Quote: "This is always a decision that needs to be made.
"
So very true.
Quote: "Make a solid link with 4 side, and one with six sides and one with 8 sides and apply smoothing to make the surfaces appear round"
And watch the geometry start disappearing when you move around it. Acceptable in most cases but not in my case. I would think I explained that clearly enough.
Quote: "One must decide some kind of poly limit you would except for the look and functionality you are trying to attain."
That is the main problem here. This is not just one model. It is just prop in a much larger scene. The poly count of the entire scene must be thought of. The problem is that even though its only a prop, it's going to be one of the largest objects in the scene and right in the middle of the room, so of course it has to look good. So I had to find a compromise between low poly and looks good enough.
Quote: "If the chain is an important enough entity then having it be 10,000 polys is not to much of a sacrifice to be made"
Also true in most cases. But 10k ?
However, in this particular case, Both the very low poly and the high poly chain are not acceptable due to the scene they are in. The poly count of the scene is already getting too high. So tell me... how the hell am I supposed to throw 10k or more polys at it? I never said this is how to make a chain. I never said it is the only way or even the best way. I never even said it is how "I" make my chains. I said, "It is the ONLY acceptable solution I have found in this particular case. Simply because the low poly cannot give me the look I need and the high poly is out of the question.
I posted this info in case it might help anyone else in the same situation. This is not a tutorial or how to. It is a how I did it.
No offense intended by this question:
How in the world are you all going to get Reloaded to run for you when you keep throwing high poly models at it. 10K+ poly for a chain? Get real. What if there are 20 of those in the scene. You shouldn't even be using characters with 10k.