I done what you said and it worked well, although i had to fix a little bit of geo and bevel a bit more geo for it to work out and remove the puckering. This is the end result of fixing it
Not really. You need this geometry for such shapes. So you have the choice. Work with more geo from the start, or work with more geo with your turbosmooth. Depends on what you want to achieve afterwards.
There's a ton of mesh optimization info, in the previous 15 pages alone or check out the wiki or Frank's sketchbook As an aside - working with dense high subd resolution geometry can be a challenge, unless you're familiar with the technique: https://polycount.com/discussion/comment/2418259/#Comment_2418259
work :( i mainly use max at work, so essesntially i havent used modo for over a year and a half now lol I need to get back to it and do some personal illustrations again :)
I completely redid the geo and while it does work slightly better I can't work out how to sharpen up the corners when turbosmoothed. I was hoping the support loops would help but no such luck.
ingame version or a real working one? for ingame we do pretty much all of these with floaters for a properly working on you'll need a clean baseshape, subdivide it until you got enough geometry and then cut in the lines