Hi Jack Lee,
I don't think I, alone can figure out what you're trying to achieve with the Network tool here, but I'll take a good shot at it...
Modeling something like the steam iron you show is deceptively easy, but like a fractal pattern, there is a major shape and there are progressively more fine and complex shapes.
And, even the shapes themselves can be deceptively simple, especially in 3D space, which is why you must always consider how a 3D object relates from 2D profiles.
The Network tool alone will not do the majority of the creation work for you, but rather, you need to build upon each part, detail by detail.
For example; start off with the major shape like the main body and then strategize and hone in the more ancillary elements like the wings and recess grooves.
If you are new to Moi3d or NURBS modeling in general, I suggest just concentrating on mastering simple shapes and objects first.
There is no shame in keeping it overly simple at first! This is how all of us started, because if you tackle too much too soon, you'll end up spending a couple of weeks over-thinking it and getting frustrated!
Modeling should be more of a fun "Zen" thing rather than a hangup that eats at you, so dabble with the simple objects first.
If making Network surfaces is hard to tackle then I suggest trying very simple shapes first until it becomes natural.
Moi3d has quirks that can't be tamed for every situation... but with practice, you'll enjoy them and use them for your creative bidding.
Anyways!
All I can offer for now is one approach I came up with that may help:
http://k4icy.com/Moi3D_Tutorials/steam_iron_body01.3dm
In step 1. I drew very simple profile curves to detail the shape: one from the side view to represent the top spine, two from the top view to represent the sides. Those all touched at the front point.
You WILL find that not all combinations of curves will make a Network surface without failing... try four sides, try a few intersecting lines, and on and on.
I drew a complete arc, or rather, two mirrored curves that were then Joined together to make one profile.
Network likes a structure, just like the members of a boat... exactly! Think of a boat's frame - there are rib frames, keel plates, and other profile shapes that define the hull in each direction.
In step 2. Network the profile curves.
- This will NOT always work!
Take my toilet tutorial:
http://moi3d.com/forum/index.php?webtag=MOI&msg=4610.1
The network curves for the bowl I set up worked great in Moi V3, but not so much the same in V4. (so, a new surfacing engine.) But still, you should try this tutorial out for practice.
In step 3. I drew a closed profile curve from the side view to represent the hole I wanted to make for the steam iron's handle. I then used Boolean Difference to chop that profile out of both side of the Network surface.
In step 4. I drew a small profile inside of the middle area of the hole. It's good to add additional profiles so that you can control what happens. I first just tried Blending between the edges of the major holes but the surface kinked up real bad in some places, so I needed some control in the middle inside area.
In step 5. I Extruded the small profile - for one reason only... so that I could Blend it (Step 6.) to the hole in the side of the major shape. The extrusion is very flat or straight along one axis which means that when I Blend this part, a Mirror copy of that Blend surface will match and be tangent when I Join them. (Just pick at the .3dm file.)
In Step 7. I delete that temporary extrusion because now I can (Step 8.) Blend the opening of the other side to the other Blend surface.
In Step 9. I Join it all together. The back and the bottom can be made by a series of Planar surfaces.
So Jack, this may be a bit confusing, but just like learning a foreign language, you should just practice, practice and practice, then sooner or later you master the basic problem solving, and eventually, you are more receptive to inspiration to master more complex solutions.
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Hey, this was not a true "Majik Mike" tutorial. lol (Should probably sooner or later.) I've been mastering modeling in Blender, believe it or not. I felt like a newbie all over again!
Sub-D modifier-based geometry is not at all at odds with NURBS as they solve different topology problems but can work in harmony. So... would really like more Sub-D in Moi's future. I could finally die then. ;-)
Moi is part of my bread and butter at work though - a few clients know that my 3D contorted and dynamic type makes for more tee shirt sales.