This part of the modeling stage always gets a bit tedious, but it is all worth it in the end. After the conversion to polygons, I began smoothing out the topology so that it was a bit more even. In addition, Maya has an option where you can preview a smoother mesh without actually subdividing the model. Because this mesh uses the same formula to interpolate as a NURBS surface, you can get some nice, smooth results:
What needs to be done now is adding little detail lines where the sharp edges need to be. Since the smoothing algorithm sort of averages everything out, creating more detail is needed where you need definition.