I think you’ll have better results from Geometry Nodes. You could make the mesh, put Instances on Points, add the beads to the Instances, and then output only the Instances, not the original Mesh. Or something like that. @sozap is really the expert here, maybe they can help better, but I do think you’ll want geometry modes
IL Object Array
It is created using Geometry Nodes and is extensible.
You can array object or collection via Radial Array, Array Between, Array On Curve or Array On Grid. (Blender 3.0+)
Download https://imperfectlink.gumroad.com/l/ILObjectArray
It’s probably doable with geometry nodes, but I’m not sure it will be simple…
I’d look into this addon (the tesselate part) : https://youtu.be/IoQtC9qnX1Y?t=216
It’s shipped with blender, so it’s worth taking a few hours to give it a shot.
You need to create a 3D pattern that look like this :
This one should work too :
And then use and evenly quad mesh, and use the pattern on that.
Not sure it’s the best way…
This look like a really good option !
The handbag look simple but it seems quite challenging to make it right…
I think by using one of the above technique you can get something quite close and then you’ll probably have to fix manually a few issues.
I would make a frame of the item out of curves and then instance the “pearls” along the curves. All in GN.
Geometry nodes, indeed, the better solution for many a blender challenge.