Do you need a pillow for your project?
In this tutorial I will show you how to use Blender’s cloth simulation to quickly make a pillow.
Modeling
I will be using the default cube for the pillow – making sure the origin is set to the 3D cursor
I then scale the cube to 1 foot by 1 foot
I then scale it along the Z-Axis by 0.01
Cloth Simulation
I add a plane for the pillow to land on during the simulation
Under the physics tab, I add a collision to the plane so the pillow won’t drop straight through it
In edit mode, I subdivide the cube by 10
In object mode, I add a cloth modifier and go to the physics properties
Under the pressure panel, I change the pressure to 8 (this may be different depending upon your object)
When I run the animation I can now see the pillow form
If you want a smoother looking pillow, add a subdivision surface modifier above the cloth modifier
I will also need to lower the vertex mass under the physics tab – this will reduce the mass for each vertex and speed up the simulation
Materials
The material I’ll be using is from Ambient CG
Also, if you are following along, make sure you have the node wrangler add-on activated
In edit mode, I temporarily turn off the subdivision surface modifier and add seams to the top and bottom edges as well as one vertical edge
I then unwrap the pillow
In object mode, I turn on the subdivision surface modifier and re-run the simulation and choose where I want the simulation to end
Before adding the materials, I will apply the subdivision surface modifier and then the cloth modifier
I can now shade auto smooth and move the pillow down onto the plane
Using the node wrangler add-on, I select the principled BSDF shader and use CTRL + SHIFT + T and open the texture maps
I can now make any changes needed to the material