Im trying to make a ribbon to wrap around a top hat that im making that it looks natural and has like creases and stuff and with a little bit hanging off the back.

Kind of like the hat that the mad hatter wears:

Thank you! :)

  • 2
    There are really two ways to go about this. You can sculpt it, or you can simulate it. – VRM Dec 19 '16 at 2:13
  • Im kind of new to using blender.. Which simulator would you suggest? – adam seiter Dec 19 '16 at 2:58
  • cloth simulator – Faceb Faceb Dec 19 '16 at 8:38
  • 1
    Probably you will need to use both ways together - first model rough shape of the ribbon and add cloth simulator on it and set it up, and second apply simulator and sculpt the result. See also blender.stackexchange.com/search?q=ribbon – Mr Zak Dec 19 '16 at 10:34
  • Did you ever figure out how to create the ribbon portion? I am making the same hat. – Kristi Yagwit Sep 12 at 5:12

Alright!

I experimented quite a while for this. Cloth sim seemed to be a good alternative, especially this tutorial.

But eventually I found that modelling by hand the results are better, at least for the ribbon:

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Start by selecting a portion of the hat:

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Duplicate it Shift+D. Scale it along the normals Alt+S. Separate it P. Assign new material to it if you wish:

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Add some edgeloops Ctrl+R. Deselect all A. In the vertex mode, go to 'Select' > 'Random'. Enter 15%. Deselect the top and bottom edgeloop, or the edges of the ribbon:

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Slide the vertices all the way down GG. Select all A and in W select 'Remove doubles':

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Add some horizontal edgeloops Ctrl+R:

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Select all A and deselect the boundaries or edges of the ribbon:

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Go to 'Mesh' > 'Transform' > 'Randomize'. I used these values:

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Select all A, W > 'Smooth'

Then, select horizontal edgeloops in edge mode one by one and slide them GG in order to form tighter creases. Also scale them by their normal Alt+S in order to make nooks and crevices, or hills and valleys, or something like that:

enter image description here enter image description here

Maybe add some more horizontal edgeloops Ctrl+R, maybe select all and smooth again A, W > 'Smooth'. Maybe select an edgeloop and add bevel Ctrl+B. This is the creative part, go nuts. Finally, add a Solidify modifier (and move it to be the topmost in the modifier stack) to give it some thickness:

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That's it.

I hope this was helpful :)

.blend

In the .blend file there is also my simulation test, which doesn't look bad either (maybe it's even better for some situations), especially after you apply some of the methods mentioned here to the simulated mesh. Just play the timeline Alt+A to see the simulation in action. After that, it's handy to Apply the Cloth modifier and continue modelling from there:

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