I decided to finish my boot base mesh. It clocks in at 60 polys. I attempted to add details that should definitely be modeled in (like the ankle line) but still keep the boot as low poly as possible. My goal was to get it as boot as possible with as few quads as reasonably possible. However if you were going to use this boot as is. I would triangulate it by hand. There are plenty of convex quads and they need to be triangulated in the appropriate direction.
An example of this (in my topmost image) is the face loop above the loop for toes that goes around the foot. The most front and center face should be triangulated left to right, not top to bottom.
I cut seams, unwrapped it, made some very minor UV adjustments and then pinned everything. This means if you were to use this boot, you should be able to add all the detail you want, do a new unwrap, and all of your extra detail will be approximated within the pinned area. This means you shouldn't have to mess with too much UV stuff.
I left the very top unfinished because someone may use this on a model, which would just require an extrusion, whereas someone else may use this as a standalone model, which would require an extrusion in a different direction so, I just left it open.
I used 2.49 but there are no bones, modifiers, nothing, so I'm pretty sure you can open this in any blender without issues. I'm not sure if my seam is in a bad place though. It seemed like a very simple way to unwrap, leaving the mesh as one solid map, but it might give you issues with your texture, having the seam so front and center.
All tris have been removed.


boot_base_mesh.zip (contains boot_base_mesh.blend)
Anyone and everyone is free to use this model for any purpose they desire.
An example of this (in my topmost image) is the face loop above the loop for toes that goes around the foot. The most front and center face should be triangulated left to right, not top to bottom.
I cut seams, unwrapped it, made some very minor UV adjustments and then pinned everything. This means if you were to use this boot, you should be able to add all the detail you want, do a new unwrap, and all of your extra detail will be approximated within the pinned area. This means you shouldn't have to mess with too much UV stuff.
I left the very top unfinished because someone may use this on a model, which would just require an extrusion, whereas someone else may use this as a standalone model, which would require an extrusion in a different direction so, I just left it open.
I used 2.49 but there are no bones, modifiers, nothing, so I'm pretty sure you can open this in any blender without issues. I'm not sure if my seam is in a bad place though. It seemed like a very simple way to unwrap, leaving the mesh as one solid map, but it might give you issues with your texture, having the seam so front and center.
All tris have been removed.


boot_base_mesh.zip (contains boot_base_mesh.blend)
Anyone and everyone is free to use this model for any purpose they desire.
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