Go in the Utils Panel and click on Asset
Browser.
If it is not present, clicks on More...
or add it in the list of Utilities .
Asset
Browser makes it possible to visualize
display files, the ones supported by
max.
It
also allows you to surf on the Net in
a window of max but it is necessary
to have a large screen for really benefitting
from it.
Click
on Joan in the folder where you saved
the image.
There
is now a window with the image always
visible .
One can zoom in and out with Ctrl click
left or right.
You
are now ready to start.
For
the parts of the leg armour you will
use a detatched foot from the body mesh.
This
is a time saver. For that, select the
faces in red like above and make Detach
by ticking Detach Have Clone. That creates
an object with the faces selected while
preserving the intact starting object.
The
shoe must cover the foot perfectly,
apply a modifier Push to the object
and vary the value of Push to "inflate"
the grid.
With the difference of Scale which increases
the volume of an object compared to
a fixed point, Push increases volume
according to the direction of the normals
of each vertex. The object dilates.
Adjust
the vertexes to give a good form to
the shoe.
Simplify
the geometry by welding the vertex of
the model (weld target) to form a polygon
at the end.
Also make in align to a flat plane.
Extrude
this polygon in local mode (extrudes
local) and apply Bevel.
It
should be noted that one can improve
the Extrudes thereafter by activating
the Local axis Move, axis Z representing
the direction of extrusion (and also
the normal of surface).
Extrude
and Bevel again.
Adjust
the vertexes to have this form.
Insert
vertexes with Cut like shown and finish
the round-off of the point of the shoe.
Make
visible the edges in red and invisible
the edges in dotted lines.
With
Cut divide the faces as opposite.
Hide
the dotted edge.
Similar
operations for the inside of the shoe.
You
find you have a maximum of Quads which
is always good for future smoothing.
Aspect
of the shoe.
With
Chamfer Edge, duplicate like above and
weld the extreme vertex with Weld Target.