The first step is to model something
The model should be designed appropriately. This is not a requirement of course, but hard surface designs might not work well because the final result will be soft
The model should be fairly low poly, as it will be subdivided automatically
The code needs to know where to cut the model
The easiest way for it to know is to mark seams
Through the code, we can automatically select the whole model and filter the selection down to only be the edges we previously marked
The code bevels the selected faces
The code then deletes the beveled faces
It ONLY deletes the faces, leaving behind the connecting edges
These connecting edges are used as "strings" that the cloth simulation pulls together, simulating sewing
(this step can be skipped)
Before running the cloth simulation, the mesh is subdivided
This step is done now because it will result in more string connecting the islands together
The cloth simulation sews the islands together
Internal pressure is applied, giving the pillow a nice, soft appearance
extra subdivision
Pressure options
Gravity toggle
For more artistic control, "automatic seams" can be disabled. This also results in cleaner topology, which can be easily be used in Game Engines
Users can create their own pillow material that, if named correctly, can be automatically applied to the model
The "use fuzz" option creates a particle system that attempts to simulate coarser fabrics
This tool can be used to easily bring your plushie designs to life. The tool allows people to safely test the final look of their designs without worrying about sewing. The UV maps can be printed on multiple pages and used as sewing patterns.