Hi Chris, for using Network you need to have a particular arrangement to the curves you give it, they have to be unwrappable to a 2D grid pattern kind of similar to lines of latitude and longitude on a globe for example. If you have a set of curves that don't map to a regular grid then you'll get pretty weird results with it, because it will have some part of it forced to a grid anyway. Check out Andrei's curve structure for an example of how they would need to be arranged.
For using blend you would want to do something like this - draw in some lines and use Edit > Trim to cut the spheres so you have only 2 fragments like this:
Then selecting those edges and doing a Construct > Blend will build a connection piece like this:
But in general one thing to keep in mind is that the main strength of NURBS modeling is in construction of mechanical shapes using mostly 2D profile curves to do a lot of the work both as generator curves for doing extrusions, lofts, revolves, etc... and also using curves as cutting objects for boolean operations. Highly organic models that are not easy to describe with 2D curves tend to be better done in a sub-d modeling program rather than in a NURBS modeling program.
So in this case here with a kind of organic semi blobby shape you're kind of heading out of the territory where NURBS modeling is really best suited for.
Check out here for some general information for people who are new to NURBS modeling coming from a poly modeling background. These examples may help give you more of an idea of the kind of techniques that you would usually want to focus more on with NURBS modeling:
http://moi3d.com/forum/index.php?webtag=MOI&msg=4865.2
- Michael
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