I am working on a fairly simple but cool looking skin for the game Team Fortress 2 and i am trying to make a NurbsPath pointed at both ends and maybe start bigger from the middle and then grow a bit smaller near the end and then come to a point. This is pretty much the last thing i need to do to finish the modelling part of this and i can’t find any tutorials on it so please help!
Nurbs cannot have sharp angles in their geometry, therefore I would suggest using a bezier curve. This way you can create vectored control points (either by clicking the vector button under handles on the left-hand tools menu or tapping V shortcut key on your keyboard with the control point selected, then choosing vector from the set handle type menu)
If you are stuck in a situation in which you absolutely must use a NURBS path (can’t imagine that scenario myself, but I suppose it is possible) you can fake a point by subdividing between two points and clustering the control points closely together. Attached is a blend file in which I did this with a NURBS curve, NURBS path, and finally a Bezier curve with two vectored control points. The Bezier is the best solution IMO.