Where are my 3D shoes?
Adding clothing to your 3-D model should be easy if you follow the copy and paste method I outlined previously. But this may not always work in situations like creating shoes. Why is the copy and past method not applicable for shoes and how can you get around this? Read on.
If we create shoes using the copy and paste technique, we will copy the toes and paste the foot copy on top. As you can imagine, the shoe will maintain the toe outline and not appear as a shoe at all. The same dilemma arises if you want to create a mitten but by copying the hand region you will end up with a glove instead. So the solution is using another method for creating articles of clothing.
Essentially you are going to have to mold a piece of block. Again refer to the post for Beginners if you need to grasp the Blender basics.
To begin, under the Info view, select the Add > Mesh > Cube. This will create a cube in the 3-D plane. You can scale (shrink in this case) the cube by pressing S on your keyboard under Object Mode. You can manually move your mouse to adjust the scale of the cube and clicking on the screen once you have scaled to your desired dimension.
Alternatively, after you pressed S you can also press a numerical value to signify how much to scale. Pressing 2 will double the scale of the cube and pressing .5 will scale it in half. Again, click on the screen once you reached your desired scaled.
Next, enter into Edit Mode and on the left side view of the 3-D plane select the Subdivide button located under Mesh Tools. This will create additional lines in the cube for further customization later. At this point move the cube to the side of the foot of your human character.
This can be done by selecting the Cube in the Outliner view and hitting A on your keyboard to highlight the entire cube. If you scaled the cube correctly the height will be the same as the height from the sole to the ankle.
It’s fine if the length of the cube is not the same as the foot. We’ll fix that. Still under Edit mode, press C on your keyboard to bring up the circle select tool and highlight the front plane. Press Esc on your keyboard to close the select tool. With the region highlighted press E on your keyboard and move your mouse outwards to extrude that region. Click on the screen once you reached a desired distance.
The idea is to pull that front region of the cube to reach the length of the foot. However, extrude in short distances so that you can highlight the region again leaving the top row unhighlighted and extruding the bottom portion only. If done properly you will end up with something like the above diagram whereby there is a “step” increment.
To match the above diagram, grab the entire cube (now a rectangular objects of sorts) and place it overlapping the foot. The entire foot should be cover by this “cube.” Select the entire “cube” and press SHIFT and D to duplicate the “cube” so you can overlap the other foot as well.
Stay in Edit mode and begin clicking on individual dots (intersections of lines) to pull or push in. You are molding the “cube” into the shape of a shoe. Go through the majority of intersections to define the shape of your shoe as seen above.
After you designed your shoe, go to your Outliner view and drag the “Cube” over the “Armature.001″ in order to include it as part of this human group. Meaning, when the feet moves the shoe will move along with it now that it’s part of the same armature group.
You can customize the color of the shoe to make the shoe complete. And there you have it. Not too hard was it? I didn’t customize the right shoe on purpose in case you were wondering.