Trimming with a plane doesn't leave flat surface

 From:  Michael Gibson
10454.7 In reply to 10454.5 
Hi Chase, yes definitely it's good to make the initial curves to be as simplified as you can, any excess segmentation or stuff like that will inherit down into later processes pretty easily.

One thing to watch out for in general is building stuff only by filling in a 3D wireframe in a kind of "patch by patch" method. Although it's an easy to follow strategy you can end up with bad quality surfaces that are stressed or bunched up awkwardly in certain areas. That then makes some operations like calculating surface/surface intersections more difficult.

So when possibly you want to have more relaxed surfaces that look more like a net of quads. It can have a bendy overall shape but if it's pinched or twisted that's not so good. Then the boundaries for those shapes come from cutting them with either profile curves or other surrounding shapes (that extend past each other a bit) instead of always doing a loft or sweep to make a surface directly hugging the boundaries. Hope that makes sense.

A guitar neck is actually a pretty difficult model shape too.

But basically an important element to good quality NURBS models is having simple underlying surfaces that have more detailed boundaries on them coming from intersections rather than all boundaries being directly part of a surfacing operation.

- Michael