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