What is a proper way to make edge (marked with marker) seamless in a situation below. I can't bevel it, also bevel modifier does nothing. Tried cutting it and bridging it back together. Removed doubles, recalculated normals... Running out of ideas... I could theoretically make one big face, but once converted to triangles in game engine it looks broken.

EDIT: So as requested more informations. I am modeling a 3d model of a glider plane. I need to create a seamless transition of object 2 on object 1(Old pictures were cutout of that section). Basicly i must smooth out edge marked with yellow color (all around the profile) so it would be like one part with fuselage. One the picture below is a look from a real plane i am trying to achieve.


Markings of objects

Closeup of object 2

Real bevel from fuselage to wing root

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    $\begingroup$ sorry it's not clear what you're trying to do, what shape are you trying to create exactly? $\endgroup$ – moonboots Jan 17 '19 at 12:43

So as your demand has changed, here is a proposition for your plane wing, tell me if it's ok:

enter image description here

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  • $\begingroup$ Result is what i want, but i have two parts: horizontal and vertical which i combined in object on all the pictures (hope that makes sense). So when i select edge marked on first picture it doesnt allow me to bevel it. $\endgroup$ – tomazj Jan 17 '19 at 13:48
  • $\begingroup$ "which i combined in object" -> what do you mean, please give more details about your project, the object or animation you're trying to create $\endgroup$ – moonboots Jan 17 '19 at 16:14
  • $\begingroup$ is it possible to send you a mail or something and i can give you details or even share .blend file, so there wont be so many random pictures in post here? $\endgroup$ – tomazj Jan 17 '19 at 18:17
  • $\begingroup$ it's better if you edit your message and give more details, as many as you can, is it for an animation, are there two different objects? 2 different meshes in 1 object? etc... $\endgroup$ – moonboots Jan 17 '19 at 19:28
  • $\begingroup$ I have hopefuly added more useful informations... $\endgroup$ – tomazj Jan 17 '19 at 21:39

One subdiv. approach would be to model the entire fuselage and wings as one piece.

Model under a mirror modifier, and your final expected level of subdivision, using as few loops as possible to capture the curvatures of your reference. The wing is then just an extrusion of some vertices you have GG slid into the right profile.

Introduce a loop along the line of your cut, and CtrlE > Edge Data mark it as creased, with a weight of 1.

Retain an intact copy of the model.

V Rip the edges marking the cut, separate the pieces. F fill and I inset the holes. The inset at the acute angle of the trailing edge may need repairing by hand, merging overlapping vertices.

You can delete the inner nGons, and CtrlF > Grid Fill them, if there are an even number of vertices.

enter image description here

enter image description here

Holding loops cut close to the creased edges should preserve the previous curvatures very close to the cut.

This can be the result:

enter image description here

If you wanted to make the join completely invisible from a normals point of view, you could use the intact model and a Data Transfer modifier to copy the normals from it to a vertex group of the cut copy.. but it would be a lot of fiddling.. for most uses you would 'magic' the cut away, substituting the intact model.

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