This video is the first part of a live stream series by CG Cookie, focusing on modeling a hiking boot in Blender (0:35).
Instructor KennyPhases guides viewers through the initial stages of creating a realistic 3D model.
The process begins with setting up reference images of the actual hiking boot from various angles (1:36), ensuring they are properly scaled and aligned using a base cube for reference dimensions (4:03).
Kenny stresses the importance of organizing the Blender scene into collections for different parts like references, the sole, and the shoe body (5:59).
Key modeling techniques demonstrated include:
- Blocking out the sole using single vertices and extrusion to create an outline (6:21), then employing Grid Fill for clean quad topology (9:51).
- Applying Subdivision Surface (10:14) and Solidify modifiers (10:28) to add detail and thickness to the sole.
- Using a Bezier Curve and Curve modifier to give the sole its natural arch (11:18).
- Layering the sole by duplicating and separating sections (14:18) and using Proportional Editing to adjust thickness variations (15:05).
- Starting the shoe body with a single vertex and building it up with extrusion, focusing on getting the basic form of the back and side (21:09).
- Demonstrating how to smooth out jagged edges using Loop Tools: Relax (29:45).
- Mirroring and connecting mesh sections to form the full boot body (31:31).
- Adding thickness to the shoe body with the Solidify modifier (33:57) and refining the front portion with careful scaling and proportional editing (36:00).