How would you model - Plastic tent hangar

Hello. I am entirely new to Blender but I would like to transfer coming from Sketchup due to the possibilities with Blender. I have been developing scenery for msfs2020/2024 for about a year now with Sketchup, but the limitations - especially regarding texturing - are keeping me from making more detailed models. I do however find Blender somewhat difficult (understatement!) and intimidating to navigate the vast possibilities with the software, so I have to ask;

How would you make this plastic hangar, with special focus on its creases, as well as adding materials to it.

If you are able to refer me to some relevant reference materials that would be excellent. I have a basic understanding of how blender works, but not the more advanced features.

Well it is going to be a fairly advanced task, no matter what route you take.

My suggestion would not to be tackle this kind of project first.

Get yourself familiar with these kinds of workflows first.

Get to know how to use sculpt mode with a fairly simple object.

Multires Modifier
Brushes.
And then Cloth Brush.

Learn how to UV Map a lower polygon object.

Learn how to bake details from that hi res sculpt object to a low polygon object.

Bake normals and occlusion.

If you are great at painting. You can practice painting cloth details by hand.

After you get all this understood. Then you can plan out a more complex opbject, like a chair or something.

This hanger is far too advanced for you at this stage.

Thank you for the honest answer. I agree that it is overwhelming at this point. Right now I am more concerned about getting there, though, so I appreciate you providing a set of skills to learn first. Thanks.

Simulation seems impossible (shape-keeping is challenging), and modeling appears to be easy to represent details.

If I do that modeling… :thinking:

  1. Make default shape. Use as uniform edges as possible to use Multires modifiers.

  2. Reproduce the details in Sculpting by replicating the modeling created in 1.

  3. Replicate Sculpting information from 2 to modeling of 1.
    Replicate the details of Sculpting using Multires modifiers and Shrinkwrap modifiers (see video)

  1. Remove the defective part of the replicated details from Sculpting.

  2. Bake the displacement and normal map using the completed Multires modifier object.

  3. You can use Multires modifiers for completed objects for detailed representations, or you can use baker displacement and normal images for Low Poly modeling.