Displacement
The foundation of every render is the model that you are working with, no matter how real your materials and lighting setup looks, if your model looks funny or the proportions are off, it won’t really matter, as that is the first thing that will get noticed and come off as an inaccurate and unrealistic object. Once I finished modeling the shoe, I added a basic level of detail to it using displacement maps, something that you can do nicely and control in Substance 3D Painter or your software of choice. Breaking the flat surface up with some unexpected textures will make it one step closer to a real shoe, which most of the time has something going on in the materials.
I decided to create the displacement in Substance rather than going the traditional route of 3D modeling, mainly because it is much faster, just as efficient, and, most importantly, it gives me the freedom and flexibility to change and adjust it really quickly if I end up not liking the final result or get new ideas.