As an exercise I’m trying to model something like the picture below:

And this is my attempt:

have used a sphere at the top (I could use a latice or proportional editing to give it that not homogenous lookl), and then have used some curves with different thickness at the start and end and a bit ob beveling. Each curve is a standalone object as it is the sphere.
I think I could use this method but the joins are very visible. I guess if I join the meshes and bridge each filament into the one it connects (and fix the topology) I could get a much better result. 
but this could take a lot of time and I’m not sure it is the best way to do it.
How would you go about modeling it? Could this be a better fit for geometry nodes? Perhaps better to start with sculpting and then retopologize the result (I need it for an asset for my game).
Thanks in