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3D Modeling with John Dickinson

3D Modeling with John Dickinson

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3D Modeling with John Dickinson posts

Indian Scout Bobber

A detailed Indian Scout Bobber Motorcycle.  

Notes

  • The download includes Blender and C4D files. 
  • The file is unwrapped to UDIMS.
  • Textures not included.
  • Reselling is strictly prohibited.


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TopoTalk 30

How to change the edge count in order to add more geometry and not affect neighboring curvature.

Notes

  • Blender version 3.6

Add Ons

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TopoTalk 29

How to change the edge count in order to join areas and not affect curvature.

Notes

  • Blender version 3.6

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TopoTalk 28

In this chapter from MILG11, Toby Pitman explains how to add sharp, concave details in geometry under subdivision. Toby demonstrates using Cinema 4D, but these concepts are relevant no matter which 3D modeling application you use.

Learn More about MILG11:  Gumroad

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TopoTalk 27

In this chapter from MILG11, Toby Pitman explains how to add sharp, convex details in geometry under subdivision. Toby demonstrates using Cinema 4D, but these concepts are relevant no matter which 3D modeling application you use.

Learn More about MILG11:  Gumroad

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TopoTalk 26

One way to approach modeling part of a hair dryer handle.

Notes

  • Blender version 3.3


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TopoTalk 25

Borrowing existing geometry when adding details in place.

Notes

  • Blender version 3.1

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TopoTalk 24

Cleaning up the geometry on a fan case.

Notes

  • Blender version 3.1

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TopoTalk 23

Creating helmets using the Shrinkwrap modifier and how to cut in sharpening details.

Notes

  • Blender version 3.3

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TopoTalk 22

One way to resolve a triangle without affecting the curvature of neighboring geometry.

Notes

  • Blender version 3.3

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TopoTalk 21

In this chapter from MILG11, Toby Pitman explains the importance of considering curves, corners, and edge flow when establishing your topology. Toby demonstrates using Cinema 4D, but these concepts are relevant no matter which 3D modeling application you use.

Learn More about MILG11:  Gumroad

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TopoTalk 20

In this chapter from MILG11, Toby Pitman explains edge sharpening under subdivision. Toby demonstrates using Cinema 4D, but these concepts are relevant no matter which 3D modeling application you use.

Learn More about MILG11:  Gumroad

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TopoTalk 19

In this chapter from MILG11, Toby Pitman explains the basics of curvature under subdivision. Toby demonstrates using Cinema 4D, but these concepts are relevant no matter which 3D modeling application you use.

Learn More about MILG11:  Gumroad

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TopoTalk 18

When 3D modeling, it's easy to inadvertently introduce lumps and bumps to smooth surfaces. In this session, we look at two examples of how the Shrink Wrap modifier can help in these situations.

Notes

  • Blender version 3.3

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TopoTalk 17

When 3D modeling, using the correct approach can give you better-looking results in less time. In this session, we look at how you can quickly create a rounded roof for a box car, starting with a Clay Bar.

Notes

  • Blender version 3.3


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TopoTalk 16

In this chapter from MILG11, Toby Pitman explains diamond polygons and how they contribute to good edge flow when polygon modeling

Learn More about MILG11:  Gumroad

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TopoTalk 15

In this chapter from MILG11, Toby Pitman explains the why and how of redirecting flow in polygon modeling. Toby demonstrates using Cinema 4D, but these concepts are relevant no matter which 3D modeling application you use.

Learn More about MILG11:  Gumroad

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TopoTalk 14

In this chapter from MILG11, Toby Pitman explains the importance of directional/edge flow in polygon modeling.  Toby demonstrates using Cinema 4D, but these concepts are relevant no matter which 3D modeling application you use.

Learn More about MILG11:  Gumroad 

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TopoTalk 13

How I use Vertex Creasing when modeling.

Notes

  • Blender version 3.3

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TopoTalk 12

Ways to add holes without creating poles on leading edges.

Notes

  • Blender version 3.1


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TopoTalk 11

A few alternative methods for converting triangles to quads.

Notes

  • Blender version 3.1

Add Ons


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TopoTalk 10

How to fill a hole where the edge count on either side is uneven, using a diamond strategy. 

Notes

  • Blender version 3.1

Add Ons


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TopoTalk 09

In this session we continue adjusting the geometry from TopoTalk08, to ensure error-free rendering under subdivision.

Notes

  • Blender version 3.1

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TopoTalk 08

Clean up existing geometry and then adjust the topology to ensure error-free rendering under subdivision.

Notes

  • Blender version 3.1

Add Ons

TopoTalk 07

A simple looping strategy to avoid the propagation of loops across your model.

Notes

  • Blender version 3.1

Add Ons


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TopoTalk 06

Use the Grab Brush and Face Sets in Sculpt mode to speed up workflow.

Notes

  • Blender version 3.1


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TopoTalk 05

Use the Knife and Loop Cut to even out the tension plus add in some control cuts to sharpen the corners.

Notes

  • Blender version 3.1

Add Ons


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TopoTalk 03

Ways to reduce shading errors when sharpening insets in curved objects under subdivision.

Notes

  • Blender version 3.0


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TopoTalk 02

Simplifying and terminating the topology on a bottle thread.

Notes

  • Blender version 3.1


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How to Model Text in Blender - Part 2

How to subdivision model text in Blender.

Notes

  • Blender version 3.6

Add Ons


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