Since you have a surface (and possibly a texture and raytracing) on that model, you might want to make sure that the object pieces have their inner (non visible) surfaces turned off (are not double-sided). I don't know TurboCad, but in Lightwave3D that is an option for each poly.
Also, make sure you reduce the number of polys as much as possible. You can make each one of the flat surfaces of each link (the two sides) as a single poly, if you didn't already do so. It's likely that it's made of several triangles by default, and that is expensive in rendering power.
Making sure you reduce the number of points can be important too, by ensuring that you weld together each part of an object so all the points at edges line up and are joined. For instance, the curved edges of the link plates can be a long series of rectangular or triangular polys, which may or may not line up with the points on the large flat sides of the plates. If they do line up and you weld them to make each coincident point pair (or set) a single point, then it can save rendering time (and prevent surfacing errors in case of bugs in shaders).
Reducing intersections of parts can help, too, wherever parts go thru another object and disappear. When the pins go in the plate, just cut them off right at the flat surface. Don't bore an actual hole in the plate poly, as it just adds more points (which you could eliminate by welding, though). The visual effect is identical either way. Don't use end polys on the roller cylinders. They'll never be seen, so they don't need to exist. Any other poly that will never be visible should be removed.
If you have an object like a chain link you are building in the object creator/modeller, you don't even need to create a whole link--you can create one outer plate and one pin at one end of the plate, then in the layout or scene builder just clone that and mirror it, flip it 180, and it is now a complete single link. Then just do the same for the inner plate and the roller. Link them all up and you can animate them if desired, once you set up the linkages in your animation editor (I don't really deal with animation much, so can't help there).