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I know I ask a lot of questions here, but how exactly do you model nice detailed engines with pipes wrapping around and the like? I am currently using Blender, and I seriously want to know how all those pipes and tubes for the engines are modeled in blender.

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I know I ask a lot of questions here, but how exactly do you model nice detailed engines with pipes wrapping around and the like? I am currently using Blender, and I seriously want to know how all those pipes and tubes for the engines are modeled in blender.
A pipe around the nozzle may be made with Add->Mesh->Torus; and there\'s an addon for pipe joints (you may need to download it separately from Blender addons page, and then enable in Setting->Addons tab.

All the rest is done with a simple Add->Mesh->Cylinder ;)

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A pipe around the nozzle may be made with Add->Mesh->Torus; and there\'s an addon for pipe joints (you may need to download it separately from Blender addons page, and then enable in Setting->Addons tab.

All the rest is done with a simple Add->Mesh->Cylinder ;)

Thanks for that, I\'ll look into it.

Another question is how do I texture thrust vectoring engines if they are two separate models? Can I have multiple obj_gimbals?

Is there answer for this? Do I texture the obj_gimbal separately? Can you have multiple obj_gimbals?

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I found this useful with I was messing around with pipes: http://wiki.blender.org/index.php/Doc:2.4/Tutorials/Modeling/Curves/Making_A_Tube

I\'ll be darned if I can figure out how to UVMap it, though.

After piddling with the loft path shape, fiddling with the bevel object scale, and dinking with the taper axes (tapers are killer :( ), select the final product, hit 'C' then 'Curve To Mesh' (or Mesh from Curve, I forget). Remember to change your path, bevel and taper subdivisions downward somewhat, because it will give you a mesh with exactly the faces you see.

A tapered engine cryo-recirc tube is exactly what you\'d see on a real engine.

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