Creating a glass slipper.

Hope369Hope369 Posts: 31
edited May 11 in The Commons

I am trying to create the glass slipper from the Cinderella movie with very little to no luck. 

This is more of a Zbrush question than a Daz3d but all of my obj files are imported into Daz and Rendered.

Are there any Zbrush pros that could help me please. 

 

Post edited by Hope369 on

Comments

  • Charlie JudgeCharlie Judge Posts: 13,260

    In case you are unable to create one there is one available here: https://www.daz3d.com/betty-fairytale-props

    As well as some available at Turbosquid: https://www.turbosquid.com/3d-model/glass-slipper

     

  • Hope369Hope369 Posts: 31
    edited May 11

    Charlie Judge said:

    In case you are unable to create one there is one available here: https://www.daz3d.com/betty-fairytale-props

    As well as some available at Turbosquid: https://www.turbosquid.com/3d-model/glass-slipper

    Looking for the Movie ver but this isn't bad. I'm not ready to give up just yet. 

    Post edited by Hope369 on
  • SquishySquishy Posts: 708

    there's a lot of shoe modeling Zbrush tutorials out there that you probably should check out. I don't have any specific recommendation (not a Zbrush user) but there's some pretty thorough ones from a cursory google search (1hr + in length).

  • Hope369Hope369 Posts: 31
    edited May 11

    Squishy said:

    there's a lot of shoe modeling Zbrush tutorials out there that you probably should check out. I don't have any specific recommendation (not a Zbrush user) but there's some pretty thorough ones from a cursory google search (1hr + in length).

     

    Yeah,I've kind of hit a wall with that.  There are tutorials but the slippers look like the ones in the links Charlie Judge posted. I'm in Zbrush right now. 

    I imported the slipper from the B.E.T.T.Y. Fairytale Props. Gonna just work off that. It's better than nothing .

    Post edited by Hope369 on
  • SquishySquishy Posts: 708

    if it was me I would 100% do it in a vertex/poly modeler, it seems super difficult to do this with sculpting tools but again that's not my wheelhouse.

  • Hope369Hope369 Posts: 31
    edited May 11

    Squishy said:

    if it was me I would 100% do it in a vertex/poly modeler, it seems super difficult to do this with sculpting tools but again that's not my wheelhouse.

    I just watched a video on the modeler. I am trying to make the model more thicker so far this is what I ended up with.

     

     

    Slipper_Test 1.png
    405 x 405 - 140K
    Post edited by Hope369 on
  • IceCrMnIceCrMn Posts: 2,320

    Would simply applying a glass shader to an existing model be sufficient or are you looking for a model that has the faceting like in your example image in the first post?

    Thats how I make glass slippers so was just curious.

     

    maybe adding the faceting to an existing model that is readily available for the character you want to use it on would save you some time instead of making a new pair from scratch?

  • Hope369Hope369 Posts: 31

    IceCrMn said:

    Would simply applying a glass shader to an existing model be sufficient or are you looking for a model that has the faceting like in your example image in the first post?

    Thats how I make glass slippers so was just curious.

     

    maybe adding the faceting to an existing model that is readily available for the character you want to use it on would save you some time instead of making a new pair from scratch?

    Mostly all of my models are from existing sets imported into Zbrush. A model with faceting would do fine if it is vertex and not square. That's the main problem I've been running into.

  • mmdestinymmdestiny Posts: 194
    edited May 11

    Definitely more of a point modeling project.  Its surface is very geometric, you'll WANT low poly count on the surface to have an easier time setting the phong angles, and sculpting defeats that purpose.  You might try projecting or shrink wrapping a lower poly hexahedron sphere onto an existing model (with the heel hidden and with the opening closed off), and go from there with tweaking the points.  Then it's just a matter of opening the hole again and extruding. As long as your phong angles are good all that's left is getting the right Refraction settings.

    Post edited by mmdestiny on
  • FirstBastionFirstBastion Posts: 8,049
    edited May 11

    Never had considered giving it a try before so just gave it a test try. 

    1stb-glass-heels-try.jpg
    800 x 736 - 109K
    Post edited by FirstBastion on
  • Matt_CastleMatt_Castle Posts: 3,011
    edited May 11

    How's this?

    Took the heels from the 1920s Boudoir Outfit to Blender and slapped on a decimate modifier on Lvl 5 Unsubdivide (odd values of an UnSubD modifier will tend to create triangular and diamond faces out of clean quad topo, and then I turned it up to make it blocky enough), then threw on a solidify modifer so it had thickness, then made the surface a thick refracting surface with no smoothing but a pinch of roughness.

    About two minutes work, really.

    Screenshot 2025-05-11 185022.jpg
    2045 x 1506 - 349K
    Post edited by Matt_Castle on
  • Hope369Hope369 Posts: 31
    edited May 11

    Matt_Castle said:

    How's this?

    Took the heels from the 1920s Boudoir Outfit to Blender and slapped on a decimate modifier on Lvl 5 Unsubdivide (odd values of an UnSubD modifier will tend to create triangular and diamond faces out of clean quad topo, and then I turned it up to make it blocky enough), then threw on a solidify modifer so it had thickness, then made the surface a thick refracting surface with no smoothing but a pinch of roughness.

    About two minutes work, really.

    Very nice! I never used Blender before.

    Post edited by Hope369 on
  • Matt_CastleMatt_Castle Posts: 3,011

    It's an extremely powerful tool, although its power varies between "you can do that eventually if you slog away at it" and "if you know what to click, it does that automatically".

    In this case though, if you pick a decent starting mesh, this is one of the things it can do very quickly, although you may have to copy over rigging to the new mesh in DS depending on what you want out of it.

  • richardandtracyrichardandtracy Posts: 7,153
    edited May 12

    Just applying glass shaders to the object have worked quite well for decades. How about this V3 'Maid of Glass' from Sept 2006 and DS 0.7(?) or DS1.x

    Regards,

    Richard

    Maid of Glass.jpg
    495 x 490 - 163K
    Post edited by richardandtracy on
  • IceCrMnIceCrMn Posts: 2,320

    Matt_Castle said:

    How's this?

    Took the heels from the 1920s Boudoir Outfit to Blender and slapped on a decimate modifier on Lvl 5 Unsubdivide (odd values of an UnSubD modifier will tend to create triangular and diamond faces out of clean quad topo, and then I turned it up to make it blocky enough), then threw on a solidify modifer so it had thickness, then made the surface a thick refracting surface with no smoothing but a pinch of roughness.

    About two minutes work, really.

    Well done looks great 

  • Hope369Hope369 Posts: 31

    Using Blender might be the way to go

  • Hope369Hope369 Posts: 31

    Hope369 said:

    Matt_Castle said:

    How's this?

    Took the heels from the 1920s Boudoir Outfit to Blender and slapped on a decimate modifier on Lvl 5 Unsubdivide (odd values of an UnSubD modifier will tend to create triangular and diamond faces out of clean quad topo, and then I turned it up to make it blocky enough), then threw on a solidify modifer so it had thickness, then made the surface a thick refracting surface with no smoothing but a pinch of roughness.

    About two minutes work, really.

    Very nice! I never used Blender before.

    Can you export that as a OBJ file? 

  • Matt_CastleMatt_Castle Posts: 3,011
    edited May 13

    Yes, it can be exported as an OBJ file; that's the fundamental way of getting it back into DS.

    However, if the question is actually "can I send you that OBJ file", the answer to that is "no, it's a derivative work and the Daz EULA wouldn't permit that".

    I can tell you the process of doing it, but because I can't share the result, I can't do it for you.

    Post edited by Matt_Castle on
  • Hope369Hope369 Posts: 31

    Matt_Castle said:

    Yes, it can be exported as an OBJ file; that's the fundamental way of getting it back into DS.

    However, if the question is actually "can I send you that OBJ file", the answer to that is "no, it's a derivative work and the Daz EULA wouldn't permit that".

    I can tell you the process of doing it, but because I can't share the result, I can't do it for you.

    That's fine. I just downloaded Blender 4.4 

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