The fabric sections were sculpted to create organic creases, utilising a multi-resolution modifier for adjustable LOD in the viewport.
The laces were created with a curve object + solidify modifier (for volume) and subdivision surface modifier (smooth appearance). The vertices of the curve were manually adjusted to ensure they followed the contours of the boot.
Surface-level detail such as stitches and the fabric texture were added in Substance Painter with normal and height maps to increase realism without the need for additional geometry.
Dirt and dust was added using a combination of ambient occlusion and curvature maps to create realistic wear.