180
xrotate object 2,90:position object 2,0,15,15
xrotate object 3,-90:position object 3,0,15,-15
zrotate object 4,90:position object 4,-15,15,0
zrotate object 5,-90:position object 5,15,15,0
make object sphere 20,2
position object 20,0,15,0
make object box 21,1,1,1
x=object position x(20)
y=object position y(20)
z=object position z(20)
make object box 100,0,0,0
for i= 1 to 6
make mesh from object i,i
add limb 100,i,i
offset limb 100,i,object position x(i),object position y(i),object position z(i)
delete object i
next i
make mesh from object 1,100
delete object 100
make object 1,1
lock vertexdata for limb 1,0
vert=get vertexdata vertex count()
for i=0 to vert-1
x#=get vertexdata position x(i)
y#=get vertexdata position y(i)
z#=get vertexdata position z(i)
position object 21,x,y,z
point object 21,x#,y#,z#
move object 21,-15
lx#=object position x(21)
ly#=object position y(21)
lz#=object position z(21)
set vertexdata position i,lx#,ly#,lz#
next i
unlock vertexdata
position camera -20,20,-20
point camera 0,0,0
do
`camera control.
control camera using arrowkeys 0,0.1,0.1
a#=wrapvalue(a#+mousemovex()/2)
cam#=wrapvalue(cam#+mousemovey()/2)
rotate camera cam#,a#,0
if leftkey() then move camera left 0.1
if rightkey() then move camera right 0.1
sync
loop
That comes to the same thing... high poly
I'm not a grumpy grandpa
