You got it, RC. :]
Pic one:
Base shape created from a spline outline then lathed. Pretty raw, untouched and not modified at all. Obviously, very disgusting and not usable for any model these days, even low-standards.
Pic two:
Using the loop tool and highlight functions, remove the un-needed edges then the un-needed verts they connect to, in areas they aren't required, to keep the mesh at a nicer and significantly lower poly count. Then, using the Chamfer tool, chamfering the vertical edges of the saucer to created a nicer, smoother and far less jagged outline.
Pic Three:
Be sure to
weld/target-weld the un-needed verts!!
Pic Four:
Chamfer the horizontal edges to dull the saucer edge, so as to not look like you can cut your finger on it. ;)
Pic Five:
Not WLAYS needed for modeling in CGI settings, but in BC and many/most games, triangulating is a must. a VERY simple way to do this is to convert the mesh into an editable patch, then back to editable poly/mesh/whatever you wanna use. [I like poly, much more versatile.]
NOTE: If you need to keep the mesh perfectly symmetrical, make sure the pivot point is centered to the mesh and the axis you want to be symmetrical, and use the Modifiers -> Mesh Editing -> Symmetry toolLike I said, this is really rough. there's still a bunch of things you can do to improve upon the mesh and optimize it a bit, but this should get the point across. Happy modeling.