Concept: The Josephine Boot began
as an idea that would combine a classic southern, feminine boot with a
below-knee prosthetic. I wanted some element of the boot design to be partially
transparent, so that a simple, but tasteful wooden prosthetic could be seen on
the inside from certain angles. I also liked some boot designs I saw online
that were actually two separate pieces, with a lower boot and an upper sleeve
that would be stretchy and easily slipped on after the boot.
Modeling: The techniques used in
Rhino for modeling the Josephine boot included many of the advanced curve
interpolation and projection techniques covered in the athletic shoe tutorials.
I used Curvefrom2Views, conic curves, and Rebuild (for curves mostly, but
surfaces a little –I realized afterward I should have been simplifying surfaces
as well.) I used projection of curves to construction planes,
InterpolateCurveonSurface, OffsetCurvesonSrf, MoveUVN, NetworkSurface (and some
Sweep2Rails where I couldn’t get Network to do the job right). I also used
DuplicateEdge to get surface curves back when I’d lost them.
Materials: For a large portion of
the boot, I used a leather material that I changed the diffuse, roughness, and
scaling on. I originally wanted a
material like suede, but Keyshot wasn’t feeling generous, and I eventually
settled on classic leather. I used a cloth weave material for the large,
rounded cutouts on the leg, and varied the roughness, size, and angles of the x
and y threads to make it feel a little handmade and imperfect. For the heel of
the boot and the prosthetic pole, I used a traditional ash wood material and fiddled
with the diffuse to get something complementary to the other colors I had going
on. For the sole, I used a tire rubber in a medium grey. For the stretchy lace
material on the sides, I made my own texture in photoshop because I wanted
something a little more handmade-feeling than the Keyshot materials could offer.
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