Hey, thanks again for the comments. 
Odhinn, Thanks. 
5tide, sure, I can answer that right quick.
I can’t do a thing with nurbs, trying to figure out what to do with all those handles makes my head hurt. I use regular old box modelin’, except I don’t confine all the shapes to boxes. For instance, the base meshes I make of humani=oid characters are started with an 8 (I think) sided cylinder, scaled towards the bottom to represent the stomach above the beltline, then gradually scaled up towards the pecs, and back down again for the neck/shoulder area. Arms are cylinders as well, but you get the idea.
Yes, I selected the chunks by selecting the poly’s that make up the basic shape of what I need to make, then hitting the detach button. With this, you can either detach a copy of the poly’s and keep your entire base mesh as one piece, or you can detach the selected poly’s and make them another object. I choose this last because Max hates importing solitary objects with high poly counts. When you do this, it helps to have a good idea of what you’re going to create, cause you wouldn’t wanna detach a shirt, only to find out later that you really wanted to make your character shirtless and have to re-do that part.
I’m not exactly sure what you mean by “combine back into Max”. I wll tell you that I just leave the thing in lots of different pieces. Max can make the normal map just fine with a lot of different pieces, so it’s just easier to let it be. Also, Max likes models with lots of little bits better than a high-res object that’s one piece. Don’t ask me why, I just know it does. 
I hope that helps. But I’ve gotta get back to making the uv’s for this guy. Thanks again for the comments. 