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Cinema 4D F.A.Q (Last Updated: 2023 Sep 06 11:59 am)
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I've also adjusted the pose of the feet to a moderate heel pose - normally, when modeling conforming clothing, it is very important to start from a zero-pose figure; hard-soled shoes are an exception, because I don't think there is any other way to predict exactly how the final model will look once it is rigged and conformed to feet that are posed as one would expect. This means some extra care is necessary when rigging the shoes - of course, the shoes don't actually have to be rigged at all, they can just be treated as static props that do not bend, but it can be done this way and leave the user with a conforming shoe that behaves much like one would expect a real shoe to behave!
The exact pose is:
Both Feet: Bend 22
Both Toe: Bend -16
The exact numbers can be played with to obtain a different heel height, and may vary when working with different reference figures.
One thing I also like to do is to add a Display tag to the reference character, and set the tag to use the Gouraud Shading (Lines) mode, to force the preview display to draw the character's geometry. Not essential, because we won't be following the character's geometry very closely anyway, but it can be useful at times.
For best results when rigging, you'll want the toe-area points selected in the image here to line up with the toe polygons of the character. This is not too bad.
... modifying the Edge angle to +30 degrees, extrude again ...
... and once more. This is a bit messy now, but there are relatively few points so it's not too much trouble to fix.
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Chris had asked me for a tutorial on how I'd modeled the shoes for a recent modeling project of mine. I'm sure there are many ways to do this task, but this is one that works and results in geometry that is decently-suited for animation. While this tutorial is written within the context of modeling a conforming shoe for a Poser figure (SP3 in this example), the basic technique can be applied to any shoe model for any purpose. Note that this technique is not intended for hyper-efficient polygon density, but it will leave you with a model that is within the bounds of typical medium-to-high polygon count and will support much detail. Since we are only going to be doing extrusions and bevels and a couple of loop cuts, the final geometry is all quads, very "clean" topology, and will be simple to UVmap and texture.
This will be a long series of posts with an image for each, illustrating the step I'm talking about. If you happen to start reading this before I finish, please hold off on any questions or comments until the end of the tutorial. Thanks in advance!
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