Final Animation

The final animation focuses on the materials and geometry of the boot. Slow shots lets the viewer watch every detail closely.

Styleframes

Before rendering the animation, I made sure to render some styleframes to ensure high quality and low noise.

Styleframes

Before rendering the animation, I made sure to render some styleframes to ensure high quality and low noise.

Reference images

Reference images

Modeling the boot

I modeled the boot entirely in Blender, mostly by extruding planes and applying a solidify modifier.

The star-like pattern on the side is a mesh with a shrinkwrap modifier. I considered using displacement maps for this, but it was too much work to make them align properly on the boot.

Textures

I made some of the simpler materials myself in Blender's shader editor. Many textures are imported and tweaked from AmbientCG, BlenderKit and PolyHaven. I made the decals and patterns in Figma by tracing my reference images.

Textures

I made some of the simpler materials myself in Blender's shader editor. Many textures are imported and tweaked from AmbientCG, BlenderKit and PolyHaven. I made the decals and patterns in Figma by tracing my reference images.

Ice ice baby

I spent a lot of time to make sure the ice/snow looked good. It was a lot of trial and error, testing different downloaded textures. I found a good snow texture on BlenderKit that i modified a bit to make it look more realistic. I mostly changed the displacement settings and subsurface scattering.

Ice ice baby

I spent a lot of time to make sure the ice/snow looked good. It was a lot of trial and error, testing different downloaded textures. I found a good snow texture on BlenderKit that i modified a bit to make it look more realistic. I mostly changed the displacement settings and subsurface scattering.

Time Management

I tracked my working hours by work category during this project. To my surprise, modeling took shorter time than I thought. Instead I spent that extra time on texturing.

Time Management

I tracked my working hours by work category during this project. To my surprise, modeling took shorter time than I thought. Instead I spent that extra time on texturing.

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