First off, start with fewer edge loops. Topology of the base mesh should be very rough as there's no need to have any details on this stage. This will ease the process from the several points of view at the same time:
- It will be easier to model as there will be less edge loops to connect / join / bridge;
- Simple mesh is easy to inspect on whether it corresponds the basic forms of intended result;
- Keeping track of quads / tris / Ngons will be easier too.
You will add details with Subsurf or Multires afterwards, once topology of the base mesh respects the basic flow of the body.
The starting mesh could be a simple cube, which will be extruded to be of an adjacent form.
Second, modifiers should be used once they are given good base mesh to start from. In this case Bevel is not needed (probably yet, but I didn't hear of any cases of using Bevel on organic models). What you would like to add is Mirror modifier to mirror your mesh and do only half of work as long as it's possible (you might want apply Mirror on sculpting stage to avoid mirrored sculpt, but that will be after a while).
In case of modeling character's hip, you could add one edge loop in the middle of extruded cube to be able to create edge flowing on the inner side of legs. This will make things much smoother.
There are shown 5 rough steps of joining legs and body in the example below. Note that at the stage 3 both upper and lower cubes were subdivided with an edge loop by X axis; this allowed to have geometry for further smoothing leg and making it rounded and not blocky.
See example of body mesh from this thread on polycount:
See also related post on topic - Correct approach to hip topology?.