Because it's Nurbs, the lines you see (called isoparms in Nurbs) are arbitrary and only for visibility -you can change the number of isoparms with a spinner, but it doesn't affect the geometry face count at all. Nurbs will always look clean like that because they are build from curves, so basically just the circles and arcs to define radii. Tha face count is different, since all renderers have to tesselate. "Face count" is changed via 'surface approximation' and parameters for angle, edge length, etc are controlled with a spinner. I think Pnurbs uses adaptive tesselation, so a 800x600 render might report 6k faces, but the same cam rendered at 8000x6000 might report 300k faces, and it will change with distance from camera. Pretty slick. I don't really use Nurbs anymore because Max's version is weak and I re-learned to do everything with polys, but Maya, Studio tools, Rhino are great, and boolean operations are the basis of all Brep modeling in Cad software like Catia, Inventor, Pro-E, etc. I agree that Booleans in Max are a last resort, and Pbooleans are amazing compared to old Max booleans. btw, if you collapse your lovely Nurbs model to mesh, it'll be a horrible pile of crap, like importing mesh from Cad software.