I’m sure the same applies for other poly modeling applications but I’m using Maya. Lets have a go at a simple scenario and then look at my slightly more complicated mesh that needs attention. 
Ok, you have a surface comprised of …16 faces and 25 verts, just a plane. When the surface is created it’s planar with all it’s parts existing on the same plane, in harmony. Yay!
You rotate the surface on all 3 axes, blah blah still planar, awesome :wip: 
Now, here comes the issue. (Oh no!) :arteest: Several of the verts on the surface have somehow managed to stray from their planar neighbors and are now making a surface defective, not flat.(by no fault of your own, ofc) :banghead:

Whats the best way to fix this? :lightbulb
The only thing I’ve come up with is deleting all the affected surfaces, use a fill, and then shunt over the edges with the split tool. But that may not always be a solution like in my case.

I don’t have four border edges that are viable for using as a reference.

I’ve tried using the scale tool, selecting the faces that need to be leveled accordingly and using the good face (green) as the reference,( Set To Face/Edge/Point) but that makes the (red) surfaces move a lot more than what is tolerable, because it causes bigger issues. I run into this problem a lot.
Any insight on how to avoid this, or fix it would be extremely helpful!
Thanks!
