Cinema 4D / BodyPaint 3D Program Documentation Tutorials Character Modeling Tutorial
Function available in CINEMA 4D Prime, Visualize, Broadcast, Studio & BodyPaint 3D

Modeling the Shoes

In this section we will model our character’s shoes. Load the file from the previous section or click on the link below:


Create a new Cube, make it editable and scale it to fit the reference image, as shown below. We will leave the pant mesh visible so we can better match the shape of the shoe.

Next, add a row of points, as shown below. With it we will create the instep and we will also be better able to align the points of the heel and make sure all points are aligned correctly in the front view.

Select the points at the shoe opening and the sole and delete them. This must be done so we can subdivide the mesh correctly. As we already know, deleting these surfaces ensures that the Subdivision Surfaces interpolation will not round these edges and that they will remain straight.

Now the mesh can be subdivided and rounded using the Subdivide... command with Smooth Subdivision enabled.

We will use the Close Polygon Hole command to close the hole at the bottom of our shoe. Float the cursor over the edge of the opening until the opening is shaded white. A click of the mouse will close the hole with an n-gon. This n-gon must then be modified using the Line Cut tool tool (do not enable the Close Polygon Hole tool’s Create Tri-/Quadrangle option because this will most likely give you an unwanted result).

The shoe can now be mad a Child object of a Subdivision Surfaces object and this in turn a Child object of a Symmetry object. You can assign a different color to the shoe if you like in order to better differentiate it from the rest of the character’s geometry.

We will now modify the structure of the shoe in order to optimize the flow of polygons towards the opening. Select the top edge loop and extrude it as shown below.

Use the Line Cut tool tool to cut new edges as shown below:

Next, select the edges shown below and remove them using the Dissolve command:

As you can see below, we now have a uniform flow of edges from the tip of the shoe to its opening:

We will now modify the shape of the shoe itself to make it look more like a shoe. Reposition the points of the mesh until you are satisfied with the shape of your shoe.

After we have defined the rough shape of the shoe we will add more detail. Start by selecting all of the polygons of the sole of the shoe and move them up slightly. Then extrude the selection and position it at a global Y position of 0 (this will make the shoe rest on the floor).

We can now use the new row of points to shape the sides of the sole. What it looks like is up to you but here is an example of what it can look like:

Select the polygon loop as shown below and extrude it slightly.

Adding a cut with the Plane Cut tool just above the base of the sole will create a sharper transition (do not use the Loop Cut tool because the cut would follow the polygon shape and not produce a straight line).

Some points at the top of the shoe need to be modified so the shoe fits better into the pant leg.

You can also modify the shape of the pants by moving individual polygons (remember that the pants are no longer part of a Symmetry object and must again be mirrored after modifications to one side have been made). The image below shows our character model so far:

You can add more details if you like. We have kept the objects as simple as possible for this tutorial but feel free to add more details if you have time or other reference images. Below is an example of a much more detailed sneaker, made up of various polygon groups grouped to a single polygon object:

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