I am working on an M4 Carbine, but this issue has come up in a multitude of different hard surface modeling projects. Look at the main body of the weapon (the part that the grip, stock, safety and magazine attach to), labeled M4-B-002 in this link:
There are regions on this part where there are tons of radii and fillets of different sizes and directions. I some regions, one size fillet/radii blends into a fillet/radii of a different size. I have attached a close up of the model so you can get a better idea of what I am talking about. The geometry in the attachment is a mess. Its an initial polygonal conversion from a CAD solid model. I would like to figure out a way to remodel in polygons, with a much lower polygon count than seen in the attachment, with better edge loop flow and quads instead of tris.
In solids, stuff like this is no big deal. In polygons, it is more of a problem. Interested in seeing what people suggest!
I use Maya, modo, Lightwave, and 3DSMax, so software choice doesn't really matter to me. Whatever is simplest and yields the best results in this situation works for me.