In the image the red area, including the curve at the heel, is supposed to be sharp - square like. But when I attempt this with edge loops, I always get artefacts in the green area. Can anyone quickly show how this can be done?
The creasing led to pinching, so I retried the topology - it worked perfectly, but it leads to pinching in the highlighted area when subdivided. I’m at a loss - I didn’t think anything so simple would be so difficult and I can’t carry on with what I’m doing until it’s fixed.
I don’t mean to be demanding, but I’m out of options: could I please ask someone to try and make their own boot and see if they can make the sharp area without artefacts? Until then I’m going to be sifting through tutorials on YouTube.
It may sound as coming a bit far, but I would completely bypass the issue with some study of real shoes. Check these pictures for the basic everyday make of a shoe, with probably the most common sewing method as well:
As you can see, the heels have a bottom “top” piece that you can walk off, then the main layers of the heel, that is attached to the sole itself, upon which the body of the shoe is sewn/glued.
So we could argue, it is not even one object, but a separate mesh. Now, of course, we do not have to use unseen faces inside senslessly, but why not go fully separate if that saves you lots of crazy edge loops along the line? I would simply create a “brick”, bevel the back of it (or create a cylinder, depending on the style you want to achieve). Make the front leaning in a bit, then simply use a subsurf, level 1-2, simple can be fine. You may use a bevel modifier before that, just a tad. You can even make the top of the heel a slop, but not all styles have that anyways. Now from there, you cana ctually extrude the soles, yes, but keeping them apart can save you a lot of hassle, and you can still delete the inner faces that cannot be seen later