If you have to use nurbs then Maya is probably the absolute worst way to go about trying to learn how to model something as complex as this.
Maya's NURB's have not been updated for at least 15 years! I am not joking. I have extensive knowledge of NURB's modeling and I have used Maya since version 1.x.
Take the hood you are trying to model on that Shelby. The proper way to do that scoop (not the only way) would be to use curves to loft out the shape of the full hood (without the scoop). Then you could model out the scoop is a similar way and then intersect the two and use the intersection to trim out the hole in the hood. Then using the fillet tool you can join the scoop to the hood.
You will end up with several trimmed patches that will form the hood.
You are not done yet though. You will have to adjust the tessellation so you do not have visible gaps when you render. The method you use to accomplish this is dependent on the renderer you choose (maya, mental-ray, or v-ray) and can take as much time to get right as modeling, trimming, and filleting the original part.
Maya's NURB's tool set makes none of this process easy for you! More modern NURB's modelers will attempt to make reasonable choices for things like tolerance settings. With Maya it's all up to you and if you GUESS wrong then patches will simply disappear.
There is a reason that if you go to something like youtube and search for maya hard surface NURB's models you will find NOTHING.
"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675
Last edited by ctbram; 15-03-2013 at 07:41 PM.