How do I get this odd geometric hole in smooth surface right? Ok I have started over 100 times trying to figure out how to model this efficiently.  I have what I consider passable meshes using different techniques but I'm very new to Blender and know there's something I just don't know that I'm missing.

Here's a render of my current model...



Here's the mesh for the cutout geometry...



This seems terribly inefficient, modeling it using a background image and sliding edge loops all day.

If you look in the upper left corner there's a contour that doesn't belong there, among other problems like too many verts, etc.

What guidance would you offer?  How would you model this?  How would you keep the geometric cutout tight while keeping the number of verts down?  Do you use subsurf?  Shrink Wrap?

Thanks in advance for any guidance you could provide.  I've attached the .Blend file so you can take a look at it if that helps!

Pete

Nintendo Controller .Blend File
There are any number of correct solutions depending on your needs. I propose this one, because it keeps the element in a four sided square that can be edited quickly and incorporated into the rest of the mesh without difficulty:



And I would advise using a bevel modifier rather than a subsurf modifier in this situation. It gives those nice rounded edges while leaving you free to to structure your topology for ease of use, and you can use Ngons if you like. I like to use the "Angle" limiting method to only bevel sharp corners. But you can be as specific as you like using bevel weights.



If you must use a subsurf modifier, I recommend using the "Edge Crease" tool (SHIFT + E) where possible instead of adding loop cuts to sharpen corners. It makes the mesh shape far easier to edit.