Chair 2 – a perforated plastic bar stool

The second chair starts with a tube chassis made from curves, as with the second chair, but we will use a different method for the feet and tube thickness.

Here is how we will go about this process:

  1. Using the same techniques as we used for chair 1, create the starting beziers for a barstool's legs. Instead of a bezier curve, I use a bezier circle for a support ring. 
  2. In the curve's object data properties, set the Fill mode to Full and set Bevel Depth to .005
  3. Add a plane mesh, add a Mirror modifier, and create simple planes to represent the seat and back of this chair. With only four polygons, a modifier stack can make detailed plastic seating.
  4. Add a subdivision modifier, then a Wireframe modifier with a thickness of .015. This removes the faces and changes the geometry edges into rigid tubing. The next few modifiers provide a flexible parametric interface for smoothing, plumping, and adjusting the plastic.
  5. Add another Subdivision Surface modifier with all its subdivisions set to 1.
  6. Add a Smooth modifier with a factor of 1 and a repeat of 20. This modifier performs the equivalent of smoothing in Edit Mode, but nondestructively.
  7. Add a Displace modifier with its strength set to .005Smoothing thinned out our plastic seats and this plumps it back up.
  8. Then, add a third Subdivision Surface modifier and set it to 1. Within this stack, many different variables can be adjusted for any number of looks. By increasing or decreasing our first subdivision surface modifier, we can have a chair with a sparse or dense weave and it can be plumped or thinned with the Displace modifier.
  9. For the foot caps on this chair, we'll use face instancing. This method instances a child object on each face of its parent. First, model a simple cylinder cap (the child).
  1. Create a mesh object with four faces snapped to the bottoms of the chair legs, which is what we'll instance from. For perfectly aligned faces, make them from the chair's existing geometry. Duplicate the chair legs, convert them into a mesh, fill the holes of the feet with faces, and delete all the faces except the feet faces. 
  2. In Object Mode, set this mesh as the parent for your foot cap. Next, in the parent's object properties, set the instancing to Faces. An instance of the foot cap appears on each of these faces. Vertex instancing would instead put the instances on each vertex, but the benefit of face instancing is that the face normal directs the orientation of the instance.

The bar stools will go near the kitchen island. Our example turned out like this:

The finished bar stool

We're starting to get some good chair varieties now, but we need a cushioned chair to go with our coffee table next.