You could redo this way easier and cleaner if you rebuilt the shapes at a pretty low poly and used supporting edge loops to keep the hardness before you apply smoothing. Currently it looks like you have no support loops, causing the entire object to appear very soft and organic versus being a mechanical creation.
Not quite as smooth and shiny as Eve, was looking for slightly more roughness like brushed metal. The model looks very bumpy from the max renders but looks much smoother in UE4 with extra maps. Quick UE4 shots: Yeah topology definitely needs work. No idea how I didn't notice the poles were so bad before, cheers for the…