Simple part creation

In this chapter we are going to discuss how to create parts around a last that we prepared and unwrapped previously. We will assume that you have already covered the previous chapters about last prepping and image projection.

We will start from a projected image to trace out our parts. We want to do is to create curves that will be used for creating our parts. We want to use the reference we have to isolate the various pieces we will model and overlap.

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Create action groups

To model our parts quickly and keep some connection between the 2D and 3D we want to create a couple of actions. You can find the action panel in the panels in Rhino.

Info

Actions are working similar to modifiers for the whole document. They will automatically update every time an object that is captured by the action is modified. Unlike modifiers actions will create object that are persistent in the document.

In our example we are creating two actions: one for the vamp remapping and one for the heel remapping. In general it is preferred to act on multiple actions for remapping in these cases, if the remapping happens too close to a seam the results may not be the best.

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Tip

When creating remap actions (or using the remap command) it is preferable to use the skinning strategy as it performs faster but require meshes that are topologically identical.

Create parts with modifiers

Once we have our curves that represent the our parts we can use either direct modelling of each part, subD modelling or the B_PlanarQuadMesh for filling each curve with a planar mesh. We want then to use the soft editing to five the desired results for overlaps and paddings.

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Our suggestion is to support your work with modifiers to have a more parametric approach to the modelling. This will allow you to smooth out meshes with subdivision surfaces, increase the resolution of the original mesh or project meshes one on top of each other. Please refer to the reference documentation for botcha for more info.

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Jumping between the two mapping (heel and vamp) and 3D and 2D allow you to quickly achieve great results with very clean geometry.

Unwrapping and UV creation

Once we have modelled the parts we want to add UVs to them to get the best result when applying materials. Even if a mesh/subD will not need UVs in general our suggestion is always to create some. With botcha that is quite easy via the B_Unwrap command. Having UV will allow other 3D applications to compute better additional attributes for the given mesh (e.g. tangent space for normal maps)

Tip

If you have parts that overlap where you want to model something similar to welding or other effects where there should be texture continuity between the two parts you can use the B_TransferUVs command to get results similar to what you see below:

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When then applying a texture, it can be modulated with different intensities on different materials and achieve interesting results like these:

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Stitches and laces

To finish our part creation with some detailing we want to add some stitching and lacing. These can help with adding realism even when the model does not have the full detailing.

First we want to create some stitching using the dedicated panel . In the panel you will have a number of options by default and you can create more and add to the library, export said library or import one created by somebody else. To create a stitching you simply select the type of stitch to apply, double click on it and then select where to put it and which line to follow.

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Second we want to create some laces. We strongly suggest to create the laces directly in 3D to have the best results. First we want to right click on the lacing icon in the toolbar or run the B_LacesConstraints command to setup the constraints for the laces. These constraint will the support on which the lacing will be built.

Tip

Se suggest to use a complete mesh that have polygons on all the area where the laces will run, this will allow better flow of the laces in general. This surface can either be the original last or an ad-hoc created surface.

Once we have our constraints we can use B_LacesCreate command to create the overall lacing. The command will allow you to connect each constrain to the next one with the selected lacing.

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The final result when having applied some stitches and lacing gives some more life to the shoe and sell you model better.

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