I am sure if you asked a dozen people you'd get a dozen different work flows for this problem.
I myself like using nurbs to create the base surface and then redraw the correct polygon topology on top of it starting from the holes and places that require specific edge loops.
For instance in the image below I created a nurbs surface by lofting, you could also use the birail. Then making the surface live I started drawing the polygons for the edge loop around the opening in the fender. I'd then create a loop of polys around the wheel well and then fill in the polys between them.
As you can see I also created a surface for the fender flare which I could also build onto.
It's a tedious process but gives a nice result with clean surface continuity and proper edge flow.
There are more sophisticated tools in some modeling packages that allow you to literally draw the edge flow on to the base surface. Applications like blender, topogun, 3dcoat, and zbrush come to mind to help retopologize.
"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675
Last edited by ctbram; 05-10-2012 at 10:55 PM.