I am modelling a series of objects which have mostly curves in them. I heard of a method to efficiently do this, the NURBS method. Is it efficient for making curve heavy models like archs or are there better options?
NURBS stands for Non Uniform Rational Bezier Splines . They are a way of defining curves in 3D space through mathematical formulas.
NURBS surfaces are a method of 3D modeling using said curves to define object surfaces, as opposed to using a mesh based polygon subdivision method.
It works well with Boolean operations, trim surfaces, and intersections, and it's workflow is mostly based on defining loft curves and sections to build surfaces.
It is very precise and accurate method, mostly used for hard edge modeling objects with basic geometric shapes or flowing aerodynamic surfaces. It's often utilized in mechanics, or automotive design, aircraft or boat conception mainly in CAD based software, not animation or 3D modelling like Blender.
Blender has basic NURBS support but it is a stub at this point, with incomplete functionality and barely usable at all. If you really need to use NURBS you are strongly advised to look into other software, as it currently stands it is not production ready.
See here for some basic Blender NURBS tutorials