For the “rims”, I used a few loop cuts to make a thin border of faces all around then extruded them along the normals (ALT+E). For the dents and such, that was just pushing and pulling verts with proportional editing enabled. That’s how I also got parts of the cushion to look pointed.
The process for just about everything I did on the sofa was as follows:
- Create a cube and apply a subsurf modifier with 2 subdivisions
- Add loop cuts near the edges, but not too close to create a rounded look
- Either inset faces near the edges, or add a thin border near the edges for the stitched portion (rims) then extrude along normals with ALT+E
- Enable proportional editing and start pulling faces and vertices to add distortion and more cushiony look
Thanks to everyone who participated on day one, didn’t expect much with it being a Saturday and all but nice to see some submissions other than my own. On to day three!