In a constrained virtual environment, motion of a character has to be controlled with precision to avoid collisions. For modeling motion of a character representing some real-life object, it is important to generate paths that look natural. A number of path planning algorithms have been introduced to solve real-time path queries in an environment. However, in all such algorithms, a fixed path is returned always for the same start and goal positions in the environment. Recently, Perlin noise has been used to add variations to a path so that it appears more natural. However, because of pure random nature of Perlin noise function, often unnatural path occurs. In this paper, we present a new approach to natural path planning by adding wavelet noise to a path generated using subdivision-based Corridor Map Method. Because wavelet noise is almost perfectly band limited and provides good details with minimal aliasing effects, the resulting path becomes smoother and more natural. Moreover, by appropriately choosing the levels of down/up sampling in the wavelet noise generation algorithm, frequency of wavelet noise can be adjusted. This serves as an effective tool in bringing variations in path as per the requirement. Copyright © 2012 John Wiley & Sons, Ltd.