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.
I am completely aware of this, and I might should have added the orthographic picture in there aswell.
The way I work as of right now is starting with basic shapes, using loft, Cylinders and planes. Intersecting + trimming them to get a basic shape in there. However I am a bit stuck with the back of its side (hard to explain, I went out to see the car in real. The back can be seen like a womens hip, it has this curve into it)
The things I tried to get somewhat that shape is, after intersecting / trimming the basic shapes to make a freeform fillet between them, to get this smooth flow from the front to the back (it starts at the end of the door). However when I check the surface with some colourfull lights I can see that it's not flowing nicely. It is tangent but it doesn't have this smooth flow into it.
As for the side-scoop, I tried to create a curve following the line in the othographic side view, project the curve on the surface and made a duplicate of the trim. Gave it the offset it should have and again, freeform to fill it up. However I end up with this weird cap around the front lights and front wheel. I tried to intersect and fix it again with freeforms and surfaces- squares but I get the same issue as with the side panel. It loses this smooth flow like the real car.
PS: I'm fairly new to NURBS, I must add. I have been working with it on and off for the past 4-ish weeks. BUT the more I try the more confidence I am getting with it. Obviously I would love to figure this on out on my own but since it's nurbs I decided to ask on a forum. Hopefully I can get some good tips. 
EDIT: I know it's a complex object (I had chosen something else aswell :p) but it's an assignment for school. Luckily I got some very talent teachers having lots of experience in maya (also with nurbs). However since it's weekend now I didn't had that much time to get feedback.
I hope I can figure this on my own, I love doing that. If I manage to do so, I'll try to post some pictures on here on how I did to help some other people that have a similar issue.
Thanks again for your feedback on this.
Last edited by Suraci; 15-03-2013 at 08:10 PM.