Hi scott, yeah there are a few NURBS modelers that try to incorporate sub-d modeling techniques by giving features to start with a block and then squish it into some completely other shape.
However, that general overall strategy is not really where NURBS truly has its greatest strengths. If you are trying to model that way in NURBS you probably should just be modeling in a sub-d program instead where the whole package is totally oriented around sculpting and organic shaping.
NURBS modeling has its greatest strengths in the area of generating surfaces and cuts from drawn profile curves (I'd compare it more to "illustration" or "construction") rather than in squishing things around (which I'd compare to more like "sculpting"). If you try to do the same kind of process in NURBS as you do in sub-d you're not really gaining that much since you already has that kind of process covered very well in your sub-d modeling tool, in order to gain the greatest benefits of a different tool you have to more embrace that there is a different workflow orientation to it.
If you're looking for no change in workflow the easiest way to achieve that is to just stick with what you've got already rather than trying a new tool in the first place.
So in other words, I'd recommend looking at differences in workflow and modeling strategy to be a good and useful thing, not really a defect! ;)
- Michael
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