Modelling a fuselage wing connection
Hello herc40,
small tip:
I noticed that you don't connect the wings to the fuselage. I know this is often complicated, especially when the wings are going wide at their root and often flowing into the fuselage. Here's a small modelling tip:
First: (As you already have) Model the wings and the fuselage as seperate objects (First Screenshot).
Second: Knife the ending of the wings out of the fuselage by using the blueprints for orientation. (Second Screenshot)
Third: Join the both objects and recreate the faces between the different parts. This will look a little bit strange at the beginning, but can be fixed via step four. (Third Screenshot)
Four: Make a multi-cut on the new created faces and rearrange the vertices, so they are matching the flow into the fuselage (probably the most difficult part; Fourth Screenshot).
Because you want to stay low-poly, here's my way to do it:
Don't model the the wings as seperate objects. Knife the root of the wings out of the fuselage and extrude directly out of the fuselage to the real starting point of the wings (the point where they will brake away). Then extrude from there to the tip of the wings and refine the object.
If I have a wing profile on the blueprints I simply make a vertex loop following the profile, extruding it to a small wing part and then apply a boolean modifier between the fuselage and this wing dummy, to get the starting cuts on the fuselage. Going this way you have a better control about the poly density of the wings and that you are not carry around to much needless edge lines on the wing tips, because the knife on the fuselage sometimes leading to more vertices to extrude than necessary to get the wing shape right.
If you don't model a wing fuselage connection, you will never see a nice hard line, and how the wings are ending on the fuselage. It's also important for UV-Mapping, because you preventing uneccessary texturing of faces nobody can see.
BTW: I have to fight with this problematic on your citation too.
Max