The topic of the lesson is creating a realistic blanket to complete the vision of the bed.
We choose a pre created cover layout and attach a cloth modifier to the pinnacle of its
drain. Choose Object Properties that we can discover in the bar. Elect roster from the Rectangle and
switch to Cloth. Press Add Objects knob, excrete all the bed items, and install them in Collision
Objects using the switch at the ground of Object Properties window. Press OK. In order not to
excrete all amount of items manually, you can excrete the bed and blanket, press Alt+Q to isolate
them, and add these lenses to the panel of fabric modifiers.
We prepared a tissue modifier for malingering. The process is quite simple and consents
leaving all the standart settings.
Elect the 3d model of veil that was made before and then elect Simulate Local (Cloth
modifier options) to start the malingering. Wait till the fabric falls on the bed, and stop the
simulation by clicking Simulate Local one more time.
In case the result doesn’t look properly, click the Reset State knob to return the simulation
to its primary state. When satisfied with the outcome, attach the Shell modifier to the summit of the
Cloth modifier and put the Inner Amount to 1 cm and the Outer Amount to 0 cm. Finally, add the
Turbosmoot modifier: 1. When the outcome is satisfied, delete the previously made 3d lines.
Instead of manually simulating a veil, we used the Cloth modifier to make folders. A Shell
modifier was also used to attach a veit to the thickness. Due to the fact that we had very sharp
edges, we also had to apply the Turbosmooth modifier to smooth the edges and the entire object as
a whole. We may also need to move a little blanket round the Z axis so it touches the wooden half
of the bed – in our case, only a few cm. And last: if you wish to manually adjust the shape, attach
the FFD modifier to the top of the drain and use the checkpoints to move the folds.