splodge,
you’re still under a false premise or two… As there’s no right time, side or reason to consider nurbs for organic modeling.
It’s a common misconception to think of nurbs as ‘smart’ smooth surfaces without the hassle or alleged penalties of polys.
Apparently you can also know various facts about nurbs and still misconstrue them. 
Nurbs are heavier than polys for all the additional functionality it accomodates, none of which happen to be applicable to organic freeforms.
The heaviness you may not necessarily feel but nurbs,as opposed to polys, do require you to toe the line (or seams).
Now I wouldn’t say that box-modeling is always the optimal approach for organic forms. I know it’s not. You can, for instance, loft a leg from nurbCircles, but you ‘output’ polys and not nurbs.
The reason, in one word; ‘polysubDs’.
You don’t need to polysubD necessarily but doing so would of course emulate nurb tessalation or whatever ‘smoothing’ you care for.
PolySubDs are nurb patches without the ‘patching’ or nurb-irks, such as seams, uvs, retopologizing etc… and because most nurb operations/tools have a poly equivalent, its possible to polysubD a car with almost the same ease as with nurbs but the reverse is not true when it comes to organic forms, which you probably knew, as well as how both nurbs and polySubDs max out at the ‘plastic-organic’ look…
The polysmooth function was always available in Maya. So was connecting the outmesh to the inmesh attribute between two poly shapenodes. And likewise resolving ‘shells’, the equivalent of stitching nurb patches, using polyUnite and polySewEdges commands… Except no one really cared at first, nurbs were considered cool, in spite of their limitations, while polys were considered plain, tedious, etc…
Dirk Bialluch, back in 99, uploaded his CPS toolset to hiend3D (connectPolyShape), one can think of his polySubD as an early ztool in true 3D… but again, due to misconceptions, it took a while to get the ball rolling… Alias honored him with a Maya Master in '01… and yet it took a number of versions before Maya incorporated/legitimized ‘proxies’…
For a brief while regular subDs were in mode (Jerri’s Game) but it didn’t take, and as far as I’m concerned, rightly so. I’d be hard press to come up with something that I would prefer to contend with in subD than polysubD or nurbs or ‘voxelize’…
This more or less covers why at no point in time can nurbs make a comeback and why, in spite of better options, even pros used to model characters with nurbs…
It’s not a question of raytracing vs raster. Voxels simply don’t exist in 3D, that’s why you can’t have a voxel-based 3D engine.
If voxels could exist in 3D - they’d be called polygons.
If you want to capture ‘voxel data’ and have it stand in for actual geometry in actual 3D, try normal maps.
And lets say normal maps could evolve into voxel-maps, they wouldn’t behave/respond as polys. So you’d need a substantial amount of underlying polys for cloth simulation and sub-skin deformation etc, and it would still be considered a cheat of limited application/value and one collosal headache to integrate…
Bear in mind that pros/studios don’t sweat the polycount, as they optimize for articulation/rendering purposes, and this means, among other things, that things that don’t need to be 3D geometry, aren’t, so no one’s waiting for voxel-maps nor can some stupendous futuristic polycount warrant collapsing 3D to 2D…
And for what its worth, I’m still under certain misconceptions about odd things and then probably some I’m even oblivious to… as such I really embrace the opportunity to stand corrected. And I don’t hold your misconceptions against you, but if I were your supervisor, I wouldn’t take kindly to “I didn’t say that” and “I know that!”…
all the best, -G