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I am trying to model a dome tent with four sides for an outdoor night scene but I cannot figure out the modelling approach. I have seen this question and it helps to make the basic shape, but I want to make it as real as possible with big wrinkles and stuff. I have tried sculpting and cloth sim with pinning and stuff but it doesn't look good. So if you can tell how would approach it, it would be really helpful. Thanks. enter image description here

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    $\begingroup$ have you checked this? blender.stackexchange.com/questions/102020/… $\endgroup$ – Luciano Nov 8 '19 at 10:03
  • $\begingroup$ Thanks. This would help but still I would not be able to create the stretching effect along the corners and where the pipe is attaches to the cloth. $\endgroup$ – AshKB Nov 8 '19 at 10:07
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    $\begingroup$ You could try inflating a square pyramid, or something like it, using Rich Colburn's Modeling Cloth $\endgroup$ – Robin Betts Nov 8 '19 at 10:55
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I think you should get something pretty good with sculpting, you just need to observe how the fabric behaves. Here's a quick try, I've given the object a Multiresolution modifier, when you're fine you can bake the normals, delete the Multiresolution modifier and use the normal map on the original low-res version.

enter image description here enter image description here

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  • $\begingroup$ Looks pretty good. Are you using any specific brushes of the default ones? Also, any idea how to create the stretches where the tent is clipped to the frame? $\endgroup$ – AshKB Nov 8 '19 at 11:28
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    $\begingroup$ I've added the wireframe, it's just the basic shape with a bevel on each corner. For the brushes: I'm very bad at sculpting so I just used the basic SculptDraw brush, sometimes brought some corrections with shift or ctrl, I guess with some experience you can do much better, but again the key thing is to see how the fabric behaves. Now maybe it's feasible with cloth physic simulation but I don't know enough about cloth... $\endgroup$ – moonboots Nov 8 '19 at 11:36
  • $\begingroup$ Thanks. I'm actually waiting if someone answers using cloth sim with better results or I'll accept this :) $\endgroup$ – AshKB Nov 8 '19 at 12:46
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Your base is great already... Maybe you should try some displacement modifier on chosen vertex groups ? Those stretches you made should be bigger, too (see your reference image, they seem to go all the way). I would try creases with a very light brush in sculpt mode, which I guess you tried already, but wider strokes with less intensity.

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