The problem is not really Max. No program can figure out what's actually going on within that border without a little help. If you were to draw or snap a grid of criss crossed splines and then loft those into your surface you could use your outer border to trim it.
One thing you could do is to create a plane that's larger than your boder. Subdivide it a few times and use 'Conform' to push it down onto your character. Then, snap your border down on your new mesh and manually trim or cut it. There are ways to boolean and a few other ways, but basically I'm just giving you a general workflow to get my point across.
The main thing is, given a border with multiple points, there are infinite ways the surface between them could go. So you need to give the border some help. One good script for pushing splines onto a mesh is one from Itoosoft.com called 'Glue.' It's free, and it's great for snapping a spline along a complex surface.
Rob Holmes
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3ds Max (2023-2025), V-Ray 6.2, Ryzen 9 3950-X Processor, DDR 4 128MB, Gigabyte Aorus X570 Master motherboard, Sabrent Rocket NVMe 4.0 M.2 drives, NVidia RTX 4090, Space Pilot Pro, Windows 11 Pro x64, Tri-Monitor, Cintiq 13HD, Windows 11 x64
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