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In this episode of the RTM series, we tackle a crucial piece of deck machinery: the Anchor Chains. These are not just decorative; they are a vital part of the Titanic’s silhouette and require a balance between high-fidelity detail and game-engine optimisation for VR. We walk through the process of modelling individual links, using Blender's physics engine to lay them realistically, and preparing the final asset for its transition into Unity 3D. Modelling & Workflow Techniques Used: To achieve a realistic look that remains functional for a game environment, we utilised a physics-driven workflow: Link Geometry: Designing a single, historically accurate stud-link chain link. We focused on maintaining clean topology that looks heavy and industrial while keeping the poly count manageable for VR performance. The Array Modifier & RigidBody Physics: Rather than using curves, we used an Array Modifier to generate the length and then applied RigidBody physics. By letting the chain "fall" onto the deck and windlass, we achieved a natural slack and weight that matches historical photos perfectly. Applying Transforms & Export: Before moving to Unity, we cover the importance of "Applying All Transforms" and baking the physics simulation into a static mesh. We also look at the correct FBX export settings to ensure a perfect 1:1 scale for the Meta Horizon environment. Unity Integration: A first look at the chains inside the Unity Editor, ensuring the shaders and normals are reading correctly in a real-time lighting environment. Stick around to see how these heavy iron details bring a new level of mechanical realism to the bow of our Titanic project! Don't forget to like, subscribe, and hit the notification bell so you don't miss the next video in the RTM series! Support the Channel: 🌐 Simulation Website: https://culerdamage.tech 🎨 Artstation: https://culerdamage.artstation.com/ 🧡 Patreon: / culerdamage