I tried to Quadremesh the object and put points on, then manipulate the points to get wrinkles but it doesn’t look right. It’s not realistic enough.
Also, I’ve tried to loft from the top to mid way with a curved line at the top pf the object but the loft doesn’t seem to follow the curve of the dome.
to be fair displacing a few fibres on a tiny object is surely easier than a larger thicker piece that is wrapped around a soft body (which i assume is here the case in the example of the op) and even if not soft i think its still a bit trickier.
duplicate the upper edge of that pillow and rebuild i used 100 points but more might be better, just SelBrushPoints to select some points maybe leave gaps of different sizes, then use the gumball to scale the selected points a bit outwards, you can also manually move some of them later to make it more organic if you want, i skipped this part.
then extrude the resulting curve upwards and create a ring with points (this will give you further control over the later shape you can also use a circle but with points you might have more control
enable history and use patch with the extrusion edge and the points as input, check adjust tangency and experiment with spans and stiffness, i used this
after patching you can move the points and arrange it so that it resembled your wished tangency, keep in mind that for the overall height i used Scale1d after that.
Hi @user1381
As mentioned by @Tom_P, displacement mapping is one way to go, if it’s mainly for visualization. Here the displacement is on the PBR material.
Hi @encephalon
Converted the material from WCS/OCS to custom, Unwrapped it , adjusted the mapping in channel 1 to match the original leather size, added a channel (channel 2) to to fit the displacement map and added (or rather, replaced the inactive) the displacement map (set to channel 2).
HTH, Jakob Choker Link_JN.3dm (7.6 MB)
Edit: And the displ. map is just made in PS with the smudge tool and a bit of radial blur.