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. Also click the "Like" button if you would more high quality free models like this in the future.