I have used the same camera, world and material for renders with a previous, similarly-modeled mesh. The renders had no artifacts. All faces, curves, interior of the holes etc were smooth.
But when I try the same camera, world and material with my current mesh, this is the result.


I started each of these with an SVG curve of the profile of the item, converting it to a mesh and extruding it to the appropriate Z height. However, I think with the successful model, I had first subdivided the mesh into quads after converting from a curve. I forgot this step with the pictured mesh above, and have tried to clean up as best I can.
Any suggestions for how to clean this up without having to just start over?
Checking renders as I go, punching the holes with booleans, and it's going much quicker, no cleanup required. Thanks a million!
– hitjim Jun 20 '16 at 05:46