Well, for my sky spheres, I use an inverted .x model that has its UV data projected as a vertical cylinder. Then, I assign a texture that is twice as wide as it is tall to cut down on distortion. [The most distortion occurs at the poles, but you can mask that by using solid colors.]
A second option would be to use a sphere and divide it up into regions and apply two polar and one or more equatorial textures. The only trick is to make sure the edges blend together. To that end, if you have four equatorial textures you can sample from the four sides of the polar textures to make a smooth transition.
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TAZ
If you want me to send you some examples of the first method, just drop me a line.