Hi Matt, there are some tips here for people coming from a poly modeling background, they may be helpful:
http://moi3d.com/forum/index.php?webtag=MOI&msg=4865.2
NURBS modeling is usually at its best when you build things primarily from 2D profile curves and you initially focus on simple blocky extended shapes, what you might call an "underlying form". You don't want to directly draw in the 3D non-planar boundaries to these underlying forms, you want them to be created by the result of a boolean that carves off pieces.
So let's focus on one area's underlying form here:
If you temporarily ignore how it ends at the top, the basic extended underlying form for that part of the model is like this:
Then to get it to end how you want, draw in a profile curve in the Front view like this:
Select the main block, run boolean difference and discard the upper piece:
Ok, now let's focus on the underlying form for another area. Temporarily ignore the transition areas between the major forms.
So for this upper area you can do a similar process:
Construct > Offset can be good for making a curve that is an even spacing away from an existing one:
Side profiles:
Boolean difference:
Discard excess pieces:
So note now that to get to this spot we've only used 5 2D curves, there were these 2 in the Top view:
And these 3 in the Front view:
That is pretty much the key thing that you want to be shooting for to leverage the most out of NURBS modeling and to make things happen fast. You want to make large pieces of your model from a small number of 2D profile curves with some generating shapes and some cutting way material.
Ok, so now for the transition, I would go about this by deleting these faces:
Then set up the select naked edges script on the N key (
http://moi3d.com/forum/index.php?webtag=MOI&msg=6051.2)
so you can select all these with one keypress:
Use Edit > Join to glue them together into 2 closed curves, then you can select those closed curves and do just one loft like this:
Then select the 3 pieces and use Edit > Join to glue them together and make a solid.
It would be good to clean up the side - delete these faces:
Select the main object and run Construct > Planar to seal off the end with one planar surface. It's better for filleting to have single large planes for things like this and not several coplanar separate fragments:
Then select these edges:
And fillet:
Hope this helps!
- Michael