I
won't explain every detail in the beginning,
you can get to the state in the next
image several different ways. For example
like this: polygonal box modeling. (This
isn't meant to be a step-by-step cloning;
it's more of a general workflow thing.)
[Left]
This
is the model I started with for this
session - a simple model several years
old that I'd previously used as the
0-level of a hierarchical SubD surface.
But I wanted to rebuild it without the
hierarchy (mainly because I plan to
render it in Renderman one day). [Below]
Say
we're going for realism. Well in that
case this isn't working. It needs more
detail, and for that we need reference.
Also, the topology is bad. (I could
make it better without reference, but
I knew I'd need it before the end so
I made it the first order of business.)
The
best reference is without a doubt the
actual human body, and I did use my
own foot to some extent, but good photographs
do have certain advantages over the
living body (like for instance, my foot
is really ugly). I used reference images
from Peter Levius great site www.3d.sk
- I found about 4 different women's
feet there, from several angles, quite
close up, flat on the floor, which was
exactly what I needed. (I can't show
all of them, for copyright reasons.)
To
those who doubt the usefulness of a
traditional art education to a 3d modeler,
I hope the following may help to sway
your opinion a little. First I sketched
the major shapes I could see, then I
sketched a preliminary topology. There's
also a cross-section showing the spacing
of vertical edges around the back of
the ankle.
From
here I started adding and deleting edges
to the old model. On the left, the red
lines indicate edges being added, and
on the right, the highlighted edges
(orange) are about to be deleted.