Oh, one more thing... As you your boot is quite square and stylized, i'm guessing you'll want to keep certain edges sharper, in that case, it's all about strategically placing loops on your base mesh. experiment putting loops where you wants sharpness, go back and forth until you are satisfied. *keep in mind also how you…
My examples are in Zbrush, but the same principles apply no matter which software you use. There is no 'right' way exactly, but there are ways of doing things that are considered 'industry standard' or are proven to be better ways from experienced people. It takes practice, trial and error to see what works best for you.…
Here's a quick example of something I'm currently working on and my approach (the heel in the high poly at the end was modeled separately, but uses same approach) It's not finished and I'm still working on getting the crease details looking best possible, but I hope it helps. I don't know if there is 'best' approach, but…
Very interesting! I'm still quite new to sculpting and especially to zbrush, did you make your example with like a cube and extruded it here and there? I feel like you made that in like 5mins and called it a day while I have been masking my "feet" extract it from there, taking a lot of time to remesh my shoe in some nice…
Regarding the boot. *Note* I think you may want to consider drastically reducing the subDivs and build the shape up from a much simpler base You can control edge tightness as in the Orange and Purple examples (compare matching results when sub Divided)