Guide to Modelling 3D Shoes in Blender - Beginner | Brittany Hart | Skillshare
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Guide to Modelling 3D Shoes in Blender - Beginner

teacher avatar Brittany Hart, 2D/3D Designer

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      1. Introduction

      0:20

    • 2.

      2. Modelling Shoes in Blender

      18:41

    • 3.

      3. Texturing Shoes in Blender

      4:35

    • 4.

      4. Lighting and Rendering

      3:28

    • 5.

      5. Outro

      0:18

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About This Class

I'm Brittany, a Freelance Graphic and 3D designer based in Brisbane Australia. My work with clients focuses on AR filters, Branding, and Metaverse projects.

This class will go through modelling shoes in Blender.

Firstly, you'll learn about modelling shoes, shoe laces, socks, lighting, camera, and rendering. 

During this class, I will share personal tips and tricks for modelling your first pair of shoes using Blender. 

Meet Your Teacher

Teacher Profile Image

Brittany Hart

2D/3D Designer

Teacher

As a passionate 2D and 3D designer, I'm always seeking new ways to create visually stunning graphics that captivate the audience. I've spent years honing my skills in various design software, including Blender and Adobe Suite, and have come to love the process of creating stunning 2D and 3D designs.

My passion for designing led me to start creating Blender tutorials to share my knowledge with others who are interested in the field. Through my tutorials, I hope to inspire and help budding designers bring their ideas to life and create something truly unique and breathtaking.

If you're looking to learn Blender, or just want to see what's possible with 2D and 3D design, check out my tutorials and see what I can offer. Together, we can explore the exciting world of design and ... See full profile

Level: Beginner

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Transcripts

1. 1. Introduction: Today I'm gonna be teaching you how to create 3D shoes in Blender. I've created a bunch of straight issues before, so I'm gonna teach you a bunch of tips and tricks so that you can master this skill in this class, we're gonna be using Linda 3.4, which is free to download. You're welcome to follow along with me or use these techniques to create your own masterpiece. Let's jump straight into Linton. 2. 2. Modelling Shoes in Blender: So here we are employing do, this is what it should look like for you as well. You have a styling cube, your camera, and a lot of what we get into anything. If you just say down here in the bottom right-hand side, as I do stuff. So click or I press any buttons like that and you will see them appear like that just in case you're wondering what I'm doing, it should be down here. So the first thing we're gonna do is we're actually going to delete the light and the camera. So you can just select them all by dragging and selecting. And you can hold shift to select more than one, and then you can press X to delete. You can also press the Delete key on your keyboard as well. To do that, we're going to start out with a starting cube and I'm going to press one for face view. And then I'm probably going to pull them out just like that, just always over the line. And if you press one you'll see a front view. If you go control one, it'll be back view. Three is sideview. Control. C is the other side of their view. Soon as top and control Stephen is the bottom where we're gonna be using those a lot to speak, get confused. Once again, you can just see everything down the bottom. We're going to go tab and we're going to tap straight into edit mode. And you should be able to see all these vertices here. And I'm gonna do is I'm gonna come over here to face silly. You can also spray on your keyboard if you want to see it. And we're just going to select the top one. And then you can click through if you want to press a to extrude and then we're going to extrude it up against this. We probably want to go, we don't want to go all the way to the top, maybe just one-and-a-half cubes up. We're going to get the front face. Then I'm going to select three again. And I'm going to extrude it along the y. And I probably will not want to be like that. This is currently are fairly low poly Minecraft styled shoot. Reason why I do it like this is because you can go straight in and add a new subdivision modifier. And you already have a shoe like this where you can do as well as you can just squish down the static you, and you can just extrude up the vertices, make the shape if you want to. But I just find this is the easiest way to do it and also to learn how to make shoes and modelling. So I'm going to do it like this, but you move them. I came to do any other techniques at the same time. So we're just going to leave the subdivision just like a container mode. And we're going to go Control R to add a loop cut. And what we're gonna do is we're just going to pull it down. See what you can do as well as if you already click on, you can click J and you can actually move it if you've put it in the wrong spot. So I probably want to yeah, that's looking great. The next part I'm going to do is I'm going to select the top face. I'm going to select x and we're going to delete the face because that's a shoe and you need to put your foot in it. So I'm gonna get rid of that one. You should just have it like this. So this is what we're looking at here. Now what we're going to do is virtually gonna go over to the subdivision modifier, immigrant click Apply, and that's going to apply it to now, this is what our shoe is going to be looking at, lag, which is very exciting. We're gonna go in and select these edges. Just hit Go Control beta barrel. And we're just going to pull it out maybe about there is what we're going for. We also want to do the base of the shoe. So we can go to face silly. We can hold down Option or we can hold down Alt depending on what keyboard you have. And we can actually play around with these faces here. What I'm gonna do is go option E and might be Alt E for you. And I'm going to extrude the faces along the walls just like that. Just so we have the base of the shoe. I'm gonna go off and do these boats, which we're going to make the tongue of the shoe. I'm gonna go pay and I'm going to separate the selection. So now when you go in, if I was to move this away, we've separated that selection. I might as well at this point, I had a solidify modifier which just adds more depth to see what's going on there. So water was looking like before we had the solidify modifier. I'm going to add the same solidify modifier, the tongue of the shoe as well. So we're just go at that just like that. I will fix it a lot, but it just gives them more dense and makes it look a little bit more three day, as you can see, we didn't actually do anything with the bottom of the shoe. So it's a little bit like an see it. Which is okay. What you can do though, if you want to just move it down, you can just go G and then z and then move it down like that, just like that. Lovely if we're now going to do the toe of the shoe. So we're going to select these vertices just here. And then we're gonna go Option or Alt key, and we're going to extrude the faces along normals. And I'm just going to actually pull it out to about the width that the base is going. So I'm just going to probably about, there's really good. And I do also want them to join just a little bit. Jealous, be like that. Now you can see how she was coming together very quickly. I do love making shoes because they're very customizable and they do come together quite fast, so it's very exciting. Now what I'm gonna do is I'm going to add another subdivision modifier to just like that. Now you can say these a little bit more deep happening, a little bit more definition. And I'm just going to do total equals on the view-port down here. If we tap back into the shoe, as you can see, the toe of the shoe is not really defined that much. So we're going to add in another loop cut, just go control. And we want to probably put it about there. So now when we tap out, there's just more definition there and we'll do it with bottom of the shoe as well. So Control Alt and then pull that in. And you can see these a little bit more definition between those there. Now we're going to play with the tongue of the shoes. I'm probably just going to pull it down to heaven to eat a mode, press a to select all G. Scale it by perceived AS. And they may want to scale it along the x-axis like that. We just want it to be just a little bit bigger. I'm just going to turn on x-ray mode, which has options did for me, or it could be altered for you as well. I'm just going to select the vertices down here. And what I'm gonna do is I'm going to just bring them up a little bit. You can do as well as tutoring proportional units. And up the top here, which is just this button. And you make sure it's on smooth. And so when you actually do it, you say this circle will move all the other vertices as well. You can just use your mouse wheel just there to dictate how big and small that is. So it's going to have a little bit of a play might just turn it off for the last little bit. Yeah, and that's really what I'm looking for. I could even pull these top bits up here, pull it back along the y, and then just scale them out a little bit. So now we're going to go in and make the shoe laces. So we're just going to go on with the cylinder, make sure all the vertices is 16. You can go on to slash mode, make this a little bit smaller, like that. And then tap into in a mode, we're going to select all of these edges around the edge and then NCAA them and then extrude and scale Lehman. And which said that when the bass as well, so high fence it extrude and scale. And then we're going to add the subdivision modifier to it, and we're going to try to smooth. Then we're gonna go back and select it all by pressing a. And we're just going to bring it up so that the origin point, just, just that little orange dot there is at the bottom. We're going to tab out. And we're going to move this away just like that. Now you can turn on the snipping tool, phase project, center, aligned rotation and Target and retake the individual elements as well. And you can select J. And as you can see, it's just like that. Or you can do is go Option D and just place them around. Just like that. However you want your license to be, you can do it like that. Now we're going to do the shoe laces. We're going to maybe just move the cursor to the shoelace hole just here, which is where we're going to start the shoelaces select Backup as the selection box. Otherwise, you can be consistently moving around the cursor. And then we'll get to very annoying shift. And we want to add an a curve. We want the curve to be the bins Sue curve, just like that. So you can see the kid. And we might even make sure your snap is off. And we'll just move it around just there so it's a little bit in the center tab into edit mode, just like that, I'm going to turn on the X-ray mode just so it's a little bit easier for me to see what is going on. And then I'm just going to move this so you can just rotate it, move it along. And I want this one to be in the center and then I also want this one to be in the center of that one. Just like that. Now what we're going to do is we're going to extrude up those shoelaces. So by clicking E and then you can just extrude them like this. However you wanna do it. And now what we're going to do is we're going to select all the vertices and left-hand side. Am I going to select h for height? And then just means if we pick this one and move this one around, it's not going to move the ones on the other side, which is gonna make moving these down and rotating them a lot easier. So now what I'm gonna do is use the press G and just select around. And what I wanna do is kind of ten them like this because shoelaces are usually more like that. And then you can also scale just to make them smaller. So I'm going to go around and do this now and I'll see you once we are done. Now maybe with the right side of it. So what I'm gonna do is I'm going to press Option or Alt H, bring back those other vertices on the other side. And then I'm going to hide the ones on the right-hand side by clicking age just like that. I hope that's not too confusing. So now I'm just gonna go in and turn these ones around the right way that I will aim to be. Now I'm going to click Option H. H, depending on what you have and everything. Nothing like that. Don't worry if it's not 100% perfect, this can be really frustrating on the first time, and this is what it should be kind of looking like. And what we're going to do is we're actually going to extrude it out a little bit so that we can actually see what's going on and then we can go back and fix it up if it's not looking right. So we're just going to tab out of edit mode. You can go out of x-ray mode as well by going options either they're going to go Shift a and we're going to add an a curve. And we want to add in a circle, isn't very important that you're adding in a circle that is a curve and not just a circle that is geometry. Otherwise this won't work. So we're going to pull it out and we're just going to scale it down. We're going to select. This path over here, we're gonna go down to the properties just down here, object data properties. We're going to select geometry. And then we're gonna go down to be evil, but in a select object. And we're gonna go to the curve. As you can see, it's enormous. So what we can do is that you just scale this down a little bit. You can scale it up however you want the shoelaces to look like. So I'm happy with that size. Just did. Now when you can go in and do is you can just tap straight back in and you can start playing around with them a little bit more in my chemistry license, just look a little bit better. This does, this is a little bit fiddly to do, but I believe that you can do it too. It's okay if it takes you a little bit of time to get this right. So what I'm gonna do is I'm going to do my shoelaces and then I will see you back here. This is what my shoelaces are looking like. This one's a little tall, so I'm gonna go in and fix that. But if you're finding you're not getting them right, you can just move the tongue of the shoot down or back or across just so that the shoe laces come out. You more than happy to do that. Doesn't move mine like that. And then I'm just going to fix this crazy one up here. Alright, I'm happy with this shoe laces. You can make them look like traditional shoe laces for these shoes, they are fake shoelaces, so they just haven't zigzag. Look to them if you want to do them like normal shoelaces is just more of an intricate process, but I'm very happy with how they turned out. I'm excited to see your shoe laces. Don't worry if that didn't turn out perfect the first time they have really hard to do. It's hard to move around those curves and make it look right. But whatever you have, I'm very proud of you. So have you that and I think we keep on going than him around the tongue of the shoe. So I'm just going to go back in and I'm going to go into X-Ray mode. I'm just going to bring this just up a little bit, just because it was a little bit of a gap like that. It's really happy with that. And I love how this show's Tony. Now, just a little note this little circle you can do. We will just move this little circle out. But if you delete it, then it'll delete the people on the shoe laces so we don't want to delete it. This is what we have and how you can go in and decrease your shoe however you want. It's really up to you. I'm going to show you some techniques that I use to decorate the shoes handing. I'm very excited to see what you create from there. So I'm just going to select the faces. And what I'm gonna do is go all t. And optionally, I'm just going to extrude them out like that. Going to add in another loop cut just around, just to give it a little bit more definition. Just like that, I want to add in some light, some socks. So what I'm gonna do is I'm going to go ProSieben band top mode. Then I'm gonna get my cursor, put it straight in the middle, go back to Select mode, and then I'm gonna go all t and we're going to add in a circle. I'm going to bring it up to the top and appraise one just so I can see how big and swollen needs to be. Minus make it a little bit like that. Then a tab and data mode go to vertices slipped. And then I'm just going to extrude it up. And there's no right way to do this or wrong way to do this. You can do whatever you want. But I'm just going to make some really funky socks. I'm just illustrating in scaling just like that. And then what you can do is just add a subdivision modifier to it as well, just to round them out. As you can see here. The tongue of the show was like going back a little bit, I might try to pull it forward, select these vertices, and then just go like that, find these vertices and just go back a little bit just like that. And then we might even just pull us up, pull up, pull and I might even add a little loop cut animate of just this, and then keep scaling it till I super, super light the position of it, which is probably just like that. Lovely. So this is the top of the shoe. I'm just going to shade that smooth and you can really keep going with this. You could go like that and then bring it down like that. And we can make this part here, the leg as well, and it's going into the sock which is going into the shoe. Really however you want it to look. I'm just going to have it as the SOC for now. So the next thing I wanted to do is I want to decorate the shoes. So I think I want to put flowers everywhere. I definitely love doing flowers. And I also do a bunch of techniques in that as well, which is just great to know in Blender. So I'm going to go shift is, and I'm going to put the cursor back in the world origin. So now he's just telling you we're going to have shift a and we're going to add in a round cube. If you can't see your Round Cube, just go up to Edit Preferences and then just go extra objects, MHRA, extra objects are turned on. We have the round cube and we want to turn the radius up to one, so he's round. We're gonna go into slash. So we isolated and we're just going to scale them down just like this. And I'm probably going to scale him along as well, just like that. I'm just going to move them away from the center point to be about there. And we're going to apply the rotation and scale and all the transformations. We're going to add in a curve, circle. Then we're going to apply the array modifier to this leaf. Turn off relative offset, turn on Object Offset, select this little circle here. Then we're going to do five petals. We're gonna go over here to object properties. And we're going to go 360 degrees divided by five. And now they will evenly add just like that. They're not touching. They don't have to touch. But if you want them to touch, you can't go into edit mode and you can just scale them just like that. So if you want them to be touching or you want them to be a little bit more like a daisy or something, we can have them adjust like that. So I'm just going to scale this up. So the pedals are just touching there. I'm going to apply the array modifiers at the subdivision modifier. Shade that smooth, delete this little circle on the bottom. If I shift day had an another round cube, scale it down along the SSID and then scale it out just like that. Might even make it like that and had the subdivision modifier to it probably too, and just have it like that. Pull that up. So that is what the flower is looking like. Now we can select both, go out to slash mode and as you can see, it's huge. What are we going to do is we're going to go Control J. I'm actually going to merge them all. So now that they flower and that all one object, just like that, then I'm just going to scale it. I might just move the origin point to the bottom. So TAM and Tina Mode, hey, just like TO press J and then move that origin point. That's kinda hard to say because everything is orange, but you can see the origin point is just at the base there. And I'm thinking that's probably a good spot for it. We're going to shade smooth all of this so that we can actually see what we're working with. And I am loving, well the shear is looking like at the moment, but going to select the flower, turn on snap, face, project center, align rotation to target, and then project individual elements. Then we're gonna go G. And as you can see, the flower his instantly turned up on this boat and he likes, good, you can go option D are all today. Same thing. Duplicate it with the same properties. But if you want to make clothes or flowers with different properties, then you can go shifted duplicate. I want all my flowers to have the same properties. I'm gonna go Option D and then I'm just going to move them around. Just like this. You can use geometry noise for this type of thing, but there's this as a beginner tutorial, I do not want to overwhelm you with a geometry nodes and then we're just going to move them on the other side. The other side can look the same. If you want them to look the same, you can use the mirror modifier. If you just want to practice duplicating, you can just do it like this. So we just have some really nice flowers just like that. I like it now that just here where we have these Salk, we're going to add an a solidify modifier to it just to give it a little bit more tips on the inside. So it looks a little bit more like a soft. This is what the show is looking like. You can obviously take this two extremes if you want to. You can do whatever you want with it. You can add in whatever you'd like, but it's really up to you what you do. 3. 3. Texturing Shoes in Blender: So let's first save everything and we're gonna go back to the shaders tab just here. This is what I shou should be looking like or however you're designing yours. And my favorite color schemes, a purple and green or blue. I'm thinking we might go with a blue shoe today. And I'm going to show you a bunch of different shading techniques while we do this, Let's start. We might start with a license. We're gonna go knew, I kinda wanna gloss look for the license. So we're gonna go in and edit a translucent EST it, then you can get rid of this principle one if you need to. And I'm just going change the color to a blue gas like that. We've got the little loops that the shoelaces are going into. Some will go shoe lace loops. Just name it there. And I might do like a silver. So we can go down there and then we can turn down the roughness, turn off the metallic jazz like that. They're nice and silver look to them. I'm thinking I want to suck to be purple. So we've got the principle-based. If we go into add in Colorado, we're going to add in a noise texture, but the factor into the factor that color into the base color. As you can see, we have this beautiful black and white pattern that is turned up. I'm just going to increase the scale. I might turn the distortion on just a little bit, increase the detail. And then we're going to make it purple because I do love a cocoa getting on maybe with that type of purple. And they made me more of like a lavender type of bevel size. You can see it just adds a little bit more dimension to the 3D object, just having those little bits of definition and beer. So I'm really loving how that is looking. This is always the point where I changed the color scheme and play around with things. I think I'm actually going to go with the green laces. Yeah, I like that. I'm thinking I'm gonna do a really light green for the shoe, maybe more of a blue tone to it, just like that. If you're thinking whole shoe is like on that color, what do I do? And I want to change the color and the base. You can select the shoe, go to in a moment and say Go one, go to Face, select all the faces you want to change the color. Go down to the right panel. Click material properties, go plus for another one's lead to new. And it'll bring up the new PSC and say we want it to be like, I want it to be like a really dark navy and then we just call a sign. Just like that. How would I didn't do is turn on the X-ray mode when I did that. So that's why I was looking a little funny. So we're just gonna go around and it's looking like that. We find some of the vertices and not doing it properly. You can just go and individually select them if you need to. So that is now what the base is looking like. And I'm thinking I might also do this pod as well in the same color like that. And they may also need to do this pod here, which I'm a little indecisive about like walk color we're going to choose. I would just add another one here, go new. And then we might try out maybe with a light pink color, like purple color. And then I'm just going to select around the faces around this part as well and assign that just like that. Both flex the front lighter as well if we need to or you can go in and fix it. Now. If you have like little gaps and stuff, we can move around the vertices. This is what the funky shoe is currently looking like, quite loving the vibe. Now what I'm gonna do is go in and do the little flowers. Now I'm just going to say this one is flower. I think I want them to be maybe like an orangey color. And I want the roughness to be quite a lot in a tab and Tina modes, like some of the middle vertices go L full ink. And then now it's going to just do those middle ones. I'm going to add in another texture and then I'm probably going to make it a yellow. Just like that. This is the part where I always think there's not enough texture going on. So I'm going to select this one and we're going to add in some texture. So we're gonna go to Colorado. I think we're going to add an annoyance texture as well. Who's going to change it to the blues slid a bit like that and see the color change in the end. And then what I'm gonna do is probably put in a color ramp to the roughness just down there. And then you can change whether you want to like super rough, don't want them to shiny, but I do just want a little bit of depth to them. I liken it like splotchy look, I think I really like this and I'd love to make those shoelaces maybe also the base. I might just pull that off to another one and then put the glass look on there. So we're just tab I can select one extreme mode and then just assign a class load just there. It's like that when we go to Render, you'll start to see what those glasses are looking like. Why can't be without this shoe is located. 4. 4. Lighting and Rendering: Alright, so this is what my shoe is looking like, and I'm just going to put it on a little bit of an angle just like that. But gonna go in and we're going to add an a camera by shift, clicking camera and select zero on your numpad. And you will zoom in a crazy amount and be like that. We're going to click over here to View and then we're gonna go Cameron view. And then what you can do is you can actually move it with the mouse. This is the easiest way to do it. And we're just going to find how we want it to look. So I'm quite happy with that. You can duplicate your shoe if you want to by selecting all of it. Shift D and then decline like that, it's going to move the camera and keen to be an ion selected, because otherwise I always move the camera and it gets really annoying. We're going gonna go Shift a and we're going to head into plain weave a town G and then scale just like that. I'm going to tab into edit mode. We're going to select the backflow to see extrude it up just like that, and select this middle one here, Go Control P. And then just put some peoples and then go back out. China's move. I want my shoes to be floating, I think so. I'm just going to move it down just a little bit of shift a. And we're going to head in a point light just like that. And I want it to be about here. I'm gonna go into the light properties. I want it to be about 150. If he actually turned to this viewport shading, you'll be able to see what it's looking like. I'm going to end up turning this into cycles. But if I put it in cycles, the ions can make you feel sex. We're gonna do this an EV. You're more than welcome to Ranger and navy. But I will pull up the disciples in the end. So I'm going to maybe make it like 250. Actually going to change the color to maybe like a nice little purple past like that. And I'm going to head in an area light, just move it around. And I wanted to face the shoes. I'm just going to rotate it just like that. I'm also going to turn it into this and then scale it a little bit crazier or to see what it's looking like in the chain that up and you'll start to see your shoes look very good. We're just going to duplicate that and then we're going to bring it to the other side and just rotate up gas like that. I'm going to bring back this one and I wanted to just scale it and to have it just like that. What you can do at this point is you can start rendering it, seeing what it looks like. So this is what mine is looking like and I wanted to make just be a little bit more lights behind it. I'm really liking this like gloss look, I think they look really good. I'm just so happy with how they turning out. I might also add in a light above them, turn that into a disc as well, and maybe turn that up to 100 t and play around with the lighting, whatever mood you want it to look like listenings agenda and here you can also add a sound or a spot as well. Great, I'm loving. How about looking? What I'm gonna do now is I'm going to pull it into cycles and I'm going to show you how I do it in cycles. If you want to just render an EV, you can just go take ambient occlusion and blue and then just render it and you have your final product. But if you want to do it in cycles, change every two cycles. So go GPU, compute, I'm going to turn down the max samples to start with. I always turn it down to about 400 before I do my final render. And then my final render, I do it to the amount that I need. If I want to select denoise, we don't want any ways them. And then that's really all that needs to be done. That then I go up and then I Ranger it like this. And I'll go through a couple of times until I think it's perfect and I really like how it's looking, but yeah, this is how you will render your final issues. 5. 5. Outro : Let me now show you what my shoes are looking like. Britain did. I really hope you enjoyed this class and took away some great tips and tricks so that you can make your own 3D shoots in the future. I honestly cannot wait to see what you've created, but thank you so much for watching. I really appreciate it and I want to see you in the next video.