If
your somewhat new to texture mapping, you should
read up a little on parameterization as it often
causes a bit of confusion. Basically, remember
this: just because two surfaces look identical
in regards to the number and placement of spans
in u and v, it does not mean that a texture
map will wrap itself around the surfaces in
the same way.

Above
we have a single surface NURBS head which I
modeled from a primitive sphere. Modeling organic
shapes by inserting isoparms and pushing/pulling
points is a common technique which is very quick
and works well when a patch model is not needed.
But, notice in the above image how the texture
map of a checker pattern is not evenly placing
itself along the surface. Basically, when you
use the above technique to model, you will end
up with funky parameterization. So in order
to get a lot of texture detail in the neck,
you may end up needing a 2k texture, at least
with this model... which is a little big for
certain applications.

So
what I tend to do to address this issue is quite
simple, thanks to a tool added a couple versions
back in Maya: Edit Curves/Duplicate Surface
Curves. By selecting the above surface and
invoking this tool, I was able to, in one step,
duplicate all the curves in the V direction
which is what we see in the above image. These
curves can then be 'lofted' together.

With
the curves selected, I then used the 'loft'
tool, with the 'Chord Length' option checked.
In the above image, we see how the same checker
pattern is mapping itself to surfaces before
and after (the head on the right) using this
method. Chord length sets the parameterization
of the surface so that a texture map will evenly
place itself regardless of isoparm placement.