how to make 3d model of 2d image

hello,
I’m a web developer and I’m making a stimulator for furnitures.For that,I have a 2d image which is a piece of sofa and I need to make a 3d model of that to be able to apply 2d textures to it on web.
This is my image which I need to make a 3d model of it and I think I need to make UV map also :

and this is my pattern :

I need help with it.
How should I make 3d model of that ?
Thanks

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Well you just model It using some 3d modelling software and import it to Unity.

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Could you give me more details please?What modeling software?
Can it be done with photoshop or blender?
I really have no information about graphics and 3d.I’m a web designer.

Thanks

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This would be very straightforward in the free, open-source, Blender

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You could model this in Blender. Modeling is electronic sculpting. Its an art and not particularly easy. In this case, it sounds like you want to model a box and put cloth on it. That’s not too hard for a first project. If you want the box to have rounded edges it gets a little harder.

Basically, you create your model in edit mode in Blender. You can probably find something about “box modeling” (that’s what its called even when you aren’t doing boxes) on YouTube. You can probably add a box mesh to the scene (if it doesn’t default to that). Then you can select faces instead of vertices and move one face to make it rectangular. Probably, you would push and pull on the faces of the box to get it the right shape and size. (You probably need to Apply any position or rotation changes you make to the model in Edit mode. If you don’t the changes may not make it to Unity. There’s a menu option for Apply.)

To get rounded edges you would probably apply a modifier, but don’t go this route for your first project. Stick with a box and if you insist on rounded edges, do that as a second project.

Next you need to define seems on the box for UV unwrapping. I know there’s a good YouTube video on how to unwrap a box. Apply the seems to the box edges in Edit mode and then UV unwrap the model. Watch the video, but you should be creating a UV map texture. You tell Blender to export this image.

You can then bring it into a paint program like Photoshop or Paint.net where you can paint it. You want to work in layers. Leave the wire frame UV map as the background image and work in layers on top of it. I’ll assume we’re using Paint.net at this point. You can select a face, or several faces, of the background UV map, and then go to a higher layer and apply that area as a mask. The mask will keep you from painting on a face you don’t intend to paint on. You can use your cloth image to paint with and basically copy and paste that cloth image to the layer for that face. This can allow you to rotate the cloth in different directions for each face for example.

Once you have it painted just like you want, then you can then save the image as a file that can be imported back into Blender or into Unity.(The final image will be compressed down to a single layer when you save the file.) This is your UV map. You can write over the original file you exported out of Blender, but I would make a copy of it first incase you need to start over and don’t want to start over from the beginning.

You can apply a material to your Blender model and use a texture for the material and use your UV map image for the texture. All that is UV wrapping.

At that point you are basically done.

The software (Unity in this case) is probably setup to have the image either imbedded in the model file or as a separate file. You’ll probably want to export the UV wrapped model from Blender as an (Autodesk) .fbx file. Then you’ll have to import that into Unity and probably copy your image file into the same directory.

This isn’t going to give phenomenal results, but its a start. Like I said, this is electronic sculpting and its an art. Things just get more complex from here but the process is basically the same. You may have a more complex shape for your model which will make UV unwrapping it more difficult. (You should probably limit this model to fewer than 500 faces which is 1,000 triangles usually. 2,000 is considered more typical for models that are very important to the scene like a character. If you have 100’s or 1,000’s of objects in your scene this can be an enormous number of triangles for the graphics card to draw. If you have 1,000 objects in the scene - which is not that hard to do - and 4,000 triangles per object that’s 4 million triangle the graphics card has to render 30 times per second or more or 12 million triangles per second it has to draw.)

You might want to make your cloth more realistic. Bump or normal mapping is probably the biggest thing. Creating normal maps is not exactly an easy task. You’ll probably end up getting some specialized software to create bump or normal maps. Those will probably use the same UV coordinates that you created by UV unwrapping. I haven’t done much with that yet, so I’m not 100% certain. There are other techniques, such as ambient occlusion mapping and shadow maps that are used to make scenes look more realistic.

For the most part, what you have in Blender is not necessarily what you have in Unity. Materials in Blender are generally NOT going to make it to Unity. So, you may make this awesome material in Blender and have basically no way to get it to Unity. The only materials that are transferable between the two are those designed to be transferred. You’ll probably be sticking pretty close to what I described and then using shaders both in Blender and in Unity to get the super high quality results. That’s not going to be an easy task though.

I am specialized in 3D development, if you want me to I can model it for free but you have to give me that pattern for texture mapping.
You want it to be an rendered image or you need a fbx ?