Modeling Process
I used Subdivision modeling for creating a low-poly model, then sculpted some details on the high-poly. I modeled the parts separately, based on their irl counterparts, or when it made the modeling process easier to have them separated. I poly modeled the basic outlines of the parts and then adjusted the forms with Subdivision and Bevel (with custom edge weights) modifiers ON.
The leather parts were modeled on a low-quality base sculpt. One eyelet was made with the Screw modifier, then duplicated and snapped it on the subdivided surface. The lace and stitches are made from curves, then converted to mesh later. The final low-poly mesh is 24,428 triangles (21160 the boots, 3268 the charm).

