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Next we're going to lathe some engines to add to our saucer to soup-it-up. Cause what's a UFO without engines!
YOU CAN'T DRAW IN SPACE. Unfortunately Blender isn't anything like MSpaint or Adobe Animate. However, through some trickery, it IS possible to add points in space (as close to 'drawing' as you get in the 3D world).
The easiest way to do this is to create the shell of an object, go in to edit it, delete all the points that make it up, then create your own points instead. You're tricking Blender into using your own shapes by starting with one of theirs.
1) First we're going to hide the saucer disc and cockpit in the Collections panel just like before (click on the eyeball next to the layer name - to get both the saucer and the disk SHIFT+eyeball).
2) We want to be on SIDE VIEW so press 3 on the keypad.
3) Next, by pressing SHIFT A and adding a mesh plane (or ADD>MESH>PLANE) we create an object we can use to form the basis of our engine. Rename this PLANE to ENGINE in the Collections panel.
4) Press TAB (or click on EDIT mode dropdown menu below) to get into edit mode. Once in edit mode select A to select the vertices, then delete them all (delete on the keyboard). Yes, we're deleting all the points before we start adding our own points manually.
5) CHOOSE VERTEX select To add points we're going to press CTRL+RMB and click the outline of our engine. This is purely what the silhouette of the engine is going to look like!
vertex select
The mesh-plane viewed at an angle
5) Now that we're in vertex mode, Press CTRL+RMB to add various points that will make up the outer edge of the engine. Make a contour of an engine silhouette like above.
Now that we have our shape we're going to spin it like a piece of clay on a potters wheel. To do so we'll switch to FRONT SIDE mode (keypad 1) We should only see a slice of the shape.
1) Select all points in our new space by pressing A
2) We'll rotate it around the axis as shown in red. To do so we'll click on the SPIN button on the toolbar at the left. (you can also get to it by SHIFT+Spacebar, then clicking on SPIN)
3) Click Y axis (up top)
4) I put my STEPS are set to 20
5) Click on the green + button and the object will spin (by default) 360 degrees
If we orbit around a bit we can see the shape now and it looks (sort of?) like a rocket engine
Let's adjust the shape a bit. I like mine to have less of a "flare" at the back.
So I'm going to loop-select (ALT+LMB) the last line in the engine (see pic at right). If you can't do this it's fine, just go into wireframe mode and box select the points.
Now I'm going to scale it, and move it (S for scale and G for move). First (S) scaling it down, then (G) moving it away from the middle a bit. This must not be done while orbiting the object, it should be either in FRONT or SIDE or TOP mode.
One final thing. I'm now going to scale in Z only. So (S)cale then press Z - which forces the scale to only work in the Z axis .
That compresses the engine "flare" in Z only as a last step.
Do the same for the front ring. ALT+LMB then SCALE to 0. This creates a point.
See if you can figure out what I did to mine (i put it in wireframe mode so you can sneek a peak). I then started shaping mine by alt_selecting rings and moving them around.
Optional: if we want a bit more control on how many surfaces there are in the rear section of the engine. As such we're going to loop-cut this area. To do so we'll click on the LOOP-CUT button (or CTRL+R). Hover your cursor over the rear section of the engine as seen below. You'll get a yellow line that appears. Use your SCROLL WHEEL and increase the number of cuts to 2 before using the LMB. You'll then see you can slide the loops around before LMB again commits the cuts to the mesh.
Loop cut is chosen with 2 potential cuts. LMB commits to the number of cuts. LMB again commits to the location of the cuts within that area
And one final loop cut inside the back section of the engine in my particular rocket.
In your MATERIALS section, add a material slot. Choose Cockpit.Black. Then the copy button (at right).
Select all of the faces (A).
Rename cockpit.black.001 to Engine.black. I made mine a bit darker than the cockpit. We'll use this later on as well. Hit ASSIGN to put the colour on the face.
Check out what it looks like in Rendered mode.
Let's light up our engine now. Choose the ring on the inside of our engine (hit C and paint the section in the middle). We're going to light this up. Hit ESC to get out of brush select mode.
CREATE A NEW MATERIAL SLOT by clicking + next to the box up to to make a new material slot
Click on NEW to allow for a new material to be made. We'll choose a yellowish colour.
We're going to choose EMISSION instead of Principled BSDF
I chose a yellowish colour with strength 5
Hit ASSIGN and tab back out. MEH you say, it's only ok
OPTIONAL: Google up how to use Bloom. It uses nodes and gets a bit hairy.
Engine glow without Bloom.
Engine glow WITH bloom on.
Unhide our saucer and cockpit. The engine might be either too big, or too small. We'll first SCALE it so it to fit. But positioning it is a pain because of the views. A trick to be able to see front/top/side/orbited together on the screen is to press CTRL+ALT+Q. Now you can hit G to move the engine. As you move the cursor into the various views you will control the X/Y/Z movement of the engine.
Press 7 to view top-down. Now press S for scale and make the engines a bit smaller.
Using a combination of G (TRANSLATE) and X/Y/Z place the engine where you want. Once happy, we want to copy it to the other side (BTW, I added some swank by making a red ring on my engine. Don't worry, you didn't miss any steps.
In my case my engine is WAY too small. So I'm going to scale it up. Press S then resize to suit your ship size. Here i've scaled it up, and I had to rotate it (R) 180deg. so the exhaust came out the back.
Now we'll duplicate the engine. To do so we'll go to TOP VIEW (7 on the keypad).
Hit R for rotate and move the engine around and it doesn't pivot on itself, but rather around the center of the cockpit (hit escape to cancel the rotation).
The fastest way to copy shapes in BLENDER is to press SHIFT D then enter (without moving the mouse). This makes a duplicate ON TOP OF the last object.
Now just G (move) it along the X axis and you'll have a copy on the other side.
Setting the origin of the engine to the 3d cursor
After duplicating it, and inverting on the X axis
Let's parent each engine to the disc. To do that we'll select the first engine, then SHIFT + SELECT the disc.
Press CTRL+P
choose Object
Do the same for the 2nd engine
Select the disc and hit G and move it around - notice everything's moving with the disc now? (don't actually move it anywhere, just hit ESC)