is there a reason why you MUST do it in nurbs?
with what you showed me after converting to polys i think after creating some extra edges and deleting/merging extraneous vertices and deleting unnecessary edges you can get the topology you need to make a uv map very easy, since your texture deals mostly with squares and rectangles (the tabs and odd shapes could be taken care of with an alpha map)...
i'd start with this.
Accept no substitutions.
Last edited by NeoStrider; 04-11-2006 at 04:01 AM.