Modelling a full Windsor knot on a necktie I'm trying to model the steps involved in tying a full Windsor knot. The very first step is getting the fatter/thicker end through a loop. In my model, towards achieving this first step, I reached this stage:

To make this, I've used a Bezier Curve and added a Nurb Circle with very low thickness to its Bevel. I got the thin and thicker ends by changing the radius of different control points. I plan to convert this to mesh once the steps are complete.
My goal is to reach a more refined version:

However, I've only manages this:

As you can see, the loop made as a result of the thicker end wrapping around the thinner end is quite large. I would like to make this loop as small as possible with two surfaces just touching each other.
My main difficulty is doing just that. My main strategy is to subdivide and use as many control points as possible. However, when I get the surfaces closer to touch each other, the model goes haywire, the surfaces crumple up and I'm not able to correct this even with the tilts and adding/removing subdivides. So basically, my question can also be reduced to if the Bezier curve can wrap around a part of itself.
I've just started with Blender 2.8 about a month ago and am quite the newbie.
As Duarte said, the Curve Modifier is probably best suited for this.
You can easily edit both the knot and the shape of your tie.

Start with a flat tie. Heavily subdivide it along it's length
Create the Windsor knot using a Bezier curve
Add a Curve modifier to your tie and target the knot