Started in Zbrush by painting some low res P40 images onto a dynamesh silouted shape of the plane to show where each panel was, then sliced polygroups from the panels based on the image projected on the shell. Orignally I extruded each panel in Zbrush, but ended up making them in blender with solidify modifier. Blender's panels were smaller and cleaner topology. 3 x 4k UV's. All base maps baked in Blender Cycles, ColorID, Normals and AO to be used in Quixle Suite. 2 days of Quixel texturing and voila. Final Eevee real-time render with BSDF metalness workflow. Simple rig for flaps and landing gear. Press play to lower gear.