Question: How can I model backrest upholstery for a bed?

![enter image description here](https://i.stack.imgur.com/u4ELk.png)

I Have used the Bevel command but it's not close:

![enter image description here](https://i.stack.imgur.com/AQOEm.png)

![enter image description here](https://i.stack.imgur.com/BvZRn.png)

Answer: 
The following workflow is recomended:

Method 1:
---------

1. Create unit mesh;
2. Array modifers;
3. Bevel modifier (type: Vertex Group);
4. Apply modifiers, inset ngons, then poke;
5. Proportional edit (type: Random)
6. refinement.

![enter image description here](https://i.stack.imgur.com/khpGl.png)

![enter image description here](https://i.stack.imgur.com/qb8A2.jpg)

For Step 1:

![enter image description here](https://i.stack.imgur.com/gyXEt.gif)

For Step 5:

![enter image description here](https://i.stack.imgur.com/5OO87.gif)

**[Example file](https://drive.google.com/file/d/0B1ojv5B6Lb-3NEktSzVQVDNfeDQ/view?usp=sharing)** for Method 1

**Tip:** Things can be much faster by using **Select Similar** operator (`Shift``G`) while processing.

---

Method 2:
---------

1. Create unit mesh;
2. Array modifiers;
3. Translate the four corners and one center vert with Proportional Editing Falloff.
4. Refinement.

![enter image description here](https://i.stack.imgur.com/GmIIC.png)

For Step 3:

![enter image description here](https://i.stack.imgur.com/Mk7Wo.gif)

**[Example file](https://drive.google.com/file/d/0B1ojv5B6Lb-3bHo5U19pWUt5X0U/view?usp=sharing)** for Method 2

**Note:** Comparing with Method 1, the topology is cleaner with less wrinkles, which may be less realstic, but could probably be expected.
As a basic start, you might try something like this:

1. Add a plane (`⇧ Shift``A`). (I've scaled it in edit mode so it's rectangular, but you can make it any shape you like)
2. Subdivide it as evenly as possible (starting with square sections means you will end up with square sections):

![enter image description here](https://i.stack.imgur.com/rmH4P.gif)
3. Select the inner vertices with *Box select* (`B`)
4. Checker deselect *3D view > Header > Select*:

![enter image description here](https://i.stack.imgur.com/JDgBs.gif)
5. Move those vertices down on the Z (`G``Z`), add a subsurf modifier (`⎈ Ctrl``2` where 2 refers to the number of view port subdivisions) and bevel them (`⎈ Ctrl``⇧ Shift``B`):

![enter image description here](https://i.stack.imgur.com/xn4ED.gif)
6. Duplicate those faces (`⇧ Shift``D`) and press `P`*> Selected* to make a separate object out of them. Then select the new object and separate each face (button) into a separate object by pressing `P`*> Loose parts* while in edit mode (`↹ Tab`):

![enter image description here](https://i.stack.imgur.com/7u8to.gif)
7. Recenter the origins of all the faces (`⎈ Ctrl``⇧ Shift``⎇ Alt``C`*> Origin to geometry*), then pick one button to be the main button. With that button *active* (brighter yellow outline), press `⎈ Ctrl``L`*> Object data*:

![enter image description here](https://i.stack.imgur.com/zCv01.gif)

Now changes to one button in edit mode will affect all the buttons.
8. Make the button more button-like:

![enter image description here](https://i.stack.imgur.com/wRsbH.gif)
9. Finish off the main part by extruding it and filling the back side with *Grid fill*:

[![](https://fat.gfycat.com/BothLikableAmericankestrel.gif)](http://gfycat.com/BothLikableAmericankestrel)