9. To more smoothly integrate the hull with the keel shape, drag (MODIFY/drag) the points of the first row forward, while holding the (Ctrl) key down.
10. Now go back to the keel. As you did with the hull, you will have to do with the keel; that is, connect the points with open curves as shown. Use three curves per four points, as you can see. This will build an outer "shell". We don't need the inside curves, because once the keel is mirrored, that side will be invisible. Also, in retrospect, make the keel about half as wide as shown here. The reason is that once it is mirrored, it will double in width.
11. Next, select the last row of points in the layer with the hull. Even though I showed all of the points selected, omit the bottom one. We don't want the ship to leak.
12. Here the fun begins. Tedium maximus. In the front view, drag the selected points to the right. Here shown on the 1 m grid. Again, much adjusting will follow, so don't worry about extreme precision.
13. Do the same with the next row of points. The next row was one that had the points connected two at a time, and so you will end up with a not very smooth line. Not a problem. Go to the polygon edit mode, select all of the curves, and hit (Ctrl)(s) and the result will be a continuously smoothed curve.
14. Repeat the process for every set of point/curves and apply smoothing, where necessary. Following the completion of the process, I went and moved some points around to make the horizontal hull curves a little more smooth. The problems are mainly in the front part. The result of my adjustments is shown below. Don't panic. This is a very forgiving modeler, and you can shift, nudge and slide things until you are happy with the result.
Save your file as ship_tute3.lwo (just to stay in line with my own designation)
15. Don't do this yet, but just for grins I went and mirrored the spline cage to get a look at the complete hull.