3D Shoes WIP

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Thumbnail Update :warning:

New update on the first image

Some Updates from my creative process, I added the latest image of my creative process here at the top of this post :point_up: :slight_smile:

Hello, thank you for giving me feedback, I am making some 3D shoes in Blender, what should I improve?

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Thanks for your feedback!

3 Likes

Looking good so far, even if we don’t know your reference.
However, if it’s not just a display setting and the wireframe shows your geometry, it’s really dense.
You could also improve the flow, for example on the part around the heel:

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Hii, thanks for your feedback, you are totally right about the heel, will be fixing it :slight_smile:

About the wireframe, I just watched a tutorial to learn a proper way to show my models in wireframe :smiley:

Do you find my wireframe preview accurate? Actually, I think my mesh looks dense in the first pic, bc I unchecked the optimal display button in subdivision surface modifiers,

:blender_logo_64_png: :nerd_face: :star_struck:

Thanks again :smile:

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Yep, it’s better to leave Optimal Display checked.

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Hi, I just finished modeling the shoes, will be posting the final result in the finished artworks section, I hope you like my art :blender_logo_64_png: :slight_smile:

Hii I started modeling more shoes that I love, what do you think about my WIP? :blender_logo_64_png:

Thanks for your feedback! :nerd_face:

1 Like

You should look at it this way: unchecking “Optimal Display” gives you… a non-optimal display :upside_down_face:
There’s no point in presenting such a dense mesh.
You could also work on your polygon flow to avoid this pole.

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Hi fam, I think I left the optimal display checked on each mesh this time, but I don’t know if my mesh is too dense or if there is something that I am doing wrong to share my models on wireframe mode :dotted_line_face:

Here it is in edit mode :slight_smile:

I also usually use 3 subdivision surface instead of 2, because I like to see the mesh look super smooth :slight_smile: maybe is that?

Thanks again :smile:

I’d start with something like that for density and flow:

If you are into modeling shoes, you should try to use a last just like in real life.
It’s realy useful.

image

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I agree with you, I will learn more about how to keep the mesh clean by watching some tutorials, do you know any tutorials about this? thanks for your insights :slight_smile:

I guess here it looks okay? :ok_hand:

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There was a great sports shoe design course for Modo, but it’s no longer available. I don’t know of any others of the same quality.

Were you trying to smooth the outsole?
When you don’t have much geometry you can just take the time to move the points around. You can also create a surface and use it to project these points with the Shrinkwrap modifier.

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Yes, I will move the vertex around more, I used the sculpt tool to smooth the shoe out but more to make the sole align with the top of the shoe, and the shrinkwrap modifier would really be useful, but I am not sure on how to, which kind of surface to create to use the shrinkwrap modifier? I am new to using Blender, I have 1 year maybe at least :blender_logo_64_png: :melting_face: :art:

In regards to the shoe modeling course, I have never thought about so, but now that you say it, I would really find it cool to learn more about shoe 3D modeling to create my own shoe designs, it would be so interesting :slight_smile:

Sorry, it’s bedtime for me, but I’ll do an example scene for you tomorrow.

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I hope the .blend file will be comprehensible enough:
sandal.blend (3.2 MB)

The idea is to create a surface from a curve in side view ( based on the reference), then project a mesh created from the top view onto it.


By combining this technique with Vertex Groups, you can even squeeze a volume between 2 surfaces.


It can simplify the creation of the various parts, but you then have to apply the Shrinkwrap (+ Solidify) to continue modelling.

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Hii, how are you? Thank you for taking the time to show me, but I am still not understanding well, I would love to see a tutorial on this :melting_face:

This is my process so far, I added the holes in the shoes with boolean modifier :slight_smile:

I guess I need to sculpt more the shoe, to make it more even? Or even better, I will move more the vertex around as you said, and if needed will go with the sculpt tool :slight_smile:

Also, I need to make a bump in the top of the shoe, like the one in the sole, do you know a way to make the bump, without adding any triangles, nor a dense mesh? :nerd_face:

Thanks a lot for your advice :blender_logo_64_png:

You’ll need to add a loop and bevel it where you want the groove. Then push the points slightly inwards.
Sorry, but I don’t have access to Blender at work anymore :see_no_evil:

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Hii, thank you for watching my posts :upside_down_face:

Do you want to know what’s my next shoe gonna be? Hint: The answer is in the finished result topic, in the comments :smile: :crazy_face: :upside_down_face: :star_struck:

Here is my image in edit mode :blender_logo_64_png:

More of my WIPs

Thanks for your feedback, suggestions and ideas :crazy_face:

1 Like