I know how to make typical “flat” hexagonal grill without bends but here is what I need to model:
I am stuck because I need to bend it to the inside and make it follow this particular profile. Should I use some kind of a texture instead of modeling?
Actually, no, it’s not possible. At least- it’s not possible to convert those quads into hexagons, not without some nasty math you’d have to do with scripting. While you could make a hexagonal grid mesh and deform it to fit, this is also a very bad idea. Getting holes small enough to fit your example image and deforming to that mesh might be possible, but my computer can’t handle it, and I have a pretty beefy computer. Use a PBR image texture, the amount of geometry needed for something like that + the deform is not worth the resource drain on your computer
Unfortunately the files are too large to upload, tried uploading to a 3rd party site and linking here but that didn’t work since the page just auto refreshed with my post removed.
Basically use two array modifiers for the hex grid, make sure merge is on.
Add a weld modifier just in case, add cloth physics.
Add a separate sphere in object mode and use proportional editing to make the shape, give it a subdivision modifier and in the physics tab add collision.
Move the hex grid just on top of the sphere and play animation, pause the animation once you are happy with the shape. Add a cube and make it envelop the area you want to cut off, add a boolean modifier to the hex grid with the cube as the target.
You can also add solidify if you want.
This is what everything looks like un-applied.
I tried that initially, the cloth simulation did not like the complexity of the mesh. It might be because I solidified it, but my computer simply could not handle it. Kudos to you for getting that to work!
I decided to go with your solution but I have one question - is there a way to get rid off the “blackness” when the view angle makes the grid overlapping itself?