this last part will conclude our series on how to create a pillow and I will go through every step in detail that we did so far for that I wrote a summary on creating that pillow and first I will go through the modeling process because we already did that I will speed up that program part and after that I will set up the material setting two seams and I’m wrapping it setting up the light and then adjusting the camera so we can get a good final shot so in blender now we take our default cube and then scale it along the z axis go into edit mode and an archive loop loop cuts on this side right loop cuts on that side not 50 just fine and then again take the corner edges and it’s proportional editing activated scale them along the z axis as well so now we will add in our force field that will pump up our pillow actually we want to have it inside the pillow so make sure that the cursor is at the center of the screen and add in the force field then we set it to 100 again and then we will add a subdivision surface modifier and add the clothe modifier so the last thing is to deactivate gravity press alt a and then we have the now I will duplicate that one and this one I will leave at the first layer and the other one and this this force field I will move them to the last layer then I will convert this pillow scale it along the z axis a bit and now we have the ground shape then it will activate smooth and add in another subdivision surface modifier so now I will rotate the pillow if we want to have a look from the front we will rotate it around x axis and then 90 degrees and then grab it in the z axis and put it up one unit now I will add in the plane the ground plane scale that a little bit further and press collision now I go into my pillow and activate soft body but before we add in our soft body modifier we actually want to apply the subdivision surface so there’s more geometry that to stop that the soft body modifier can work on and I will just lower this value to 1 and apply it so now I can add in the soft body modifier and when going through the settings first of all you have to make sure that the cache step is set to 1 instead of 10 this means that it’s it’s having a look at the cache every every frame instead of every 10 frames and if you would have 10 frames between it it there might be some some point where it didn’t update correctly and you get error so just change this cache step to 1 and the next thing I want to do is deactivate that soft particle because we only want to concentrate on soft body edges so everything that has to do with the edges or the simulation is now basically concentrating on the edges of the pillow also I will change the end frame number to 50 so when it reaches 50 it starts at the first frame again and it will then update our simulation or starters and simulation from from the beginning so now you see the floor is completely collapsing and to prevent that we want to raise the bending stiffness and the more stiffer the pillow is you see now that it’s it’s looking better it doesn’t collapse right at the moment it will collapse later on during the simulation but for now we just want to concentrate on the first few frames and we want to pick the best one so this could be enough like you can play around with these value I sent you a link to a video where all of these values are explained in detail but I can just say so far that this pull and push values the higher they are and the less that the pillow can be pushed or pulled so it also influences the overall stiffness of this pillow so if we want to make it

completely stiff we would raise these values as high as possible but I will just for this simulation I will just concentrate on the first frame so I will leave these values as they are and maybe I will though pump up the friction because this makes the simulation look slower because the air friction is slowing down the whole simulation and we have a better control of which frame to pick in the first let’s say ten frames now so I will run the simulation again but before I do that I will also add in another subdivision surface modifier so now you see that the wrinkles just look better than before maybe go even higher and yeah we’ll start the simulation again and then we can pick one frame that that we’re happy with maybe that one yeah and after that like in the in the first part I duplicate that pillow and I move it to the last layer so we don’t lose the information when we convert that and I will apply the soft body what you can also do is applies as a shape key and when you do that there is another shape key edit you have the basic shape key this is how the pillow looks in original form and you get the soft body shape key and when you raise this value you see that the pillow now slowly becomes the shape that we had when we applied or women that we that we chose down here during the simulation so now that we have our soft body ready I will go into edit mode and then I will choose the edges that I marked as seams and I do that because I want to unwrap the pillow in a certain kind of way so I grab the edge that divides the pillow into two parts and then I go into top view and deselect the edges at the top the reason I’m doing that is we will then have the seam at the bottom of our pillow and we can unfold it you know in a nice proper way so mark seam then I select all I just have to activate the screen key spin aide to select all the faces and pressing you you can now unwrap the pillow and if you have a look it gives us the information up here that is not uniform scale by the way the information now is is gone away but if you want to watch it again you can drag that one down and it should be somewhere in here this is all the all the steps you do are reported in blender at this console and here you can read that object has non-uniform scale and to fix that we just press ctrl-a and apply the scale otherwise the the texture might be stretched when we apply it later on so let’s try that again but before I do that I will open up UV editor the UV image editor and now I will press unwrap and now you see because we applied the scale now our our UV looks looks much better than before okay so we’re done with that part and the next part will be to add in the material actually there is already a material attached I just add a new one to show this to you and I’ll call that you know fabric this is originally a diffused white and I will open up the note editor to make the changes or to apply the textures so first I will add in the image texture go into textures image texture and then you can open in the text in the text folder I placed some different textures that we that we can use that we want to apply to our pillow and I would for starters take this one and then attach it to the diffuse shader and now if we press alt Z you can see how the texture is applied you got these different modes down here like the bounding box wireframe out rendered mode and rendered mode shows us the texture as well but this textured mode is much more quicker and you see directly when you change something in the UV how it influences the texture so

I will open up the UV image editor and then choose our fabric and now if you scale that UV for example you see that it’s scaled and read real-time and in the viewport so you can scale it how far you like it and maybe rotate it depending in with this texture it doesn’t make any difference but for other textures it’s important that it’s it’s the way you want it horizontally or vertically and to mix two textures now I just drag in the second texture I opened up I opened up the text folder and I’ll just drag that fabric seamless file in and you see the image texture is created from yea by blender that this note is being created and it usually if there is a UV map it takes the UV map if there is no we map it takes the general texture coordinates so for now because we have a UV map we don’t need that mapping setup that I usually do it like this one it’s not that it’s not necessary because like there are two ways to control the UVs and this is one way is to control it in here to scale it or rotate it but you can do the same thing with the mapping node and but for this for this demonstration I will concentrate on just using the UV editor to to manipulate our texture and how it’s being projected onto our object so now we can for example mix these two textures and for that I will take a mix RGB node and if you plug that color into the bottom slot using this factor you can change between those two textures and this is one thing we don’t see in the texture mode so we will have to switch to rendered and now we can see if I change that value to one it takes the bottom input like the color 2 value and if we change it to zero it takes this texture up here and as I said during the Skype conversation we had we want to take a texture that controls the factor and to get that texture there are also different methods I will show you a method that only uses blender so I will add in a new image and let’s say this is our mom you can choose a resolution you like it doesn’t have to be that high because we just want to have this texture should just control our distribution of the textures of these two textures so now I could for example draw in here if I go to the paint mode I can draw on that texture if you press T you get the properties panel and let’s say we want to draw with full-strength white and we want to make certain areas of the pillow the blue texture and the other one should be the brown texture so if I just want to have the side part now I can draw along the rim of our of our pillow and maybe I’ll just do that to show you what I mean yeah you would like if it’s going over the over the border of our pillow it doesn’t really matter because only the area where the UV is matters for us but just for demonstration purposes I will now only save this image this is really important that you save this image otherwise the information is lost and it didn’t want to say that maybe just go out and then press f3 to save that image I will call that mosque and I will save it in the textures folder as well so now going back to our node editor we can add in that mosque we saved and it’s here it’s now being updated I’ll just drag that in here and if I now take the color of this and put it in the factor it should now place the blue texture in the area where I draw white and the other texture in the area where I draw or where our image is still black now let’s say we want the transition between those two textures to be a straight edge that is going directly from the top to the

bottom we would do that for example we could go into edit mode and have a look from the front then I will be box select all the vertices that are on the right hand side on the right edge and I will do the same thing with the left side and then I will go out of edit mode and and please make sure you’re in wireframe otherwise it won’t select the edges at the back or the faces at the back so now going out of edit mode again and going into the texture paint mode we now have the option if you select this little icon down here we now have the option to draw only on the faces that we selected in the edit mode so you see we now get a straight edge and that would be important if you want to have it extra thick just is on the underside so I will go from from front view and from back view and now you see that I forgot to or it didn’t get this face in here and this face up here wasn’t selected as well so we have to select them let’s see again yeah now we can drawn them so with this mode activated you only draw on the vertices or on the faces that you selected in edit mode and this way you can get a nice clear edge so going back into object mode when we change our mask to the one we loaded in the mask PMG you now see that we draw on you see that there is a sharp edge and you see which areas are influenced by the texture and which are not so yeah we see that we lost or we forgot to draw on these parts now you see that it’s gone and up here and also on the other side there are certain areas that aren’t white yet so now these are gone and yeah we’ll leave that for now and go into the UV mode or I just want to put the mouse in here and press f3 again and overwrite the image that we saved before so now if I go back into object mode and shift zette to go into rendered mode you see that we now have this straight edge in here so if you want there to be a transition you would use at these at these edges you would use a gradient that goes from light to black you can do that in Photoshop and in it is probably more easier because more convenient for you to work with these images in Photoshop and I will quickly show you how to do that so the first way is to go to image and then edit externally but for this to work you first have to set your external editor and we go to the settings with ctrl alt view and then go up here to file and in file you can choose the image editor you want to use I chose for now and when I click on image edit externally it will open automatically with that image and then I can draw on the image the way I want it and I could make this this gradient for example or I can I can use during the game tools to edit that image the second option you would have is go into edit mode again and then with op with a select all the faces and you see that now you have the option down here with its name you Venus and you can export the UV layout make sure that you have all the faces selected otherwise it doesn’t export the UVs so go to UV export UV layout and I will go to my text folder and I will call that hello mask and now export the UV layout and if we have a look at that folder now you see that this file has been created and now you see the grid of the UV so we can draw using for example we can draw exactly on the parts where we want certain texture to be you can even draw the whole like you don’t need a mask now you can draw the detect the texture you want in then save that one save that image and use that as your texture so if you don’t want to use the blender internal tools you can you can always take or Photoshop to do that so let’s say

this is pillow sure and if we load that in now for example into here I will put it directly in the diffuse channel and that and you see that now the texture is applied but you also see that there’s our grid beneath that that will be done if you if you paint over the over the whole grid like in here you will actually want to make that grid disappear because you want to override it or draw something over it the last part will be about the setting up the lightning and for that the lighting sorry and for that I will first of all use a simple Sun lamp I will activate the multiple important sampling and then I will click on use notes so it takes an admission note to produce the light I will bump that value out before let’s say and then I will adjust the light so it is just coming from the front and facing our hello so maybe like that then I will find with it with the help of the viewport I will find the correct angle the correct view I want and then ctrl alt 0 to place the camera at the position where I have my viewport right now and maybe to set up that scene I will bring in the back wall and taking this edge at the back and then extruding it along the z-axis and now I can scale it along until it is out of our or move it a bit to the left and then scale it furthermore until it is not visible for our camera view you can select the camera with the right click you can either select it if you’re inside the camera or on the outside you can select it and then press 0 to go into the camera again like always pressing 0 toggles between the view and the camera and you can bring that camera further inwards by pressing G and then 2 times yet so the first step would be in the horizontal direction sorry vertical direction and then next that will move it further in or outwards so you can adjust the camera like this or you could even open up a new 3d view and have a look at the camera and move it up here and then maybe further downwards and you can control the camera on this viewport and stay in the viewport that you will use for rendering in the main view all right there is the focal length this is the this is one of the camera settings that defines how how open your lens is or it is the focal length I think it’s called the same way and in the camera options you can also choose a camera preset for example if you know you want to have a shot that matches a certain camera for example we take that what is like a Canon for example let’s take this canon c300 and you know in in real time or in the real image this shot is taken by that camera you can choose that preset and then automatically sets up the focal length and you just need to adjust the image until the pillow is inside the camera view and then you can go and press render and you see that it’s rendered I just see like the empty image that is applied is the one I made in and this does not look really good so I will change that and make the texture the one that I had first always need to check out yeah let’s take this one and for that I will set up a bump map and I will add in a color ramp that color ramp will map every well you of every color value of our texture to a grayscale value between black and white like 0 and 255 and then I will add in a bump node so vector bump and put that color into the height of the bump then I will grab the diffuse and the material output and put normal into the normal of

the diffuse so now I lower the strength a bit and I will have a look how the bump is working or how how strong the bump is and you can like always check that out in real time also I what I said before you can ship B and draw a border around a certain area so it takes less render time and you can have a real-time look and focus on a certain area especially if you want to look I have a look at how the bump is working I don’t know if this is visible in the video but you should see that it’s more crisped and it looks like these seams come out or these these stripes come out so the next thing is a glossy shader right now this diffuse material will not have any reflection and in general most of the objects do have reflections even if it’s just a little bit they like and I will add in shift a I will add in a shader and make this one the colossi psdf and then I will connect them using a meat shader so go to shader mix shader’ and then put this glossy value into the shader down here like into the second input of the shader under meditator so if we go to shift Z to go to edit go to rendered mode again you can see how this looks so this would be half and half he takes half of the diffuse psdf and health the glossy so you can lower this value a bit until it is it reaches a state that you did you like and you also see like in a lot of structures you have certain areas that they that don’t reflect and some that will reflect a lot and if you wanna for example have this pattern that is beneath here shining through our glossy like right now this whole area is being lost our is glossy but we can use a color ramp again – oh sorry don’t want to put it there I just want to clear up the scene just quickly so we have a nice overview i will duplicate that color ramp view and then i will put in the color of our texture into that color ramp and if we press control-shift have a look at the color you see now this greyscale texture we can move that slider to see where where the white and the black areas are and maybe we choose it like that and then we put in this color into the factor of the mix shader’ so now you see that only these areas that are white in our color ramp will reflect and only the dark are the dark areas will will be completely diffused and you can change how much it reflects when you define the white of color so if you lower this value for example like this it will not be as glossy as as before it as if it is full white you can pretty much think of that this as the same way or as the same method we did choosing which texture to use we take a texture we take the color values of a texture to trigger how much how much of the diffuse and how much of the glossy shader is used and yeah you see the effect there are certain other methods that I use use mostly for simulating stuff that is in in real life and so far I think we’re through with that project if you got any further questions just let me know and I enjoyed working with you I hope this you said it that it helped you and I’m really glad if it really does so yeah I’ll look forward for the next project see you