The bishop was designed to be a hard smooth model. The model had 6 cylindric indentations, with that in mind I used 12 divisions in the y axis for all primitive shapes.
The bishop has 4 major shape changes, which I will call the base/foot, the neck, the head and the cylindrical indentations.
To construct the main shape of the bishop I firstly experimented with combining primitives. A cylinder was created for the base, the inside shape of a taurus for the neck, the outer bottom half of a taurus, a cone, and the top half of a sphere for the point of the bishop. The normals for the taurus neck were flipped. I bevelled the initial boarder edge of the neck to simulate the sharp turn between the foot and neck and the neck and head of the bishop. These shapes were combined and merged to make the larger form of the bishop.
For the cylindrical indentations, cylinders were used as a template. the bottom of the indentation were larger than the top and scaled, following the measurements taken. The cylinder was rotated from a centre pivot to intersect the head of the bishop. Boolean, (difference) was used to cut into the head and form the shape. I redirected the edges that were needed to eliminate n-gons and tri’s using edge slide keeping the shape as a priority.
Other processes I had tried was using a curve following the ouster edge of the overall shape and using the revolve function. For the cylindrical indentations I had extruded several faces inward.
The process of building the overall shape with primitives, was successful. However, the cylindrical indentations had lost their shape. I tried several attempts in the polish to keep the shape of the cylindric indentations.
Instead of edge reduction, I added extra edge loops to hold the shape. I also added extra edge loops around the bevel, to restrict the shape from pulling.