Assuming one doesn't have access to scan technology, how do people model assets like these at such a high level? Separate shapes for the bottom plastic parts of the shoe, subdivided, separate part for the main shell of the shoe & its flap, as well as separate cylinder-like shapes to make the laces? Booleans to make holes for the laces in the main shell? Careful placement of zBrush / Substance Painter alphas in the final stages to create that 'fabric look' on the main shell?
Any guidance from you guys would be appreciated. I already have a good-enough understanding of topology, I think. I just can't wrap my head around some of the concepts regarding the problems in modelling a really high-fidelity, no-mistakes asset like this, where it actually LOOKS like the product and isn't necessarily optimized for games, but a 4K environment.
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Sitcky: How The F*#% Do I Model This? - Reply for help with specific shapes - (Post attempt before asking)
We've shared some tutorials on how to create high-res photorealistic furniture models, many of the same techniques can be used for shoes or other similar products. We are using 3ds Max and V-Ray, but the tech can be adapted for other software if that's not what you use.
https://tech.wayfair.com/wayfair-3d-university/knowledgebase/furniture-upholstery-accent-chair-tutorial/
https://tech.wayfair.com/wayfair-3d-university/knowledgebase/adding-variation-on-cushion-piping/
The fine weave of the main fabric should be done with layered materials. The dark gray colored threads are a bit tougher, but good material layering is the way to go. We do something similar with wicker all the time. Substance Designer is a great way to go for designing reactive materials.
The lacing up the heel is probably best done with splines. As are the main laces.
What modeling and rendering software do you plan to use?
https://www.skillshare.com/classes/Realistic-Character-Modeling-Part-07-Sculpting-Shoes-In-Zbrush/215597668/lessons
I imagine it'd be quite useful insofar as rounded parts of the shoe are concerned, because Standard in zBrush can do a lot to a model when it has good topology!