Hello and welcome to this tutorial on shoe modeling in Blender!

In this video tutorial series from Claas Kuhnen you will be shown how to perform accurate shoe modeling in Blender 2.6.

 

 

 

 

 

 

 

What you’ll learn:

Through this tutorial you will learn many things, including how to use transparent background images for easy shoe modeling, how to use surface snapping for easy detailing and overall how to model a very accurate, pleasing show shape based on the provided designs.

Part 01 of this shoe modeling tutorial series through most of the modeling and detailing. Part 02 will finish the modeling.

Modeling a Shoe>

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Discussion

17 Responses to “Shoe Modeling in Blender – Part 02”
  1. Posts: 24

    Thanks for this, I liked part one very much.

    Please could you check the source files .ZIP.. I tried twice now to download it and it wont let me extract the archive?

    Cheers now! Keep it up :)

    #
    1
    Apr 30, 2012 at 8:52 pm
    • Posts: 4

      It looks like the archive is brokenm, still no luck after 3 attempts, part 1 was ok though.

      Thanks

      #
      1.1
      May 1, 2012 at 1:24 am
    • Posts: 26

      Same here. The archive doesn’t work for me either.

      #
      1.2
      May 1, 2012 at 2:04 am
    • Yeah, the ZIP folder seems to be corrupt. I tried downloading the same file 3 times and each time I failed to extract it successfully.

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      1.3
      May 1, 2012 at 3:29 am
    • Posts: 419

      Thanks guys – Going to need to re-upload. Will update once it is there. ;)

      #
      1.4
      May 1, 2012 at 8:48 am
      • Posts: 26

        We can always count on you, Wes. Thanks again!

        By the way, when are we going to see you do some Blender tutorials. Remember you still have to model your Honda bike — that would make a great tutorial.

        #
        1.4.1
        May 1, 2012 at 7:08 pm
    • Posts: 2949

      Okay it should be working now. Thanks for the heads up!

      -Jonathan

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      1.5
      May 1, 2012 at 10:36 am
    • It’s OK now ! extracting is working, Thanks !

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      1.6
      May 1, 2012 at 11:46 am
  2. Posts: 17

    Hello Claas,
    wonderful work there. I like your technique.
    Maybe this is a rookie question but when you are modeling the front part of the shoe, you use a lot a “G + Ctrl RMB” to snap selected vertex to geometry but it’s not clear for me what you do there. Could you send me any link where they explain that. Don’t want to bother you. Thanks a lot for an awesome tut.

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    2
    May 2, 2012 at 9:07 pm
    • Posts: 27

      Johncardozo

      I selected points, hit G to make the points movable and when pressing CRTL Blender snaps the points already onto the surface behind. I do not need to move the mouse to move the points.

      I am sorry when that was not clear in the movie.

      #
      2.1
      May 3, 2012 at 1:04 am
  3. Posts: 11

    at the bottom of the 3d view on the right there is a magnet and a menu
    clicking the magnet makes the selected snapping always on but you can also HOLD it as a shortcut. he is doing that plus using face snapping mode and clicking the new option that appeared (the project stuff on other stuff, not exactly right but the name is long -_-) and using edit mode for snapping of selected stuff verts, edges, ect. i too was a noob still kind of am but no longer! well not today but someday i will not be nooooob!

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    3
    May 2, 2012 at 11:54 pm
    • Posts: 11

      the “HOLD it” is ctrl……

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      3.1
      May 2, 2012 at 11:56 pm
    • Posts: 27

      yah in the past you needed to press an axis key to prevent any additional movement but now you can just press G dont move the mouse and press CRTL and Blender projects the points. Click the mouse or hot enter and done.

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      3.2
      May 3, 2012 at 1:05 am
  4. Posts: 20

    Hay and thanks for this tutorial it was very helpful and informative. Though one question, what was the function of the “crease” function you used in the video, and can’t you get the same effect by addend an edge loope to the area.
    And finally if you use the crease function in blender will it stay if you were to export the model into something like unity?
    thanks for any help in advance

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    4
    May 30, 2012 at 11:37 pm
    • Posts: 27

      Anthony

      I do not think Unity will make use of the crease function. In this case you would need to bake the subdivision modifier into a highres model.

      You can get a similar look with an addition loop cut but then you add more geometry. In Blender adding a loop cut changes the surface flow. A creasing of a select or few selected edges provide the same result without the need to fix the model after having a loop cut added.

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      4.1
      Jun 27, 2012 at 6:13 pm
      • Posts: 20

        thanks for the head up

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        4.1.1
        Jun 29, 2012 at 10:23 pm
  5. Posts: 16

    Hi Claas.

    Great tutorial and best technique Ive found for modeling a good shoe shape. However I would like to use the same technique for a boot and was hoping to see some kind of explanation on how you went about making loop holes for the laces. Also on the lace itself couldn`t it be done by use of a bezier curve with a small piece of modelled geometry set up to follow it, using array or whatever to complete? I am going to try this myself but will probably take me 1 year to work out how to do it :)

    Thanks anyway Claas was a very good tut and I learned a lot from it.

    #
    5
    Jan 11, 2013 at 2:16 pm

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