Well way back when Maya was released NURB's were favored. They were less cpu intensive to manipulate and more memory efficient. However, they require that all patches be four sided and as such had to be stitched together and tangency between the patches had to be maintained or you'd get creases, and visible seams. Texturing across patches was also an issue.
As processors and memory improved there was a shift to polygon modeling. It is less technical then NURB's, and easier to texture since you can layout uv's and can minimize seams as compared to NURB's.
I think it is safe to say that for the entertainment industry (movies, games, advertising) polygons and subd's are the preferred method of modeling currently. Game engines all use polygons so NURB's have to be tessellated to be rendered.
NURB's however, still have significant advantages over polygons in surfacing applications and are the primary form of modeling for engineering like modeling mechanical parts and surfacing applications for the auto, aero, marine industries.
"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675
Last edited by ctbram; 12-09-2012 at 12:05 AM.