I'm trying to model this chain in Blender and I can't find any good way to do it. It's mirrored both on the X and Z axis (Z is up in Blender) but flipped, so I can't use a standard mirror modifier. You can do it with an Array modifier but it's really funky, you can't reliably move points that are mirrored so it's a pain in…
@rtos That kind of looks like Cuban style chain? Do you have a reference photo of the exact type of link? The array modifier has a distance merge option and the values can be set very low. Having the bevel in the middle of the stack may be compounding the problem. Try running all the array modifiers first then run the…
This part at least can be done with less manual labor by using arrays. There's a point in which the holes of all rows are organized in a straight line, thus it's possible to use an array to evenly place the "origin" mesh of each row. You'll need to create a circular array for each row, and how you go about it depends on…
@Daf57 The base geometry that's controlling the subdivision isn't dense enough to support the perforations. For that to work the mesh would have to be subdivided to an appropriate level before the perforations are added. There are several alternatives that will look better, work better and require less effort. If the model…
Your approach started quite good.. but then you applied the modifier already when only modeling the outer edge of this screw like object.. you have to model "the sides" and "the base" too so they also get this skewed/screwed form.. (Also: what you did by manualy repeating i have done with the array modifier)
I think you only have to move some faces "on the edge" inwards and after adding subdiv this look quit good.. for the upper part it seems this is more bend (curved?) like so ? .. not exactly correct (only repeated and made the upper rip "straight"; used array modifer and simpleDeform ) but you might get the idea.. ..or even:
I had to use the double array trick, it was the exact same technique I used before but took more time and avoided moving too many vertices at once, trying to keep the edge flow between arrays managable if that make sense.
array? Yes! Used it a few times before to make chains but this tutorial is based on user grids and snapping so using array kind of undermines the idea. For instance previewing the result, adjusting axis increments and all the other features it has just adds complexity where it's not required.
You are making things to complicate here... basically the trick is to add an extra fin border that no one will see. From here just duplicate array, also don't forget to match points at the end and at the start of the piece you duplicate-array...