Modelling Shoes In Blender : Vol 1 | Fernando Williams | Skillshare
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Modelling Shoes In Blender : Vol 1

teacher avatar Fernando Williams

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

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.

      Course Intro

      1:03

    • 2.

      Downloading blender

      2:03

    • 3.

      Interface Overview

      6:47

    • 4.

      Viewport navigation

      3:17

    • 5.

      Moving, Rotation and Scaling Objects

      5:09

    • 6.

      Extruding, Inserting and Aligning objects

      6:13

    • 7.

      loop cuts and beveling objects

      4:40

    • 8.

      Loading ref images for the shoe

      7:23

    • 9.

      Creating the sow of our shoe

      10:47

    • 10.

      Adding Detail To The Sow

      6:23

    • 11.

      Creating The Shoe Front Panel.

      7:51

    • 12.

      Creating The Shoe Back Panel.

      10:28

    • 13.

      Adding Thickness To The Shoe Back Panel.

      7:42

    • 14.

      Creating the tongue for the shoe

      9:30

    • 15.

      Adding shoeless holders

      12:34

    • 16.

      Adding shoeless

      14:00

    • 17.

      Shoe Promo Outro

      0:38

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About This Class

Welcome to modelling shoes in Blender vol 1.If you want to learn how to model shoes for cartoon characters or for product visualization then this is the right course for you.in this course you will learn all the fundamental techniques that you need to produce a product not only with the right topology but which is animation friendly. If you are a beginner it might be very difficult for you to figure out were to begin so that you can come out with a result like this. In this course we going to break down this shoe into different segment and then we will join all the pieces together so that we can come up with this shoe model.
By the end of this course you will acquire all the knowledge that you need in order to challenge other shoe models and you will discover how easy it is to model shoes. This will also give you a good foundation if you want to be a 3d artist be it for fun or for professionalism. My name is Fernando Williams and i will be your instructor for this course lets get started.

Meet Your Teacher

Hello, I'm Fernando.

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Transcripts

1. Course Intro: Welcome to modeling shoes in Blender Volume one. If you want to learn how to model shoes for cartoon characters or for product visualization, then this is the right course for you. In this course, you will learn all the fundamental techniques that you need to produce a product not only with the right topology, but which is animation friendly. If you are a beginner, it might be very difficult for you to figure out where to begin so that you can come up with a result like this. In this course, we're going to break down this shoe into different segments, and then we will join all the pieces together so that we can come up with this shoe model. By the end of this course, you acquire all the knowledge that you need in order to challenge other shoe models, and you will discover how easy it is to model shoes. This also gives you a good foundation if you want to be a three D artist, be it for fun or for professionalism. My name is Fernando Adelino Williams, and I'll be your instructor for this course. Let's get started. 2. Downloading blender: Okay guys, welcome to the course and in this lecture we're going to be downloading and installing blender. Alright, so if you can go to www.google.com, you'll be able to search for Blender download. So you just going to type in here Blender download. You can hit end. So we're going to look for the one that is written download blend or you just want to click right here in these texts you to the blender website and we got blend at 3.41 available. Now, if you're using Mac, Linux and other versions, you just need to come in here and download. Alright, so since I'm using Windows, I'm just going to come in here and click here. Wastes are written download Blender 3.41. So I'm just going to hit this banner. And you can see now that blend at 3.41 is now downloading. I believe now that Blender, it's finished downloading. So if you can go to your downloads, you'll be able to see there. Alright, so we've got blender 3.41 here. Alright, I'm just going to double-click for us to be able to install it. Okay. And I'm gonna hit Next and I'm going to accept the license agreement. Then I'm going to go next. And I'm going to go next and I'm going to install, alright. Alright, so you can see now that the installation is finished now, so I'm just going to click Finish. And if I can minimize this and come here to my desktop, you can see now that we got blend a three-point for installed. So I'm just going to double-click to open it up. All right. Congratulations. You have successfully installed blender 3.41 into your system. If it is first-time, this is what blend that looks like. Alright, so that's it for this lecture. In the next lecture, we're going to come back and I'm going to show you the blender interface and we're going to take it from there. Alright. 3. Interface Overview: Okay guys, welcome back to the course and in this lecture, I'm going to be showing you the blender interface. Alright, so I'm just going to press a on the keyboard to select all these objects. And I'm going to press X to delete. Alright? Okay, so this is the 3D view and this is where you do most of the modelling. So if you want to add an object right here, you just need to come here to this menu here and you go to Mesh, and you can add a cube right here. And the other way you can add objects right here is by pressing Shift a on your keyboard. And that will give you the Edit menu. So you can come to mesh again and you can choose probably a con. And you can actually move it either in the y-axis or in the z-axis. Alright? And right here we go the tools shelf here, and we got this Rotate tool here. So this one is actually for the rotation of an object that you might have right here on the 3D view. And we've got the scale. The scale will help you to scale this then the z-axis or in the y-axis. So that's basically what you need to know in terms of this tool shelf here. I'm going to explain more things as we go along the coast. Alright? The other thing, if you press N on your keyboard and select an object, let's say like a cube, you can be able to see the location of that object. And you can see now that this object is rotated a little bit in the z there. Alright, so if I can put zero here, you can see now that it's rotated zero degrees in the sea there. Alright? And we also got this panel here, and this panel is called the outline saw. This outliner helps us to organize our mesh here, okay? And this is where you can rename this lake. You can call it box, and you can rename this as well too, in other name that you may like. If you can see here these things are in a collection. So if you want to move this to another collection, or you just need to do is you need to press M on your keyboard and you say new collection. And let's say we call it box. And hit Enter, Okay, and then hit Okay. Then you can see now that we've got a box collection here and this box items actually sitting inside there. Alright, so you can take some of these objects like the top view. You can drag it and put it into this collection there. I'm just going to undo that, right? And you can also hide this collection, and you can also hide this collection. So let's take e.g. that you have got a lot of objects in this collection like here you can see we've got three and we just want to hide just one of these, let's say the con. So what you need to do is you need to, you don't need to hide the whole collection. What you need to do is you need to come to the corn and click on this eye here. Alright, they need that way you'll be able to hide this con, alright, coming here, you can see now that will go to file and this will actually help us to open the files and to save. If you want to save, you just come here and save. If you want to import, you just have to come here to import. And this is where you do the export as well. Alright, and we got this edit tab here. So if I come down here to preferences, you can see now that we got the interface and will go the theme. And we go to also this add-on section here. If you want to install an add-on that you downloaded some way, you'll just click on Install and to locate it, the new heating store it on, then you can be able to have it on the list here. Alright? And if you come here to system, you can see now that we've got Cycles render device divisor. If you've got a graphic card, your graphic has to be listed here, then you can be able to select it from the drop-down menu. If you've got a graphic card, please just come here and select your graphic card. Then you'll be able to use it and blend. Alright? And after you've done that, you just need to come here and click Save Preferences, alright, then you'll be able to have your graphic card always working right here and blend. So I'll be explaining these ones as we move along the course. I'm going to explain this section in the coming lectures and coming here. This one is called the X-ray mode. So if you are in x-ray mode, you can be able to see other things that you have on the other side. So you can actually be able to see the edge of this cube from that other side. Alright, perfect. And if I click this icon here, it gets me into wireframe mode and I can be able to see the wires that actually mix-ups these objects that we have right here. Alright? And if I click this one and deactivate this x-ray mode, you can see now that we are big way we started. So this is called the viewport shading. And if I come here, let me just come in here and create a colorful this, right? And I'm gonna change this to red. You can see now that we can be able to see this color of this object, alright? But if I am in object mode, you cannot be able to see that. Okay, So this is good for things like texturing and it didn't basic materials. So I'm going to show you how this works in the future. And we got this random mod here. So if you've got a camera, you can be able to render whatever project that you have here, right in blender. You can be able to export it out. Alright? And we also got this other section here. We can add things like materials to an object, just like we just did here. And you know, we have course things like verdict groups. And we got things like modifiers. If we want a smooth this object right here, let me come back to viewport shading. If you want to smooth it, you come to this panel and you can just choose probably subdivision surface, then you can be able to smooth this object. Alright? So this is basically two in terms of the interface and coming here, we've got different kinds of modes ear. So we got what we call object mode. And this is the object mode for this object, and we'll go to Edit mode. So if we're in edit mode, then we will be able to manipulate the points on this object here so I can tweak the ship right here, okay? And if I'm in scout mode, I can be able to sculpt on this object here, alright? And if I am in vertex paint, I'll be able to paint some vertex is here. And if I am in weight paint, I'll be able to paint as well, the weights and texture pane to be able to add some colors to this object right here. Okay? So this is all you just need to know for now in terms of the interface, then most of you two, we're gonna go through it as we go along the cost. So that's basically it in terms of the interface overview, I will see you in the next lecture where we're going to go through some Viewport navigation. And I'm going to teach you how to navigate through this interface. Alright, I'll see you in the next lecture. 4. Viewport navigation: Okay guys, welcome back to the cost. And in this lecture I'm going to teach you how to navigate through this Blender interface, alright, so if you ever want it to rotate this viewport, all you just need to do is you need to press and hold your middle mouse button. Alright, so you press and hold your middle mouse button, you'll be able to rotate through this viewport. Alright? And the other way you can do it is you can come here to this navigation gizmo, and you could just click and hold and ten things around. So this way you can be able to rotate through the viewport, alright? And if you wanted to pan things, all we just need to do is you need to press Shift on your keyboard and press and hold your middle mouse button, right? This way you can be able to pan things. The other way you can do it is you can come here to here we go this hand here, and you can just click and move it around to where your marijuana to go. Alright, if you want to zoom this viewport, all we just need to do is you need to scroll your middle mouse button. Alright? So you'll scroll it, then you can be able to dissolve. Alright? You zoom in, you can zoom out. Alright, the other way you can do it is you can come here to this plus or magnifying icon here, then you can actually do the very same thing. Alright? If you want to rotate, press and hold your middle mouse button and just start moving. Alright? If you want to pan, press Shift on your keyboard and press and hold your middle mouse button, then you can pan. You want a Zoom, scroll your middle mouse button, alright, like this, then you can zoom in and out. Alright, so that's it in terms of rotating, panning and zooming. Okay, for us to be able to design things properly, right-hand blend that we need to know where we can get our front view, our side view, and our top few. Alright, if you wanna get your front view right here and blend at all, we just need to do is you need to place one on a numeric keyboard. You can be able to get your front view. Alright, the other way you can get it right here in Blender is you can come here to view a right? And you can go to viewpoint, and you can go friend. Alright, Perfect. Then if you wanna get your side view, you can press three on your keyboard. Then you can actually get your side view. Alright? You're right. Orthographic view. The other way also is just coming here and you can get your, your right orthographic view right here. Okay, Perfect. And if you wanna get your top view, you can press seven on a numeric keyboard, then you can get your top few. Alright, the same way, you can just come in here viewpoint and you can get your top. Okay, So this is all you need in terms of navigating through the view port right here in Blender. And I encourage you to know these shortcuts. Alright, so I'll just make sure that for your front view, you'll press one. For your side view, your press three or numeric keyboard, and for your top view, your press seven. Alright, and this will actually make our life a little bit easier and faster right-hand blend. That's it from me and I'll see you in the next lecture. And I'm going to teach you how to manipulate this objects that you have right here in Blender allright. 5. Moving, Rotation and Scaling Objects: Okay guys, welcome back to the cost. And in this lecture, I'm going to be teaching you how to manipulate these objects that you have right here and blend. Alright? So for you to be able to select an object right here in blender, you just need to left-click on the objects. So you left-click on the object, then you can select this object, alright? And you want to select this one, you left-click, you want to select this one, you left-click. Alright? So it's as simple as that. If you want to select all this object at once, you just press a on your keyboard. And if you want to delete all of these objects, you just press X on your keyboard. Then you'll get this menu here, and you just press Enter, then you'll be able to delete all those objects. Alright? Okay, so I'm just going to undo what I just did right now. And I'm going to bring back all those three objects, alright? For you to be able to move these objects that we have here. First, you have to select it, all right? And you can come here to this, move to here, alright? Alright, in Blender, we got three axes. Here. We go the z-axis which is going up, and we got the x-axis which is going in this direction. And we also go the y-axis, which is going in this direction. So you can move this object in three directions, alright? So you can choose it to move it in the x direction, or you can move it in the y, alright? Or you can also manipulate the set axis for this object. Okay, Perfect. So that's basically it in terms of moving an object, you just need to select the object and you can move it either on the x, on the y, and on the z. Alright? And the other way of moving objects right here and blend is by using keyboard shortcuts. If you select this object and you can press G on your keyboard, you'll be able to grab this object and you have to tell it in which direction you want to grab it. So if you press X on your keyboard, then you can be able to grab it through the x-axis. Alright, Let's say e.g. you want to move these objects five units in the x. So all you just need to do is you hit G for grape, alright, in your press X to specify the axis, then I'll press F5 on your, on your Medicare. But then you can see now that we managed to move this object five units in the x axis. And if you can press N to bring the Properties menu, you can see we move to this object by 5 m. All right, you can move it in the negative direction as well, but just by doing the very same thing, Alright, let me just zero this one out. Okay? So that's it in terms of moving objects right here in Blender. And if you want to rotate this objects, you just need to do is you need to come here to this rotation gizmo right here. Okay? So you can see now that this rotation gives more. I have got the x axis and the y-axis, which is green here, the x is rate, and the z axis, which is actually blue. Okay? So if you want to rotate through the x-axis, you just click here and you continue holding and you turn things around. Alright? And if you want to use increments, you could actually press Control on your keyboard, then you can snap it to a five degree angle so that way you can be precise, alright? And if you want to rotate slowly, you press Shift on your keyboard. These can rotate very slowly. Alright, perfect. The same applies to the Xerox is click on the z axis and you can just rotate in the z axis. Press Control to snap it to the degree angle that you might want. Alright? And the same applies to the y-axis. You can rotate in the y-axis as well. Alright, so I'm just going to undo all that I've just done there. Alright, so that's one way of rotating objects, right hand blender. Most of the time when you are rotating things right hand blender, you just need to be fast and quick. You might not need to come here to this rotation gizmo, if you want to rotate in the z axis by 30 degrees, you just hit R for rotation, is it for the axis and fit? Alright? Then you can be able to see now that we've rotated this theta degrees, okay? So that's it in terms of rotating objects right here and blend. Let's talk a little bit about scaling now. So if I select this object, I can come here to the Scale Gizmo here. And I can scale it in the y, e.g. I. Can scale it this way, alright? And I can also scale it in the X like that. Alright? And I can scale it in this z like that. Alright? So this way you can be able to manipulate the scale of this object, alright, the other way you could do that without coming here to this skill, gizmo is you could actually stay right here on your Move Tool. And if you want to scale this object in the x-axis, it's the very same thing. You're just press S for scale and X4 axis and you can save three, then you can be able to see that we can scale this object three times in the x-axis. Alright, so these are the hand keyboard shortcuts that you need to know right-hand blender. And most of the time I might be using the keyboard shortcuts. Alright, that's it for me. I'll see you in the next lecture. 6. Extruding, Inserting and Aligning objects: To be able to manipulate the points on this object, you just need to come here and change these to edit mod, alright, so you can actually manipulate these individual points. So these individual points that you have here is called vertices. Alright? So this is a vertex, a vertex, a vertex, and the vertex, alright? So this is the vertex select mode. Alright? And do we have this thing like a line? So every time you can click here, you can see we've got something like an H. So this is the edge mode, alright? And you can select the edge like this and you can move it as well in any direction that you might want to move it. Alright? And we also got this thing like a polygon. So this is actually called polygon model face mode. So you select. 7. loop cuts and beveling objects: Okay guys, welcome back to the course and in this lecture, I'm going to be teaching you how to bear for objects, as well as adding loop cuts to an object. Alright? And as you can see here on this scene, we get our climate, our cube and light. So I'm just going to go ahead and select this cube. Alright? And if I want to get into edit mode, I just want to come here to waste written object mode and I'm going to select Edit Mode. Then you can be able to see that we can manipulate this object a little bit better. The other way you could do it as well is you can just tip Tab on your keyboard. Then you can see you are in edit mode. Then you can be able to manipulate the points inside here. Once you are done with what you're doing, you can hit Tab again, then you can go back to object mode. This is a good way of getting into edit mode and object mode. So you just press Tab, you're in edit mode. Press Tab again, you and object mode. Alright, so we want to bear for this object a little bit, but before we bear volatile, I want to teach you how to add loop cuts. Alright, so to add loop cuts on your object, all you need to do is you need to come down here, alright? And you can see this object here we tend to look at. So you click on it. Then you can be able to click anywhere on your cube and you can be able to add some loop cuts. Alright, let me go back to my move to here. Alright, the other way you could do it as well is you can hit Control and arrow on your keyboard. And the good thing about this is if you scroll your mouse wheel, you can actually add more edge loops Friday so you can scroll up and down to it. As men age ellipsis you need, alright, so I'm going to add three for now, alright? And I'm going to hit Control R again, and I'm going to scroll my mouse wheel and two, I get three there. Then I'm going to click. So you can see the keyboard shortcuts help us to be a little bit faster right-hand blend. Alright, then there's something that we call beveling and objects right hand blender to bear for is just to mix something a little bit smoother or write or to round the corners of that object. Let's say e.g. I want to select this slope here, going all this way. I could come here with this vertex selected here, and I could select 123 like that. And this is a long process. If you hold Alt on your keyboard and click alright, then you can be able to select the whole loop right here at once. And if you want to add another edge loop to this one, which you already have, you press Alt and you press Shift. Then you can click, then you can have some more. So let's do it again. Shift click, then you'll have more edge loops selected. And you can see this one is going all the way to the back there because this age yellow pea is going like that. Alright, and if I want to deselect, Let's say the middle one, all you need to do is you need to click Alt Shift and click on that edge loop that you want to deselect. Then you can see now that that edge loop is deselected. So this is how you add an edge loop. I'm going to show you a little bit of it in the next future. Alright? And if we want a beer for an edge like this, edge is a little bit rough. So we went around it some more. So I'm going to hit Alt and click on this edge, and I'm going to click Control D on my keyboard. And this way you can be able to run that. So if you scroll your mouse wheel, you can see now you can add one or two or three edge loops there. Alright? So you can see now that we were able to round this geometry little bit, Let's come to this side and I'm going to Alt, click on this edge here to select it. And if you wanna do it manually, right here in blender, you have to come to edge and you'll choose bevel edges. So you get the very same kind of thing. And you can just scroll your mouse wheel to add one or two edges in between there. Alright, let's say I come here to this face select mode, and I want to select all these phases. So if I click, I will have to hold Shift and select this end. You know, this is a painful way of doing things. So let's do it here. Press this polygon and press Alt on your keyboard and select this edge here because we want this one, alright? And if we want this one in the y-axis, you need to select these and make sure that you select an edge pointing in the y-direction like that. Alright, so that's basically it in terms of babbling objects and selecting lobe costs right here and blend this. I'll see you in the next lesson where we're going to start loading reference images for our current. Alright. 8. Loading ref images for the shoe: Okay guys, welcome to the course. And in this lecture we're going to be loading reference images for our shoe. So I'm just going to come in here and I'm going to press a on the keyboard, select all the items on the scene, and I'm going to press X to delete. Alright, then I'm going to press Enter, and I'm going to press three on my numeric keyboard to get the right orthographic view here. Alright, and I'm going to go to the location where I have my reference images. So just go to the location where you stored your reference images. And I'm just going to drag this reference image here, and I'm going to drop it right here and blend the RI. So I'm dropping it right here on the right orthographic view. So I'm going to press N to get the transform properties here. So if you press and hold and drag down all the way until everything is highlighted there into release, you'll be able to select all the three items at once. I'm just going to zero out everything and press. And the other thing that we wanna do is we want to change the scale here. I think this image is a little bit too much. So we're going to click here and press and hold and continue dragging until we have everything selected. And I'm just going to put probably a point to value here, alright, and you can see what we have right here. The other thing I want to do is I'm gonna come right here to the image properties. And I'm going to come in here, and I am going to come way through it and pass it right here. So I'm going to check this button here. And I'm gonna change this to 0.25 probably. Alright, so we want these to be a little bit transparent. I'm going to come right here and I want to make sure that this profile view or the side view of this shoe is seated on the floor. So I'm just going to put it right here until it touches that green light there. Alright, as you can see, we were pushing in this Z here. So I'm just going to come in here and I'm going to copy this value. Alright, perfect. I'm going to come now to my top view. Alright, so coming to my top view, I need to go away. I have my reference images told again. And I'm just going to click on this reference image and I'm going to drag it in, and I'm just going to drop it from the top, alright? And you can see what we have there. So I'm just going to come in here and press, click and hold and to select everything there. And you want a zero, all the location values. And you want to come to the scale and you want to select everything, alright? And select everything, and you want to scale it down to 0.2, alright? So something like this. And we want to come to image properties again for these ones. So make sure this one is selected. And come down here to opacity. And you'll want to make sure that you bring it down to 0.25. Alright, and we want to push this app so that it can sit on the x-axis. But you remember we copied the value a little bit earlier on. So we want to plug this on the Y. Alright, so if you can come here on the y, you can plug that value that we copied from the other image there and press enter. Then you can see they are aligning properly here. So you can see we got 0.04 and we go to 0.04 here. Alright, This is gonna be the top view. Basically, I'm just going to come in here and rename this. So I'm going to say shoe, alright? And I'm going to say top. And I'm going to save you. And I'm going to hit end, alright? And I'm just going to copy this. And I'm going to come to this image and I'm going to paste the value. And this one is going to be the profile. So I'm just going to say profile, a view, okay? Something like that. Alright, so with this top view image, we want to make sure that this image here is on the other side. So we just want to drag these in the x, Alright, so we want to make sure that it's on the other side. The reason why we want to have that is because we're gonna be mirroring this shoe over to the other side. So you can just put it in a way as closely as you might think. Alright, so something like this. You can see here that we got the oblique line that is going down here from the top view. And if I can press 32, go to the side view. You can also see the black line. And this is because of these images are sitting on top of each other. So what we wanna do now is we want to come to this image. Here. You can see this is the profile view, alright? And we want to push it back one or I saw in the x-direction, we want to push it in the negative direction so we can go minus hundreds or something like that. And let's come to this one. And we want to push it in the Z this time. So we want to push it. Negative hundred is well, now you can see that that image disappeared from the right orthographic view. If I can press seven to go to the top view, you can see now that we don't have that anymore, alright, and to test it, we just need to add a cube. So I'm going to go Shift a on the keyboard and we're going to edit cube, alright, and we want to scale it down. So let's scale it down. Alright? And remember we are doing that from the top view. Alright, so we want to scale it down. And if we hold Shift and it will be able to see through that wireframe. So we're going to scale it down, alright? Alright, to something like this. And let's scale it in the Excel. Hit S for scale and the x. Then we're going to scale it like so. And you can push it with the x-axis there. So we want to just position this. Alright? And let's scale it again in the y. So scale in the y, right? Probably something like that. And let's push into position. I think that's a little bit good to go. So let's just scale it here. Then I write something like this. Then we're gonna go to this side view or right, and see if that is feeding. So you can see the shoe is a little bit out there. So you just want to come here to the shoe profile view and you'll want to push this image until it sits inside there. Alright, so I think something like that, or be good to go with this. You can just go ahead now and press X on the keyboard to delete that. Alright, and now we are ready to go. So you can come right here and you can click right here and you need to select this guy here called the selector will. Alright? Then you can see now we've got this items listed here. So you can come to the shoot top view and click on this. So that will not be able to select these and do the same for the profile view. So this helps you so that you're not accidentally select this image planes actually model. So that's what you need to do in terms of loading reference images for our show here. And we're going to come back in the next lecture and we're going to start blocking out the geometry for this sort of shoe. Alright, I'll see you in the next lecture. 9. Creating the sow of our shoe: Okay guys, so welcome back to the course. And on this lecture we're going to start modelling our shoe and you're going to start with a soft tissue. Alright, so we are cruising now, alright, looking at this, I think we're going to start from the top view. So we're going to press seven to get to the top view. And I'm going to press Shift a to call the Add menu, and I'm going to add a cube. Alright? And you can see it's too big, so I'm going to press S to re-size that are ranked and I'm going to go Shift x8. Or you could just come in here and get into wireframe mode. Alright, then I'm just going to push this to the side. And I'm going to hit tab to get into edit mode. And I'm just going to put these probably right on the edge thing. Alright, let me just push this all the way down. And these two here, right? And I'm going to take these and I'm just going to put it right there. Okay, Perfect. And we're going to go Control R. And I'm going to add two edge loops to begin with here. Again, I want this edge loop right here to be the top of the shoe. Let me go to my side view and you can see what I mean. Alright. So we have to resize things first year. So I'm just going to kind of put it right there. Alright, and I'm just going to take these, and I'm just going to put it to the bottom of this salt. Alright? So this edge loop right here, I want it to be probably right here on the corner there. So I'm just going to check how it looks. And I can raise it up to see and you can see that it's not quite so I think somewhere right there. Alright. Okay. We need to make sure that wherever we've got a band, we've got an edge loop. And I want to take this little PM. And actually let me leave this one right here. And I'm going to add another edge loop right here. Alright? And I'm going to push it bec, okay? And I want this one to be kind of way we got the benefit. So with that done, I can just come back here and bring this one here. Alright, so let's go to our top view and continuous shipping now, since we've got these lines blocked out, alright, so I'm just going to put this one here. And I'm just going to take these two and put them somewhere there. They send my place to this one. I'm just going to bring it probably ray here in this one. Think right here. Alright, something like this. And I'm going to push this one here, and this one right here. Alright. Now you can see we need more edge loops now. So I'm going to add edge loops along this way. Then I'm going to add three there, okay? And I'm going to start pushing these things out so I could take this one and I can put it right there, okay? Again, tick this one, Shift, select this one and put it right there, okay? And I'm just trying to resize these things now. Okay. Then I can keep on putting these things together. Alright, so I think you can get a deal for it. I'm trying to do here. I'm just trying to make sure that this thing conforms to the ship that we have right here. Okay? Something like this. Alright? Then looking at this, I think we need two edge loops right here. Actually I'm going to add one and I want to scale it. So I'm gonna say S y zero. So I wanted it to be flat there. And I'm going to add another flood one just before that. So I'm going to select this one and I am going to push it in there in the y. And the same applies to this one, push it in the y, something like that, then I can begin now putting them in place. So I'm going to go S for scale and x. So I want to scale on the x axis, right? And I can just push it into position like so. They send my plays, this one, scale and the x and push them into position. Alright, then right here, I think we need to add more edge loops here. So I'm going to go scale in the x. And I'm just going to push them that. Alright? So I'm just going to put this one like that. Alright? And coming in here, I'm just going to put two here. Alright? And I'm just going to take this and I'm going to scale it in the excellent little bit like that. Alright, then coming back to our side view now by pressing three, you can see what we have right there. So we just want to follow this, drawing off our shoes right here for this. Alright, so I'm just going to come in here and push this one right here, and this one right here, okay. So bear with me as I degrees. Alright, so I'm trying by all means to follow it exactly as it is right here. Alright. Going to take this three and I'm just going to push them up like so. When I take this, push them into position like that, right? Think this up a little bit more. Something like that. I think these two, we could push them down and take this one and pushed it up like that. Alright. Let's see, let's see. These swellings should come down here. And this one actually this one was white. This one needed to be there. Okay. Then we can come to these ones. This is kind of boring, but look, I want you to get to every stage that I'm doing here. Looking at this, we need to make sure that we bring these guys back. So these ones should be big some more. Alright? And looking at this one, it has no place to go. So we got to make sure that we create space for it right there. Okay. Perfect. Then I'm just going to take these guys and I'm just going to push them to the side. Actually, you need all these guys to be on the same line, right? They see Something like that. Need to try by all means to make sure that these guys are sitting on the same line. Alright, now looking at this, now you can see now that we need an extra resolution will come here. So I'm gonna go Control R and I'm going to add the battery solution right there. Okay? And I'm going to take these three here. I'm just going to push them to the line. That actually gives me more room for me to ship this small. And I'm gonna come down here to the front. And I'm just going to do the same thing, like fat. Okay? Now, if we come back now to the viewport shading and it is subdivision surface, you can see now that this thing is kind of flat, flat. Alright, so if I can add resolution of two there, you can see now that it's kinda flat. So we want to make sure that we add some edge loops to tighten this up, I'm going to select my polygon tool here, and I'm going to press C on the keyboard. And I want to choose all these faces here, right? Making sure that you don't choose anything else that is outside that boundary. Right? Perfect. All right. Then I'm going to come to the bottom as well. I want to do the same thing. So I'm going to start selecting all these faces on the bottom. Okay? Alright, something like this. And turn around and make sure that there's nothing else selected. Otherwise you have weird results there. Alright, then with this, I am going to press I to insert on the keyboard. Alright, so I'm just going to start inserting these with a little man. Not that much, with a little amount. Okay, So this will also help us to tighten that age. They own the corner there. Alright, so something like this and I'm going to place, alright. Then if I can add now my subdivision surface now, then we can see how these sort of shoe is looking like. Alright, so let's come back in the next lesson and we're going to start adding detail to the soul of our shoe. Alright, I'll see you in the next lecture. 10. Adding Detail To The Sow: Okay, guys, we'll come back to the coast. And on this lecture, we're going to be adding detail to the sore of our shoe. And if we go back to our side view by pressing three and press shift it, you can see now that we've got detail right here on the so. And I want to deal with it right now. You know, most of the time I told you when you're modeling something, you don't want to add the details and finish at that moment. But right now, I don't want to come back. Want to make sure that I finish everything. Looking at this from the side, you can see that we got this here. To create that, you just need to make sure that you select all these polygons that are right here. Let me get my seco select to again by pressing C and I'm going to scroll down to reduce the size. Something like this. Then I'm going to select and I'm going to select the polygons like so. All right. And if we come back to the other side, you can see that we have everything selected. All right. So to create that indentation that we have there. All you just need to do is to hit for extrude and press. Let me just deactivate my subdivision surface right now. Then we're going to hit to start scaling, and you can come up with something crazy like this and you have to make sure that you resize that. So let me say 0.25. That's too big. 0.025. Yeah, I think that's quite good. If we put our subdivision surface, you can see what we have right there. But it's not quite pronounced yet. We could add another line here, Control R on the keyboard and just add another loop there. All right. And if we now come back now to pleading, you can see what we have right now. Okay. Then the other thing you can see, we've got this thing that looks like a hole there. I don't think I'm liking that. With this selected, I'm just going to shift it up a bit, right. And I'm going to select this one right here, and I'm just going to shift it up. As well, just a bit. Just a bit on the bottom, you can see, is the very same thing. I'm going to pull this one down. Take this, pull it down some more, like that. Take this and push it down like that. I think that can help to round out that geometry. Now you can actually see what we have there. You could use a resolution of three, but I think that would be too much. Then coming back to the back side, you can see we got the very same thing here. I'm going to get into edit mode and come out of subdivision surface and select my face select mode, and I'm going to press C and I'm just going to choose beginning with this one here, and I'm just going to choose everything. Until the back there, then I forgot this one. So I'm going to just shift select this one. I'm going to press to extrude. Then I'm going to go as, and I'm just going to scale, and I'm just going to put my neumetic value there that is 0.025. And we got that, and I know it will need something to support it right here, so I'm just going to come in here and add something right there. Okay. Perfect. Then if I can activate my subdivision surface and come out of added mode, you can see what we have there. But we got the same problem right here, and we got to fix it. Let's begin from the bottom. If I can select this edge and push it down, then select this one, push it down. All right. And select this one and push it down. I think something like that could do. Then let's come in here. I think we need to select this one and push it up. I think that's all we need to do in terms of the top here, and I can put back this one and right click and say shade smooth. I think now you can see the saw that we have right here. Going back to the top view, you can actually check if things are still looking right and tap into the added modes and you could shape this some more. Because this saw is what we're going to use to create the rest of the geometry. You just need to make sure that things are looking good from the side. The other thing that we need to do now is we need to delete all these polygons that are on top of our shoe. We don't need this because this is now going to be seen. So it will just add unnecessary geometry for a model. So I'm just going to deactivate subdivision surface here and I'm going to press C on the keyboard, and I'm just going to begin choosing everything that I don't need here. So all these inside polygons. We just need to make sure that we select them like that. And let's see if we don't have anything else. Then we're going to press X on the keyboard, and we're just going to say delete faces. In the next lecture, we're going to start creating the front panel of this shoe. I'll see you in the next lecture. 11. Creating The Shoe Front Panel.: Okay guys, Welcome back to the costs. And this is where we left off from the last lesson. In this lesson we're going to be creating the Front Panel of our shoe that you see right here on our reference image. So we want to create this small item right here. So we're going to create this piece-by-piece. Alright, coming back to perspective view, I'm just going to tap into edit model. We just going to borrow geometry from this shoe right here. And that is, let me just de-activate subdivision surface. I'm going to select the vertices here and I want to borrow this geometry right here. So you gotta be careful in selecting it. Okay? I'm gonna zoom in and see it is this line here. Alright, perfect. So I go their own, right? Let's go to the back. So it is this line. And I got everything that I need, the digest need to hit Shift D on the keyboard to duplicate that in place end. Alright, I'm gonna hit P and hit Enter to separate that geometric. So we want it as a different geometry. So I'm going to select this. So again, and I'm just going to aid my subdivision surface there. Then I've got this new line here of geometry, and I'm going to use these to create what I wanted to create here. So I'm going to hit Tab to get into edit mode. And I'm going to select everything by pressing a. And I'm just gonna hit E to extrude and press Enter. And I'm gonna go to my side view and I'm just going to start pulling these things up, something like this. Alright? I'm just going to select my polygon select today. And I'm just going to select everything until they, and I'm going to hit P and I'm going to hit end up alright, and I'm going to come out of edit mode and I'm going to select these. So I'm going to see Shoe, Front Panel. Front Panel. Alright, perfect. And I'm going to select this one here now. And I'm going to call it big Panel or top Panel, whatever it is. Okay. Big Ponyo. Perfect. Alright. So I'm just going to hide the big Panel for now. We don't need that for now. Alright, I'm gonna come here to object and say Sit oriented geometry. Okay, so I want everything to be centered. And I'm going to tab into edit mode. And I'm going to select these loop of vertices here. And I'm just going to drag this thing down, probably midway like this. I think that's quite good. Now I want to start connecting this thing together. Now, select these two and I'm just going to hit F to close that gap there. So I'm just going to continue going like that. Right? Hit F and F, alright, so I can hit Control R in it, a line there. And I can select my vertices. And I can select these two and I can just say image it. The last. You want me to come to this, you don't want the To move to this end. Alright? Then I can select this guy see on the sender and I can just pull them up like that. Okay, Perfect. Then coming to my side view now, and I can now come in here and push this guy to the line that I want. Alright? In this, I'm just going to push it for a bit like that. Alright? And I'm just going to start aligning these things. So I am going to push these down. Push this down, actually end or for, alright, push it all over and over. Because we'd go to some fitnesses that needs to sit right there. Okay. So we could push these things. All right. All right. Something like this. And I'm going to come in here and push this guy to that point there. Alright? And I'm going to take this one down, that these one over N down, and this one down. Okay? And I'm going to take this and just position it, right. Alright, I think something like this could do. And if I can activate subdivision surface, you can start to see that kind of a pandemic that we need, therefore the Front. All right, I'm just going to come in here and start pulling these vertices so that it can be able to cover this space here. So I'm just going to select, click in a way on the outside. They instead moving some of these things. Alright. So I'm just going to start moving these things. Alright? We don't want them to come outside the geometric. So why don't you see it coming outside? You can pull it big someone, right? Like that. So I'm going to come in here and do this very same thing. Took these Front. It's probably this one. Right? And looking at this, I think we need to push these guys a little bit forward. Right? And this one, probably for what, some more. This one we just going to heat WG and push it forward. Alright, same applies to this one. Here. We push it forward. All right, perfect. And we want to push this guy's side like fat. So if I activate my subdivision surface now, you can kinda see what kind of a geometry we have there. Alright? And I want to add some thickness right here. So the way I can do that is I can just select this edge loop right here, all of it. And I'm going to hit E and press Enter. And I'm gonna just cow K. And I'm just going to try to move this thing down until it lines up with it. Alright, let's see. Alright. Then I can take these and try to line it up with that FedEx. They. So now if I can edit my subdivision surface now you can see now the Thickness that we have here. And I can come in here and I can click shed smartphone. Okay, So this is the kind of Front Panel that we have there from the front. So in the next lecture we're going to come ahead and model the Back Panel of our shoe. Alright, I'll see you in the next lecture. 12. Creating The Shoe Back Panel.: Okay guys square, come back to the course and on this lecture we're going to be creating the top Panel or big Panel or for our shoe, whatever you can call that. Alright, and you can see this is where we left off from the last lesson. Alright? And what I'm just going to do right now is I'm going to make sure that it's on here. And I'm gonna come right here and select it and press Enter to get into edit mode. And I'm going to select this loop here, alright? And I'm going to push everything down almost to they send out or for shoe there. Alright, I think something like that could do. Select this top lobe here. And I'm going to go to my side view and I am going to move it up, alright, something like that. And I want to also make sure that I flattened all these top vertices. Yeah, So I'm gonna go S for scale and Z for the axis, and I'm gonna put it zero that we will be able to flood in that, alright? And I want to rotate it down. Okay? Because you can see here we've got this Panel that is going to come on top here. We need to make sure that this loop here comes in-between these RID, something like that could do. Alright, so I'm going to take these two vertices right here, and I'm just going to push them to the line, something like this. K. And I'm just going to attend these a little bit more like this. The same applies to this one. Alright, similar place to this one. And I'm going to take these three and I'm just going to attend to them like that. Okay. I'm in big to viewport shading. You can see what do we have right here. Then I'm going to select this whole loop here. And I'm going to go to my side view again. And I'm going to press E to extrude and pressing Enter. And I'm going to push these all the way up, like so. Alright. Remember we spoke about this line here, that it should come right here where we go, the band thing. You could come here to lasso select tool and select all these vertices up to this point like that. Alright, let me go back to my select box here. And you can press R to rotate these somewhere like that, and you can push them in the Z. I think something like that is good enough. Then I'm going to take these two and I'm going to push them all the way to that line. Okay. Looking at these ones, I'm just going to start pushing them down to conform to the ship that we have right here. Alright. So I'm going to push everything down here. I wanted to be 200 like that. Alright. And I'm going to take this three and push them down and ten them, alright. Something like this. And released. Just bring this one to the line. I think this line is quite too high. We should have it in the middle here. I'm going to come in here and I'm going to go, WE, and I'm just going to push it down, alright, like that. And I'm just going to hit R and rotate it some more, I think, to something like that. Alright, that could help me to push these vertices a little bit more out. Then coming back here now you can actually see the kind of geometry that we have here. Now, we want to have this geometry coming together here because when it's like this, we can shoeless is by no means. I'm going to click this whole loop here to select it. And I'm going to press S for scale, and I'm going to press X to Scaling the x-axis. So I'm just going to push it in. Alright, I'm gonna press seven to go to my top view. And I'm going to press Shift set to get into wireframe mode. Now you need to come here and manually ship these, right? So you're just trying to round these things so that it looks more rounded in nature. Actually. There's nothing much. Lets go to a side view and you can see these vertices. You, we need to select them and we just need to continue scaling these ones because this is where the lessee is going to be sitting. So I'm just going to scale them like that. Alright, so you could as well come in here and just flooding these in the X, like so. Alright. And you could do the same thing here. Flooding this index like fat. You can see the shoe that we have right here. The other thing that we wanna do is we want to add This line that we have right here that will be able to hold our shoe laces. So to do that, I'm gonna go to my side view. And this time I'm going to press this button here. This button is for X-Ray mode. Okay? So after you press it, you'll be able to see through what you're doing and the same time you'll be able to wake. So if I could come around in it and age loop yet, you could see that it will go all the way round and thus not what I want. I don't want it to do it like that. I'm going to press K and I'm just going to click right here where we go, that line. Alright? And I'm just going to continue going up or the way until here. And I'm going to click and press end. Alright. So if you can come now to viewport shading, you could see that line being drawn there. Alright, this side we don't have nothing, so I'm just going to hit Control three to go to the other side. So this is the left orthographic. Alright? Then I'm going to hit K and I'm going to start drawing these lines. I think something like this. Alright? Then coming back here now, you could see the geometry that we have the butt right here. We've got a triangle, so we need to make sure that will fix that. And I think we should take this fitness and welded here so we could just say Major last. All right. I think something like that could do is bring this right here, the last. Then going to a side view. You can see now that we need to ship these are a little bit, some think to rub it down a bit like that are right. Now. What do we need to do now is we need to, to talk a little bit in. So let's now start pushing these things in. Right? I think right there we're good to go. And right here, probably something like that. Something like that. You don't want those vertices to be protruding outside of our geometry there. And I could is we'll add something right there, okay? Perfect. And the other thing that we also need to take care of is this line. And if we look at our reference image, you can see sitting down here, but too well, that is going to do us good. Why do we want is we want to raise this up a little bit. The reason why we want to raise this up is because we want to Italy these to be a little bit tilted so that our shoe lace will be able to see there. We're going to start reshaping this, alright? Okay, Just a little bit and we want to make sure that we deal with this, okay? Okay. So I'm gonna come in here and do the very same thing. So I'm trying to raise these so that we can have an area where the shoe laces could sit. And we could also take it out. In the X like this. We also want the Thickness To be the same. So we could take it out in the X. Now sometimes your reference image does not go piu that much in other areas, but it's good to hear of one. So I'm going to blend this up. You, if you can look at this line here, starting from the bottom here is caving inside. And that's one thing that you need to make sure that you will have. Otherwise things gonna be looking crazy, alright? And if I can put my subdivision surface for now, you can actually see the issue that we have. Now going back to the top view. Now in deactivating my subdivision surface, you can see, let me just get into edit mode. You can see the kind of a ship we have radio on top, so we have something that looks like it's ****. You can see this thing here. It's like a circle and it's like a spoon. So we want to have something like this. And you'll want to make sure that the distance between this vertex and this vertex is almost the same as this one in this one. Alright? Okay, so that's one thing to bear in mind. We don't want to close all this gap here because we know that the tongue for the shoe is gonna be doing that job. So I think looking at these, I think we are quite good in terms of the big Panel. This is all we need to do. We might ship it a little bit later on after finishing the whole shoe. Okay, so let's come begin the next lecture and we'll add thickness to this panel here. Alright, I'll see you in the next lecture. 13. Adding Thickness To The Shoe Back Panel.: Hey guys, welcome back to the coast. And in this lecture we're going to be adding Thickness To this big Panel here. Alright, so this is where we left off from the last lesson. I didn't tweak nothing. Alright? And I'm just going to Hind, actually all this geometry here. So I'm just going to hide all that stuff. And I'm going to come right here. I want to wake with this one. Before I can do that, you can see the other units right here. So I'm just going to come in here and set origin, origin to the geometric. I want the origin to be right here. And I'm going to deactivate subdivision surface as well. And I'm just going to make sure that it's more thing is flood thing. Alright. I want to add thickness to the front here and right here and right here, so that we can add volume to this. We're going to click this Panel in the S1 to begin with. Then I'm going to hit E to extrude, and I'm going to press end. Alright? Then I'm going to hit S to scale and I'm just going to begin scaling fat. Alright? And I'm going to push it down in the Z and let's try to push it in the Y. So we want to push it out. Okay, Then coming to this one now, you just need to make sure that you select up to this point. Don't select this one, alright, and go like so. And select up to this point there. And do we can come back with this side as well. Alright, make sure that you don't get this one because it was just extra, extra geometry that we don't need salt press E to extrude an end. Alright? Then you're going to start scaling. So press S to start Scaling. Alright? Then you're going to push these in these the right. And I'm going to actually scale in the X so that I can just bring it in a little bit like that. Okay, then I'm going to take these and these, and I'm going to see major send. Alright, I'm gonna take these and these Major send. You could have gone around and do this thing at once. But I think is just a whole lot of work if you are studying, alright, then I'm going to activate this. And I want to make sure that these things are lined up a little bit better. Alright? So this one looks like slander is, well is this one? And write this one. Okay? This one is totally out. So we want to make sure that we bring it to that point there. Okay? Then now the activating these lists come to these lines here. And we don't want these, these vertices here. Alright? So you just need to press E to extrude an end. Then you start scaling. So by so doing, you will be adding Thickness To these things. So I'm going to come in here, take this one and this one. And I'm going to say major sender, alright? And I'm going to take this one in this one and I'm going to say major center. Alright? Okay, Perfect. Actually, I want to add more Thickness To this. Alright? And let me just push this back in the Y there. Alright? Perfect. So if you add subdivision surface, you'll be able to see, watch you have right now. But I want to add more Thickness. So I'm going to come back here. So it's just the way of tricking the view and not to see what you don't need to see, then I'm going to hit E to extrude like that. And I'm going to push this. Why they something like that. I think that Thickness is quite good for us. So that was a very simple and to deal with the new going to come in here and select these. Select these. Just like what we've done before. And I'm gonna hit E to extrude. Alright? And I'm going to press it down, and I'm going to scale in the X like that. Okay, Let's come down here and let's see. Coming back to our vertices, we need to make sure that we select these two and we just say majored send. Alright? And you can a, push this in the X and Y just to add some Thickness day. Okay, coming to this one, I can see right here, so I'm just going to activate X-Ray mode. Then I can see these are the two vertices that I need. And I'm going to press M majors send, alright, then I'm going to come back here. Now I can see now, right, something like this. Then I'm going to push it in low why, and then the Excel a little bit. Okay, Then let's go to the bag and let's finish this up. Actually, I saw a varus that just went somewhere away. It's not supposed to be. So I'm just going to bring it back right in here. Alright. And you can see the other one went to the other side. So I'm just going to put it back in here. I'm going to select these. And we don't want to select this one, right? So let's just make sure that we don't take them. Alright? And I'm going to hit E to extrude place end. Alright? And I'm just going to push this thing down. Alright? Then I could come now, let me just get into X-ray. I could take these and these now, and I could manage it sender. Alright. And I could wish you'd done some more to a good come here, take these and these Major sender. And I could push it in like so. And if I come out of x-ray mode, you can actually see why do we have there. And looking at this, you could see that we need to do some shipping there. Okay? Then you could come back to the top view now. And looking at this now you could actually round this thing a little bit somewhere, right? So it's just a matter of looking at things and dealing with how they're supposed to be looking. Okay. All right. So you want it to be rounded in nature, but I think things are looking good here. So if we can add subdivision surface and get into solid view, you can actually see what kind of a Panel we have there. And if I can shed some of these, you can see. So now I can bring back, now, I can bring back my big fan. Now. I think this is my soul and this is not a pan. Alright? Okay, so now you can see now the shoe we have right now. So in the next lecture we're going to come and start modelling the tongue for our shoe. Alright, I'll see you in the next lecture. 14. Creating the tongue for the shoe: Okay guys, Welcome back to the costs. And in this lecture we're going to be creating the tongue for our shoe. And as you can see, this is where we left off from the Lastly, since we just going to dive into it, alright? And the first thing that I want to do is I'm just going to select this big Panel and hide it. And I'm just going to select this Front Panel. And I'm just going to tab to get into edit mode. All right. And you're going to deactivate subdivision surface. I actually want a bottle geometry from this R isomer, just going to select this inner age and this NIH. Alright, I'm going to go Shift D to duplicate that and press Enter. And I'm going to press P and I'm going to separate the selection there. Then I'm going to come out of edit mode and I'm going to give back subdivision surface to this guy. Alright? And I'm going to select that which we just created. And I'm just going to take to get into, into edit mode and I'm going to press a to select everything that we have there and vertices as well. Alright, then I am going to tip three to go to my side view. And I'm going to press E to extrude. And I'm just going to extrude this guy. I'd like so, so looking at this now you can see what we have right here. And we need the big Panel so that we can be able to see how to ship this. Alright, so big Panel, big Panel. Here we go. Alright, I want to select this middle line and I'm going to bevel it. So control be, to bevel this. Let me just increase the width a little bit. Alright, I want it to cut through the way we have the Back Panel ending here. So I could select these individual and I'm going to tip double G just to make sure that I don't lose the ship there. Alright, and I could rotate it as well. Why not? I could do that. And Tim WG and put it there. Alright, so this is going to help me. If I am doing my shoe laces, my shoelaces are actually singing inside or they are not wanting to go down. I can Doria, just this slope here. Alright. Then I'm going to add probably three lines, I think will be good to go for this. Alright? Then I'm going to select these and I'm going to select this loop. And I'm going to start scaling in the X, something like this. Or select Scaling the eggs. Okay, once that one sink, you gotta leave the one and push it manually. Let's do the same thing, Scaling the eggs. You got to do this monument. Alright? Something like that. And coming to this one is carrying eggs as well. Right? We want to push this minute. And you can see we've got is small gap, but actually we got a big gap right here. So we just want to make sure that we adjusts right hand right here. We've got a big, big gap. We're going to deal with that later. Alright? And we want to, or select these, and we're going to hit E to extrude my K. And we just going to push it inside. Alright, like that. And we're going to scale and the exit bit, like so. Perfect. So if we can add subdivision surface, you can see now that this needs to be pulled inside. And these we might pull it inside as well like that. And we might need to close those gaps with a top panel here. I think. Let me just get out of that and get into edit mode. I think I did extrude an edge loop there, but I haven't received, alright, so I think is this one that when down the I pushed it the wrong way. So I'm just going to make sure that it comes like that. I K. Then the other thing that we wanna do is we just want to add thickness here. So let me just hide my big Panel for now. And I'm going to select this guy. So we just want to eat Thickness right here. So only on these top side here. So I'm gonna hit E extrude and we're going to scale it just like what we've been doing before. Alright. I'm just going to push this down. Push these down a little bit, okay? And I'm going to select this again, it E to extrude. And this time we are actually selling this or write something like that. I'm just going to add some more H loop right here on top like that. And I'm going to come to select mode, and I'm going to select these and these one here, and I'm going to hit F, then a week clause, then this one, this one hit F for K Alright, so if I can smooth now, you can see now what we have right there. If I can put back my Back Panel, you will be able to see what we have the end I could go and smooth that. All right, coming back to the big Panel now and selecting vertices, we just wanna make sure that we around this some more. Alright, Let's just try to round this some more. This comes out too much. You could push these things bag inside a little bit as well. And I'm going to push this out, which these out, these palpably, this way. Push these out. I want to hear some coverage. Alright? Then the next thing that we want to do is we want to close these gaps. So if you come back here to edit mode and make sure that you check x-ray. Then I'm going to select all these case here. Alright? And now I'm going to push this thing forward a little bit. So I'm going to push it forward. You can see from here that is quiet out. Alright, I think something like that could do. And I'm going to push it out to like that. I'm going to come to this side, less it to vet that. Alright, so I'm going to take these guys here, these and I'm gonna get out of wireframe mode racing three S8. You can see, alright, I think Somewhere there and I'm going to just pull it out in the next day to something like that. Alright. This looks like it's not close properly. Let's take this guy here. Alright, and let's get into this old select these and all select these. Alright, then let's come out of that. First thing is we want to raise it up so that we can be able to close that gap. Okay, let's see if we are able to do that. And now we can take these two here. And we can try or swell to, to close that. But you can see now this is kind of singing. Some are, so we come back here and we select that. And we can just push it out a little bit. Okay? And we do the same thing on this side. So it take that and we can just push it out some more, just like this. Alright, right here we can see we got a gap. Then we can use our tongue right here. Od select that loop and we could push it up. Okay? Yes, it'd be it. We should up just a bit there. Okay. Shelley is quiet, more pronounced. Push it up. And we go something here that is protruding out. And we want to see where that problem is. It's right here. I think is looking good. It just needs a little bit of tweaking so you can go ahead and quick this shoe and make it look the way you want it to look. But I think I'm here with this. Then in the next lesson, we're going to start adding the shoeless holders for the shoe. Alright, so let's come back in the next lesson. Okay? 15. Adding shoeless holders: Okay, guys, welcome back to the course. And on this lecture, we're going to be adding shoelace holders for our shoe so that our shoelaces will have a place to sit on. All right? And as you can see, this is where we left off from the last elation. All right. So to do that, we need to select this back panel here, and we need to use it as a guide, right. And remember, we did add a line that was going down here like this, and that line is going to help us to add the shoe less holders. So I'm just going to come in here and collapse this view port display, and I'm going to add wire frame. Then from there, we can be able to see those lines, alright? So if we can go to our top view, you can be able to see the panel that I'm talking about right here. All right? And what I'm going to do right now is I am going to add something that will help us to do that. So let's add a Taurus. And you can see, it's quite huge, so I'm just going to change here and put six segments on the major and six also in the min and I'm just going to reduce it here and as well as here. All right, let me reduce some more. Okay. Yeah, probably something like this could do no problem. Then I'm going to go to my top view, and I'm going to start scaling it down. All right. And also lifting it up in the z here. All right. I'm just going to select this and select this, and I'm going to hit control plus to grow that selection, right? Then I am just going to bring this down, like so, Yeah, probably, like so, then I'm going to hit X, and I'm going to say delete faces, so we don't need all that geometry there. So this geometry might be good for what we want to do, right? And I'm just going to come in here and tape to go to my top view, and I'm going to start scaling again. Then I'm going to move it in the x and bring it into position, right? So I want it to be on the center of this polygon here. So I'm going to scale it some more. And let me just come here to my modifiers. Panel and add a subdivision surface here. And let me add levels to two. Okay, and I'm going to scale it down like that. I think that could do and I want this to touch this line here and do the very same thing on the bottom here. So I want this to be touching at least that line there, and you can see it now it disappears because it's actually on the bottom of the shoe. So I'm going to lift it up here, right. And looking at this, you can see that this is actually too thin. So if you want this to be bigger, let me just deactivate my subdivision surface. You select this and you have a heat control plus to get that top loop there, and you're going to scale it, right? So if you scale it, so I think you can get something bigger. All right. I think something like this could do. Going back to the top, let's see if the size is what we want here. So I think I'm going to scale it some more. I really want it big. And yeah, I wanted to touch that line and touch that line. All right. Fine. With this, I'm going to try to make sure that it's sitting right on the shoe. To do that right here and blender, you just need to get the right view that you're looking for, and let's say this view and press or on your keyboard and that way you'll be able to get that rotation there, and I'm going to bring it down in the sea, right? So that is kind of in the shoe. Then I am going to press error and rotate it. All right. Let's see if we're getting what we are looking for there. Press error again, Press error. I think this is a faster way of rotating things than trying to go manually, all right? Okay. So it would be just a matter of playing around with this rotation here. All right. Okay, I think something like this would be good to go, right? Then after this, you got to select this and shift D to duplicate that, right? And going to the top, you want to push this in the x, right. So you want it to go to the other side. All right. And right here, you want to do the same thing. You just want to rotate it. So get the angle and rotate it. Okay. So if you get the angle that you like, you might rotate it as well, and you might pull it in the z a little bit so that you can see. So it's something that you just need to practice on, you know. Okay. Until you get it right. Okay. Perfect. I think that's quite good for my testing. All right. So now we want to populate everything here going up, and there's an easy way to do that. So what you need to do is you select one of these. Then you collapse the subdivision surface. Then you're going to come in here and look for something called ray modifier. Then with a modifier, what you want to do is you want to increase the count to five, and you can see it's going in the wrong direction, and it's because of this guy called factor X. So you want to put zero there, and we want it to go in the y actually. So let's put one for now to begin with. All right. Then you can see. So if we can push this value, you can actually see where this can take you to. And I'm going to take my rotation gizmo here and press seven to go to the top view, and I'm just going to rotate this, right, like that. Okay? And I'm just going to come in here and push this. If you want it to move slow hot shift, then you can be able to push it slowly. So I want you to touch that line the kind of thing like that. All right. Then you can see now after you've done that, everything disappeared, but everything is still here. Then you can come here to the rotation and rotate this in the X. All right, bring it out some more. All right. Something like that. Okay. Then you have now to come in here and apply that, that modified. With this in place now, we just need to come in here and press tab to get into in mode. If you can have over the object and press L, then you can be able to select that. So you can just push this a little bit up, then deselect everything, H over this one and press. Then you can see what we have right there. And if I can press R, you can see what we get there. All right. I think this is quite good. D select everything however over this one and press L, right, and you can press R, and I think you can get a very good angle there. All right. Press R again. All right. All right. Let's do it one more time. I think that was a very good angle there and have over this one and press press, then press error and begin rotating this. Okay. And I'm going to push it in this a little bit. I think that was quite good. Let's have over this one, and let's press error, and we got a very good angle there, and I think we might need to move it in the X there. I think that's quite good there, right? And you can see now that we got this side sorted out. So we can come to this side now and we can select this guy and we can collapse that and add and array modify here, all right? And let's put the count to five. Alright, with this now, you just need to make sure that you change the factor and put one to begin with, right? And go to the top view and you can just drake this thing out. Let's see, something like that, and let's get our rotation to and loss rotate in the z like so. Then I'm just going to come in here now and with that, I think we are good to go. Then I can come in here now and I can rotate this in the x, right until they come out. Yeah. Now you can see the kind of pop out now. Let me just bring them in a little bit, holding shift as you do that. Then with this now, I can come right here and apply this. Okay. Perfect. Then I'm going to come individually now and press tab to get into added mode again. Deselect, then press L. Yeah, I think and rotate it some more. Let's change the angle, rotate some more and pull it out. I think that's quite good there, right. Let's get this one. And we want to push it in the z and rotate it. Like that. I think that's a very good angle there. Then we diselect that and we can come press L, and we can press R and let's rotate this thing, right? We want to push it in. I think move it in the a little bit. All right. I think that's quite good as well there. Then deselect everything. Press L will have over this one, and let's pick and rotating. Actually, yeah, we need to get it. Like, so let's push it in there. All right. And from this angle. She. Let's get it. I want to get the right angle there. Press and rotate, and you want to push it down and probably in. And if you don't get it right, you might as well come in here and you can just try in the a little bit there. Okay. All right. And you can just pull it up a bit according to your testing, all right? Then after this, you can actually select this top panel and come back to your data properties and come to viewport display and deactivate the wire frame, right? So that's it from me in this lecture. And in the next lecture, we're going to come ahead and start adding the shoe laces for this shoe. All right? 16. Adding shoeless: Okay guys, Welcome back to the cost end of this lecture. We're going to be eating shoe laces for our shoe. Alright? So what we wanna do here is we want to add the QSR right here. And I'm going to press Tab to get into edit mode to select this. Alright, then I'm going to say Shift S. And I'm going to see kids that are selected. Alright, perfect. Then I'm going to come out that then I'm going to press Shift a and I'm just going to add no object, let's say a UVs fee for now and I'm going to scale it. You can see now that it will be Scaling from that point that we did edit right there. Okay, and I'm going to erase tab to get into edit mode with everything selected like this, I'm going to press M and I'm going to say may just send. Alright, okay, so I'm going to press Tab to get into edit mode and extrude and end. And I'm going to push it in the sea like that. Alright? And I'm going to select everything and I'm going to hit extrude again. And I'm going to go into why this time. Alright, and I'm going to press Shift Z to get into wire-frame. And I'm going to select this point. And I'm going to push it all the way to the end of that touristy, alright, something like this. Okay. Let me just push it some more. Alright, perfect. Then I'm going to select the edge here and I'm going to hit E to extrude. And I'm going to extrude it like this. Coming back to my top view, I'm just going to make sure that I put it to the center there. And I'm going to hit E to extrude again and I'm going to bring it down, alright, something like this. I am going to actually select everything here and change the orientation. You can see it's rotated in another direction. So I want it to be, I'd think something like this. And I am going to come and go to my modifier and I'm going to add a solid define, modify this time around, okay? Alright, and I'm just going to see how much I'm going to add. Alright, and with this now, I'm going to add a subdivision surface. Let me just deactivate subdivision surface so that we can see. And I'm going to select this edge loop and hold Shift, select this HE loop right there, okay? And I'm going to press N on the keyboard and I'm just going to increase it by one. Alright, That way we can maintain the shape of this, alright? And if I add my subdivision surface now you can actually see how thick that is. So I'm going to come back to my solidify modifier. And I'm just going to play with that value. Probably. I think something like this. 0.13 could do. Alright. Then looking at these, I'm going to take this guy and I'm going to push it inside like that. Alright? And I'm also going to push it in the X-like VCE, something like that. Alright, perfect. And I'm going to come to this side. I'm going to select the edge right there. And I'm going to push it down. And I'm gonna push it out like so. Alright. And I'm going to take these and I'm going to try to bring it down, alright? Okay, to something like this. And let's go to a subdivision surface. And I'm going to add another level there. Alright? And I'm going to come out of edit mode and I'm going to select these and I'm going to say Shade Smooth. Okay? With this selected, what I'm gonna do is I'm going to press shift D on the keyboard. And I'm gonna go to my top view and I'm going to push it into wildlife. So alright, and I'm going to rotate it in the Z like fat actual Lemmy rotated to this direction like so. Allright perfect. Then I'm going to pull it up in the Z like this. Alright? And I'm gonna get into face mode here and I'm going to select this face. And I'm just going to rotate it. I'm just going to rotate it. Okay. Like so and I'm just going to push it like that. Okay. I'm going to select this face and I'm just going to hit X and I'm gonna say delete faces. Alright, we don't need that face normal. Then I'm going to select these and I'm going to push it down, alright, like that. And I'm going to push it down like so. You need to check from this angle and see how you're doing, okay? Alright, something like this. Alright. I think could be good ago. And I'm going to select this edge here and I'm just going to lift it up, arise something like that. And selecting this one, I could push it out, have a little bit like that as well. I could take this age and bring it down some, right, like that. Alright. I could take this age and bring it out like that. Alright, perfect. Alright. So we got one fixed thing Then we got to come in here and Shift D. And we want to push this blank, okay? And I'm going to come here to object and say Sit, origin the geometry. Okay, perfect. Then we want to rotate this to go the other way round. So I'm just going to go here and rotate this guy to go the other way round. Okay? And if I can pull it up in this Z, you can see now that the rotation is not quite what we are looking for. So I'm going to press R and tell it. Okay. Rotated like so. Alright. And I'm going to push it into position there. Okay, I'm going to push it into position. Alright, something like this. Then I am going to come in here and I'm going to tick these. And I am going to rotate some more like that. Okay? I'm going to take this age. I'm want to select the edge there and I'm going to push these like so. Okay. And I could push this out like that. Alright, then looking at this, I think we need to rotate this. Alright? And I'm just going to select this middle point and I'm going to dissolve it for now. Alright? And I'm just going to push this down like that. Don't want to push it down. Alright? And I'm going to push this up a bit some. So I'm going to push this up a bit. Okay, and I'm going to add an image online now for this one, then I am going to push this up a bit. Okay? So you could take these AGI and you could just push it out, like so. Alright. And you can bring this one down some of his bring it down some more. Alright. Let's fix this one. I think we need to come in here and now we can push this one down, some, right? Something like that. And we can erase this a bit. I think we're getting there and I am going to push these are a little bit, okay. We don't want the intersection day. Alright? And I'm gonna select these and I'm just going to push it down some more. We should down and take this one and push it up a little bit. Okay? Then coming back to this one, we just want to make sure that we deal with this one. Okay? And we can select this edge here and fill it up like that. And this one, I think we need to make a straight tip a little bit and down some more. Alright, so that's how it goes in terms of adding these things here. You can see this one here that is now sitting properly, so I'm just going to push it. I like that. Okay? And I'm going to take these shot at this vertex here. And I'm just going to push it up like that so that it fills up there. Alright. This one is quite standing. So you could come in here and just drop this one a little bit, okay, so that it looks natural. Okay, Perfect. So this is the kind of loop that you want to have. All right, I'm just going to do the next one then you're gonna do the raise two by yourself. Okay? So I'm gonna select these two here and I'm going to say Shift D. Okay? And I'm going to go to my top view and I'm gonna move this in the Y. And I want to align them again and at least getting them somewhat close, right? And I'm just going to pull them out. I think something like this could be close. Maybe bring it down a bit. I write something like VCE, very, very close. Alright, then you can take these and you can Take this polygon here and try to push it back, alright? Or try even to rotate it if you can't, if it can't awake, take this point and just raise it up and take this point and try to bring it down. Alright? Because we don't know want in the sections there. Alright, perfect. And it's coming out here so you could bring it down like that. Then taking these two, you could push that down a little bit. Okay, then you can take this one now tab into edit mode K. And you can see now that is quiet out here. So you need to make sure that you push these things into place, right? And let's get this edge here and just lifted up some more. Alright, something like this. And if we can get this middle edge and try to push it out, if we can come here to this middle point, you could lift it up like so. So you want to see from the other direction. Okay. So you could lift it up like that. Alright? Okay. And you can see as soon as we start doing that, then this point becomes too much up. Then probably you could take this point and all probabilities point and just try to Lloyd down and teach can help. Then you could bring this one down, alright, until there. And let's take this middle one right here. And we could, actually, I can see, let me get into wireframe mode. Alright, here you could take this and you could try to bring it down like that. Alright? If they can intersect a little bit, that's okay. You want to hear this kind of a zigzag pattern, alright? Sometime this tongue might be a little bit up or down. If it's too much up, you got to bring it down. And if he's down, you just go to bring it up. Like you could just come in here and start bringing up like that. Okay. So you just need to make adjustments like that. And to your shoe laces are looking good. So you just need to copy these two here, alright? And you go Shift D on the keyboard, and then you gotta change your axis now. Alright, let's go to global. Okay? Then go to your top view and you can just push it and try to position at least one of them, then you could try to pull it up. Okay. And from there, you'll continue tweaking like that. So I'm gonna do this in-between the license as long as you go the idea, you just need to keep doing that, keep doing that until you get it right. So you need to practice. That's it from me in terms of creating shoe laces. And then the next lesson we're going to give our character this shoe. Then we're going to be able to treat the geometry that we created later on. Alright, I'll see you in the next lecture. 17. Shoe Promo Outro : Welcome back to the costs. And I've gone in-between the license and I've managed to finish up this shoe, and this is what I came up with. I'd like to congratulate you as well for I know you managed to finish the shoe model that you've been working on. And I will encourage you to post the shoe model that you came up with so that I can have a look at the topology, then I'll be able to come back to you and give you feedback on the areas that needs improvement. I also want to encourage you to take a look at my other courses array here on Skillshare. This is your favorite instructor, Fernando Williams, until we meet again. Bye for now