Hey George,
I compare Gmax (and Max) with a game of Chess at times.. Its tactical. Some shapes are best started from a cylinder or Sphere. Some (like a control stick or landing gear strut) are best done from a Spline treated with Lathe (spins it into a rotary shape).
Then there are times that a shape is best or easiest made from a set of Splines, all combined (Attached in order front to back) and then add a Cross Section and then Surface modifiers to make it a solid object.
If going the last one, only do half of the side at a time.
Another way, which is explained in the tutorial when making a half face, is to start with a basic 'clump' and add a Mesh Smooth with about 1 or 2 Iterations (levels of smoothness enhancement to the Mesh). But, dont collapse the stack. Instead, keep working with the 'base' clump! It makes it much easier and especially if its only one side. (You can make a quick clone and mirror it to see both sides, but then delete it and carry on with the original side).
Note; when skinning a Spline Mesh, in the Surface modifier, use 0.0 for the Surface tension or noise setting, and probably 0 or 1 for the Iterations level. You may also have to select "Flip Polygon Normals" if its inside out for some reason.
Here are some screenshots of planes I have done. First one is recent, made from a basic clump, then 2 Iterations of Mesh Smooth is added.
The second one was made with Splines. I bent and stretched and tortured each Spline till they were what I felt the shape should be. I then attached them all (in another build up) and then skinned them, then continued to bend and modify the shape until it was what I thought as good as possible.
One last thing, I use 'Taper' but only on one axis at a time, like side view, then top view, then front view. I will usually collapse the stack to do the second and third (and fourth and fifth) Tapering. I taper the heck out of parts even if they are only done just a tiny bit, for me its important to be right on.. (I might have 7 hits of Taper on a side of a fuselage.. )
COMPOSITE
This is the 'clump' base part... Note its extreme simple shape...
This is the same shape with Mesh Smooth and 2 Iterations.
KODIAK
Note; That scoop is very difficult (for me) to do, at least back then. Now, I combine two parts, then attach the scoop assembly to the fuselage, and weld in the vertices, making vertice attach points in the fuselage, then blending and then adding "Smooth" (not a Mesh Smooth, but simple 'visual' Smooth).
Bill