i finished full donat tutorial. and im wondering can u tell me the easiest way to do it ? I tried modeling myself with path and using array model but it doesnt look right becouse i cant do it to look evenly across.
any tips ?
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Edit: Robin Betts inspired me a simplification. You could do it with arrayed meshes:
So I think, the best way is the suggestion with a normal map or something if you can find such a texture.
Another method, if these polygons are realy needed is something like that. You could make this with a view curve, a aray modifier and maybe with a shrink wrap modifier or a curve modifier to fit it to the model.
Maybe you also could make with such an mesh your own normal map if you bake that normals to your model but you need to figure out how that works on your own. Somthing like that but in your case it is an different model. But with normal or displaycement maps you will save a lot of time.
This isn't a bad place to use the shipped Tissue add-on.
After you install it, (Edit > Preferences > Add-Ons,) it will appear as a tab in the N properties region of the 3D View. It has a 'Tessellate' option which will duplicate and map a Component (selected) object to the Base (active) object's quad faces.
This example starts with the top sliced off a cube, Ctrl B beveled, and then with its main faces subdivided.
To get the diagonals, the object is (Edge menu > Un-Subdivided) with 1 iteration.
The diagonal mesh is then used as a base for tessellating the Component on the left, which is a mesh converted from a curve, which was thickened by bevelling it in its Data > Geometry panel.