# Create a room using 3D graphics

Pillows
To create pillows, we choose box with sizes of 30*44*10 cm and turn into Editaple Poly.
Then we go into the mode of operation at the level of the vertices and begin to transfer the tops of
the shape of the pillow. And when scanning we pay attention to the axis. For example, the Y-axis
for vertices has a green color, but X is red, and so on.

Add a Turbosmooth modifier with 2 iterations and turn it on/off to see the result. Continue
to move/scale up vertices and polygons to get the desired shape. The main thing is that we need a
natural, diverse form, not mechanical.

Now change the number of Turbosmooth iterations to 3 (or even 4 if you want a good
detail). Then add the Wave modifier to the vertex and set Amplitude 1 to 0,125 cm. The Amplitude
2 is 0 cm and the wavelength is 8 cm. Then go into working mode with the subframes, press Gizmo
and expand it by 50 degrees.

The cushion from the very beginning turned out to be too perfect and very smooth. We’ve
added a wave modifier to create real inequalities. You can add another Wave modifier and deploy
Gizmo at a different angle by changing the parameters to get a perfect result. All these values were
obtained through trial and error – just move the amplifier slider up and down and see what it does. If
you are not sure about some of the parameters, press F1 and look for information about them. Many
users don’t pay attention to the Autodesk help manuals, but this is probably one of the most
valuable things that may be in your arsenal when working with such projects.
Final steps to complete the shape of the bed

To complete bed simulation, create several copies (Shift + drag and drop) of pillows and
place them as shown in the image below. We change the Wave Parameters a bit, so that there are no
identical pillows (you can add a Noise modifier to the Wave surface). Now copy the bedding parts
on the other side of the bed. When you are sure that you don’t have to change anything else,
highlight everything and turn it into Editaple Poly.