Looking up closely to such a blanket:
You can see a knot structure (duhhh):
using array modifier we can recreate the complete blanket from this.
- add a path curve
- select the 2nd and 5th vertex and move them x(quantity) along the y-axis
- select the 3th vertex and move it x/2 along the y-axis
you now have this curve:
you can also scale it along the x-axis to get a wider knot.
- add a mirror modifier, and select the proper axis
you will now notice a issue, the top of the knot is not rounded but sharp.
To solve this:
-select 1st and second vertex, and subdivide once
move the newly created vertex to the first vertex, and then move the newly created vertex along the y-axis until the top is smooth enough.
repeat this process for last to vertecises too
you should now have something like this:
I will move the 3th and 4th vertex up by one so the knots fit in each other when we array them:
- add an array modifier with relative y 1, and increase the count.
- add another array modifier with relative x, and play a little with the value until it looks good, I will use 0.3
- go under object data properties to geometry, under bevel increase depth to give the curve thickness.
If you make them too THICK they will start drifting apart from each other, you can change the first array modifier from relative to constant to fix this, but you will have to play with the values.
if you want to use it for cloth simulation you will have to convert it to mesh, before you do that reduce the quality of the curve or you will get a few million vertices.
press F3 and search for convert to, and it convert to mesh.
sofa from DimitraPe