Hi Chase, you're welcome!
There are some tips here for people coming from a poly modeling background which may help some too:
http://moi3d.com/forum/index.php?webtag=MOI&msg=4865.2
But yes the main area where NURBS modeling really shines is when you're mostly using 2D profile curves where some profiles generate extended base shapes and others as cutting objects for booleans. This strategy fits particularly well with mechanical parts.
With a guitar neck you're getting a little bit out of the zone because of some swoopy and blending shaping will need to draw from the 3D surfacing toolset for some areas but you want to limit that when it is possible. You'll be hitting a somewhat steeper learning curve.
Also another recent discussion about switching a particular model from a "patch by patch" fill in method to a "build extended shape then boolean" method:
http://moi3d.com/forum/index.php?webtag=MOI&msg=10210.16
When your model is more melty/blendy shaped all over that's when it becomes difficult to drive the design using 2D profile curves and then that's better to do in a poly modeling program with sub-d modeling instead of with NURBS.
I know it can be difficult at first because it's such a different strategy than what you're used to with poly modeling. But the payoff is that for the right type of model it's super fast. You form more of your model by 2D drawing instead of managing a ton of vertices in 3D space.
- Michael
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