What would be the best way(s) to reproduce this ´wireframe mesh´ (see picture below) without having a ridiculous amount of vertices if possible? I recently stumbled upon Vitaly Bulgarov's works and he did some mechs/robots with wireframes limbs (not sure about the name actually) like this one :

More references here in case you need : https://www.artstation.com/artwork/l46qz
I tried using combinations of Wireframe modifier + Subsurf modifier + bevel modifier, the problem is, with a simple small sized plane, you quickly reach 1 million vertices.
If you watch carefully, in the picture, the holes are not circular (which could be achieved by simply using the subsurf and doing inset &gt; delete face so all holes are circles, though it also requires a lot of vertices), but here they are squary.
The biggest issue that I have is that the wireframe modifier gives very sharp/ugly geometry which I would like to avoid.
Any suggestions?
If you still want to stick with real geometry ... in this example:

add cylinder, Loop cut Ctrl+R
Un-Subdivide = 1 (to get rhombus pattern)
Bevel Cmd / Ctrl+B
Invert Selection Crtl+I
Delete Faces

Modifiers

Array Modifier
Solidify Modifier &gt; Complex
Bevel Modifier &gt; Width
Curve Modifier


3000 vert for segment, 63000 vert for object


Sure in case of your example you would have to apply Array and there is nothing more you can save on poly-count. So if you are looking for something more lighter shader is your way.