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Google SketchUp 6 Essential Training
Richard Downs

Google SketchUp 6 Essential Training

with George Maestri

 


Architecture, design, and media professionals all over the world are using Google SketchUp to create detailed 3D models efficiently and quickly. In Google SketchUp 6 Essential Training, design expert George Maestri teaches the foundations of SketchUp's drawing, design, and rendering tools. He covers the fundamentals of the application, the interface, and the Sandbox extension, which is used to create realistic organic shapes and terrain. George also discusses how to model and texture objects from existing photographs and export models to Google Earth to visualize how buildings fit in a real landscape. Exercise files accompany the course.
Topics include:
  • Using SketchUp's unique 3D drawing and modeling tools to create realistic objects and scenes
  • Creating textures and materials to add additional realism and depth to scenes
  • Creating libraries of components to make changes on multiple models within a scene
  • Creating walk-through animations for presentation and final output
  • Outputting 2D bitmaps to create realistic or stylized renderings for clients

show more

author
George Maestri
subject
3D + Animation, Architecture, Previsualization, 3D Drawing
software
SketchUp 6
level
Beginner
duration
3h 58m
released
Nov 21, 2008

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Introduction
Welcome
00:00Hi! I am George Maestri and today we are going to be learning Google SketchUp.
00:04SketchUp is Google's 3D drawing, design, and rendering application. Now,
00:10SketchUp is a little bit different from most 3D applications and the biggest
00:14difference is that it's easy to use and has a very unique interface which
00:18actually gives it a much smoother work flow and makes it much simpler to draw
00:233D objects than it is in some of the more complicated and robust 3D
00:27applications out there.
00:29SketchUp is used a lot for architecture and here we have our deco house that we
00:35drew in SketchUp. You can also use it for more traditional types of
00:39architecture such as these townhouses or you can use it for even larger
00:44projects such as an entire street of houses or an entire city. You can also use
00:49it for non-architectural applications. Here we have a motorcycle that was drawn
00:55in SketchUp and you can pretty much draw any 3D object you want in SketchUp.
01:00You can also use SketchUp for your own personal needs. Here we have an interior
01:05and it's great for figuring out in this case where to put your furniture. So,
01:09there are a lot of applications for SketchUp and one of the coolest things
01:13about SketchUp is that it actually integrates with Google Earth, so you can
01:17draw a house like this art deco house and then just put it anywhere you want,
01:23which is kind of cool.
01:24Google SketchUp runs on Microsoft Windows and the Macintosh, and the best thing
01:30about the Google SketchUp is it's free. So you can pretty much download it from
01:34Google and we will tell you how to do that as well. With all that in mind let's
01:38get started with Google SketchUp.
Collapse this transcript
Installing SketchUp
00:00Before you start using SketchUp, of course you have to download and install it.
00:04So let me show you how to do that. It's basically available over the
00:09Internet for free. I am just going to go ahead and open the browser here and
00:13type in SketchUp into the Google search engine and it's the first one that
00:19shows up. Click on that and if you want to you can also go to
00:23sketchup.google.com, which is the website, and there are two versions of
00:29SketchUp. There is the free regular version of SketchUp and you can download
00:34that by hitting this button and also if you notice down here there is also a
00:37SketchUp Pro.
00:38There is not that much difference between SketchUp and SketchUp Pro. One of the
00:43difference is that SketchUp Pro does cost and I believe it's $495 but the big
00:49thing with SketchUp Pro is that it has some additional import and export tools
00:53for people who are using professional applications and need to get stuff back
00:58and forth to SketchUp, but for most users just the regular version of SketchUp
01:02is just fine. So let us go ahead and click here and all you have to do is just
01:06select the Operating System Windows or Mac, download it and then go ahead and install it.
01:13Now if you do want to try SketchUp Pro you can download that as well and it has
01:19a free eight-hour trial, so you can use it eight hours and then you have to buy it.
01:24Once you have installed SketchUp all you have to do is just double-click on the
01:28icon and you are in the program.
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Tips for Mac users
00:00For those of you on the Macintosh you will notice some differences between the
00:04Mac and the Windows version of SketchUp. So let me give you a brief overview of
00:09some of the most important differences here.
00:11First of all, you will notice the menus along the top are a little bit
00:14different. We will have a Standard Apple SketchUp menu, which is the Standard
00:18Apple device here and this is where your Preferences are and then you will also
00:23have some Standard Apple Operating System stuff here like Quit and Hide.
00:28Now another difference is under the View menu, we will have Tool palettes here
00:33as an option and this is where we can load our large tool set which is where we
00:37will be doing a lot of our work. In addition, there are some options here along
00:44the main toolbar, some icons that are available and we can certainly put those
00:48there by using Customized toolbar. If we load that up you will see we have got
00:55all of the options that we can just click and drag whatever we want up to this
01:00large toolbar. Now I am on a small screen so my toolbar along the top here is
01:05very full. If you are on a larger resolution screen such as 1280 or 1600 or
01:10even larger, you will have a lot more room.
01:13Now in order to fit some of these icons on here, I may need to type this up by
01:17clicking this button along the bottom here it says Use Small Size and that just
01:22makes the icons a little bit smaller and then I can just drag whatever I want
01:26up there. If you have enough room, go ahead and put up Standard Views, Face
01:31Styles, Shadows, and Slideshow so that way it will be available later in the
01:38title. So I am going to go ahead and click Done here.
01:42Now another difference is that some of the shortcut keys are different on the
01:47Mac, so for example if I go here to Tools, you will notice that Move is
01:51Command+0 on the Macintosh and on Windows I use the M key. Now the M key
01:57actually does work and all of the keys that I call out do work on the
02:02Macintosh. If you want to you can use these keys instead but you can certainly
02:07use the keys that I call out in the lessons, so both of them will work. Now
02:12another difference related to the keyboard is that the Option key replaces the
02:16Ctrl key on the Macintosh. So typically when we copy stuff or Shift and drag,
02:22sometimes we will hold down the Ctrl key to give different effects. On the
02:26Macintosh the Option key is the one that you are going to be pressing. So just
02:31be aware of that.
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1. The SketchUp Interface
Interface basics
00:00Now, the interface on the Mac is a little bit different than that on Windows.
00:04So, if you are a Mac user, I would recommend that you first view the video in
00:08the last chapter on tips for using Google SketchUp on the Mac and we will
00:13explain the differences in that movie.
00:16Now that we have SketchUp installed and running, let's go through some of the
00:19basics of the interface. Now, the interface I am showing you is the default
00:25interface. If you have just installed SketchUp, this is pretty much what you
00:29will see. If you have been using SketchUp for a while, your interface may look
00:33a little bit different, but just follow with me and I will go through all the basics.
00:38Now, the biggest window in the interface is the 3D window, it's the work area
00:42here and you can see it is 3D, so we can zoom and pen and do all of that sort
00:47of stuff. And this is where we are going to be doing all of our drawing and
00:51creating and design. Now, along the bottom of this window, you will notice, we
00:55have a status line here and it depends on what tool you have, but it will give
01:01you a little bit of help. So, for example, if I select the Circle tool here, it
01:05will tell me to select the center point of that circle and every tool will have
01:10its own help. Along the bottom right here, we have what's called the VCB, which
01:18is the Value Control Box, and really what it is is just a box where you can
01:22type numbers in. So, for example, if I was creating that circle, I could
01:26actually type in the dimensions of that circle to give a very precise size. So
01:32that can be a very handy box to know about.
01:35Now, along the top, we have our standard menus here. We have our File menu,
01:40which allows us to open and save and import and export and print and do all of
01:45that. We have our Edit menu, which allows us to copy and paste along with some
01:50other things as well. Now, the next menu is called the View menu. Now, what
01:55this does is this allows us to view the scene in different ways. It allows us
02:00to turn on and off our toolbars, so we can see different tools. It also allows
02:05us to change the way we view the scene in the main viewport such as turn on
02:10Shadows or Fog, or as well turn on or off edges and change the way that the
02:17faces display in SketchUp and we will get to those as well.
02:21If you are working on a Mac, you will notice that most of these toolbars are
02:24not available under the Tool Palettes option, but you can easily add all of
02:28them by going to Customize Toolbar and adding them in. We also have some Camera
02:33tools, which allow us to change the way that we view the scene, and this is
02:37where we can Orbit, Pen, and Zoom our camera so we can look at different objects.
02:43The next menu is the Draw menu and this allows us to draw 2D shapes such as
02:48lines, arcs, rectangles, circles and so on. These are flat 2D shapes. Now, once
02:53you have drawn a 2D shape, you can make that into a 3D object using some of
02:59these tools here in this menu. For example, we can push and pull objects into
03:043D and so on. You also have in the Tools menu, Move, Rotate, and Scale, which
03:10allow us to move things around in the scene, as well as things like an Eraser,
03:14which gets rid of stuff.
03:16The Window menu basically just turns on and off windows that float above the
03:21scene and give you some more additional control. So, these are kind of like
03:23control windows. So, for example, if you want to look at your layers or the
03:27different materials in the scene, so if we wanted to apply a board texture to
03:32an object, you would find that in the Materials window. And of course, we are
03:35going to get you all of this as we work through all of our tools in the lessons.
03:40And finally, we have our Help and Google SketchUp actually does have a very
03:45good help. So, if there a command or question you have, then you can always
03:49look at up here. There is one thing I do want to show you and that['s how to]
03:53turn on and off toolbars within the Google SketchUp. Now, along the top here,
03:58we have what's called the default toolbar and this has a basic collection of
04:02tools; it has a Pencil tool and Rectangle, Circle and so on. But I like to work
04:07with more tools.
04:09What we can do here is we can go into our Toolbars menu and we can turn on and
04:13off toolbars. Let me show you. Right now we have the Getting Started toolbar
04:18turned on which is this one along the top. If I click that off, you will see it
04:22goes away. Now, if I want to, I could turn on a different toolbar or any number
04:27of these toolbars just depending upon what I am doing. Now, I like turning on
04:32the Large Tool Set and what that is is that everything in that getting started
04:36tool set plus more. So, in addition to Rectangle and Circle, we also have
04:41Polygon plus we also have a lot of other tools that are commonly used.
04:46Now, there are additional tools that aren't even on this toolbar and we can
04:50turn those on and off as well. For example, if I wanted to turn on the Layers
04:54toolbar, I just turn that on right there. If you click here, you can float a
04:59window and if you just drop it under the menu bar, you can dock it. So, for
05:05example, if I wanted to turn on say, a Shadows menu here, this would actually
05:10turn on Shadows for the scene, so I can change the way the shadows work. If I
05:16want to, I can move this toolbar off just by clicking on this little bar here
05:21and drag it into the viewport. Now, I can just position it wherever I want. So,
05:25if I am working on something and I need to be to close to it, I can have it
05:28here, or I can just drag it again up to this menu bar and I can just dock it
05:33wherever I want. Now, if I want to get rid of a toolbar, I can drag it off and
05:39close it, or if want, I can go over here to Toolbars and just click it off.
05:45So, those are some of the basics of the Google SketchUp interface. Now, let's
05:49go ahead and look at some more tools that we can use.
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Navigating in SketchUp
00:00Let's talk about navigation and cameras in Google SketchUp. This is probably
00:05one of the most fundamental skills you will need to know when using SketchUp,
00:09because it's basically how to get around in SketchUp, how to look at different
00:13things, how to move your view from one place to another and so on. So let's go
00:18through some of the basic navigation tools in SketchUp.
00:21Now in order to navigate we need to use some of the Camera tools. The main
00:26tools we want to use are Orbit, Pan and Zoom. Now notice these have keypad
00:31shortcuts of O, H and Z. Let's just go through some of these top to bottom. Go
00:37through Orbit. Now when I click on this, notice how my cursor changes to this
00:41double arrow. That means I am Orbit mode. All I have to do is left click and
00:46drag the mouse and I am orbiting. So if you left click and drag, left to right,
00:51you orbit left to right. If you left click and drag up and down, you orbit up
00:55and down, and any combination of the two allows you to orbit wherever you want.
01:00So that's pretty natural.
01:02Now the next tool is the Pan tool. So let's go to that. We can go to the Pan
01:07tool here. But also notice that these tools are on the toolbar. Here is Orbit,
01:12Pan and Zoom as well. So let's go ahead and select Pan and notice how our
01:16cursor changes to the hand, and all we have to do is just left click and drag
01:21and we can pan the scene around.
01:24Now of course, the last tool is Zoom. We can get it from the toolbar here or
01:29we can click to it here. We hit keyboard shortcut Z. We get a little magnifying
01:34glass, which allows us to zoom. To zoom in, drag the cursor up and dragging
01:41down, zooms out. So if you want to look at anything in the scene, we move our
01:45cursor, highlight something, go through using Orbit, Pan and Zoom. So for
01:49example if I wanted to, I could orbit here. I could pan and I could zoom in and
01:57if I wanted to say, loot at that streetlight or I could around if I wanted to
02:02look down the street and see how it looks this way and so on. So you can see
02:06how you can pretty much move through your scene very quickly using those tools.
02:11Now the one thing I noticed is that on the keyboard, O, H and Z are about as
02:15far apart as you can get. There is another way to navigate in SketchUp and
02:21that's using a three-button mouse. Now, if you don't have a three-button mouse,
02:26I would highly advise to go on and get one of it. It really doesn't cost much
02:29to go and get a three-button mouse so you can use some of these additional
02:33navigation shortcuts, and this really does speed things up in SketchUp. So if
02:37you do have a three-button mouse, follow along with me. I click on the middle
02:42mouse button and it changes to Orbit. So all I have to do is middle click and I
02:46can orbit.
02:47Now if your three-button mouse has a middle scroll wheel, which most of them do
02:53these days, you can scroll in and out to zoom. So I am just scrolling my middle
02:59wheel and I am zooming. Middle-click and hold and you orbit, and if you can
03:05leave it on the pan, you can just left click and pan. So I am left click Pan,
03:10middle click Orbit, roll the middle button to Zoom. So with basically two
03:16fingers you can pretty much get anywhere in the scene.
03:19So those were the basic navigation tools. In the next movie I am going to show
03:23you some additional Camera tools and some additional ways to move around the scene.
Collapse this transcript
Walking around in SketchUp
00:00Let's take a look at some additional navigation tools in SketchUp. I have the
00:05Townhouses file loaded. So let's just proceed and go through some of these
00:10additional tools. Go to the Camera menu and we went through Orbit, Pan and
00:16Zoom. Now there are some additional ones here.
00:19The first of one I want to look at is called Zoom window, and what this does is
00:23it allows you to draw a box and it will zoom in to the edges of that box. I am
00:31actually scrolling out using my middle mouse button here and we can do that
00:36again. We can do Zoom window. So let's say I want to take a look at this side
00:39door here. I could just drop box around it and it will zoom the camera to look
00:44at that box.
00:46Now the other one is basically the opposite of this. It's called Zoom Extents.
00:50So when we do this, what it does, it takes everything in the scene and it zooms
00:55it so that everything fits in the window.
00:58Now the other tool I want to take a look at is Field Of View. And what this
01:04is, is essentially a perspective control. Anyone who is from an area with the
01:08cameras or photography knows that a wide-angle lens has a much different
01:13perspective than the telephoto lens. And essentially what this Field Of View
01:17tool does, is it allows you to change the camera angle. So you can go from a
01:23wide-angle lens or fisheye lens here to a very long telephoto lens. Now this
01:29can very handy when you get into rendering to making your scene look like it's
01:33the right perspective or if you are in a really tight room, you may need a
01:37wider angle lens to see all the details.
01:41Now one thing with this tool is that you can actually type in a hard number.
01:45Now I have told you about this VCB, Value Control Box, and what we can do is we
01:50can actually type in a hard number for the Field Of View to force it to a very
01:54specific number. You don't even have to place a cursor there. All I have to do
01:58is just type in the numbers. So for example if I just type in the keyboard go
02:01100 and hit the Enter key, and we have 100 degree Field Of View that is very
02:07wide angle. If I wanted to type in say 20, which is a very long lens, just type
02:12in 20, hit Enter and again the perspective changes. So you can have very
02:17precise control over this. I am going to type something like 45, which is about
02:21normal for this. So that's the Field Of View tool.
02:26In addition of these, we have three tools down here, Position Camera, Walk and
02:30Look Around. What these are handy for is looking at the scene as a person would
02:36look at the scene. Now Position Camera basically positions the camera wherever
02:41you want in the scene. If you want to, you can just select that and this little
02:45man icon shows up, and you can basically just put him wherever you want, or if
02:51I wanted to put him on the sidewalk, I just click here and it puts my camera on
02:55the sidewalk. Now if you noticed down here at the bottom right, we also have
03:00eye height. Now once I have placed the camera, I notice how the cursor changes
03:04to look around. What Look Around does is it allows us to look around as though
03:10you are standing on the sidewalk and you are looking wherever you need to look.
03:17Now we have one control for this, which is the height of the eyes. If I wanted
03:22to I could type in say 6'0, and I can look at it from a taller perspective or I
03:28could type 12' and look at it from 12 feet in the air. Eye height really just
03:33shows where the camera is located above the ground plane. Now when you are in
03:40this mode, you can still change your Field Of View. So if wanted say a wider
03:45angle of view, you could still do that and you can still look around.
03:51Now the other tool, which is kind of the complement of Look Around, is called
03:55Walk, and what this does is allow us to move the camera interactively. So if I
04:01move the mouse up, it moves us forward. If I move the mouse down, it moves us
04:06back, left and right, just kind of pan. So you can essentially just navigate
04:11through this. So you can basically go up to the front door, you can back up and
04:16so on.
04:17So those are some of the additional navigational tools in Google SketchUp.
Collapse this transcript
Creating camera views
00:00In addition to the standard camera tools, SketchUp also has standard views that
00:06you can use. These are basically your top, bottom, left, and right viewports
00:11that you normally find if you are using AutoCAD or Maya or 3D MAX or any of
00:16these other 3D applications. You would be very familiar with the top viewport
00:20or the right viewport or so on. We have the same thing in SketchUp. It's just
00:23accessed through our standard views. We have top, bottom, left, and right
00:28here. In fact, let's go ahead and open a file and let's just go and use that
00:33Townhouses file.
00:34So if we want to, we could just take a look at this from the top and you can
00:38see how it just positions camera straight down. We can also look at it from,
00:43for example, the right, which is the front of the buildings, and you can look
00:47at it from really any one of these standard viewports. Now if you wanted, you
00:52can actually bring this up as a toolbar. I find this kind of a handy toolbar to
00:55use. If you go under View > Toolbars and go to Views, it will go ahead and
01:00bring up that standard views toolbar. So we can look at it from an isometric
01:03standpoint, we can look at it from the top or any of these other viewports. And
01:08if you want, you can just drag that up under the menu bar and just dock that.
01:12So you have that handy.
01:13Then the one thing you will probably notice is that when we hit the top
01:16viewport, it's not really an official top viewport. It still has Perspective.
01:21You can see how these would normally be right on top of each other. You can
01:24kind of see the sides of the building here. The reason for this is that it's
01:29still in Perspective mode. Now we can change the Perspective by going into our
01:33Camera view and just changing it to Parallel Projection. When we do Parallel
01:38Projection, it changes the angle of view so that all those lines are parallel.
01:43So this is a true top view. This can be very handy for drawing. If you want to
01:49draw something and you know you want it to be straight on from the top when you
01:52draw, let's say we are drawing the outline of a building or something like
01:57that, you can get a true top view just by making sure you get Parallel
02:01Projection. Now we can turn that on and off.
02:05We go back to Perspective though we get a Perspective view. Now you can also
02:09keep Parallel Projection on in a Perspective view, but what you are getting is
02:13you are getting in the isometric view. You are getting a view that's not really
02:17a standard Perspective.
02:19Now there is another type of Perspective here. In fact, let's go ahead and just
02:25move this so that we are on kind of a Perspective view here. We go on the
02:29Standard Perspective. This is essentially photographic as if we were taking a
02:33photograph of the building. But if we want, we can also go into what's called
02:37Two-Point Perspective. Now what Two- Point Perspective is is essentially it's
02:42that type of Perspective that you learned in grade school art class. It's where
02:46you take one point on each side of a horizon and you use that to create
02:50Two-Points Perspective. But your vertical lines are true vertical. So you don't
02:55really have a vertical Perspective. It's just left and right perspective.
03:01That's kind of nice if you want it to look more like a drafted or a drawn
03:05thing. Perspective again, will make the vertical lines non-parallel.
03:11Now the last thing I want to show you with Cameras is that Google SketchUp does
03:15save your camera views. Now under the Camera menu, we have two options here
03:20called Previous and Next. What Previous does is it basically goes through our
03:25previous views. So we can essentially step through every change in viewport
03:30that we have had. If you want, you can go through it here as well. It's on the
03:34toolbar. So we can go through Previous and we can just go through all of our
03:38different viewports. So we can step through. So for example if I was looking at
03:41this and I was looking at that window for example and I was working on that and
03:46then I wanted to see how it looked, so I did a view Zoom Extents to see how it
03:51looked against everything else, I can just go back and forth between those just
03:55by hitting the Previous and the Next.
03:57This can be very, very, very handy when you are working on something and you
04:01want to change viewports, you want to see how it looks from different angles.
04:04You just set up your viewport, even if it's a Top Parallel Projection versus a
04:09Perspective Zoom Extents. So you can do pretty much any viewport you want and
04:14then just step between them. It's a good substitute for having multiple
04:18viewports on the screen. You just go Previous and Next and that's where you can
04:21basically just scan through all of your different views.
04:24So those are pretty much the rest of the Camera tools that we have. So let's go
04:28ahead and move into ways of looking at the scene, ways of looking at different
04:31textures and styles within a SketchUp scene.
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Shading faces and edges
00:00We have been working with cameras and changing the perspective and angle of
00:05view of the scene, but there are also some additional tools that allows us to
00:08change the way the scene itself looks; change the textures and the rendering of
00:14the scene. These are found in the View menu. Now, we have Shadows, Fog, but the
00:20ones we are going to look at right now are Edge and Face Style. Now, before we
00:25get into this, we need to know what an edge and a face is.
00:29An edge is essentially a line. So, I am going to zoom in here and I am going to
00:35highlight an edge. I am going to hit my spacebar to go into Select mode and
00:40then just select one of these edges, and this blue line here is an edge. An
00:46edge is a line. That's an edge, that's an edge, that's an edge. Edges are
00:54lines. Faces are surfaces; they are the area between the lines. So, they are
01:01essentially planes. So, that's a face, this is a face, this is a face, this is
01:06a face. So, through the edges and faces view menus, we can change the way that
01:14these look when we view the scene.
01:18So, let's go to the View menu and change our Edge Styles. Well the first one is
01:23whether or not we display edges at all. Let's go ahead and turn off Display
01:27Edges and this gives us some much more naturalistic view of the scene. It gives
01:33us kind of almost like a rendered view of the scene with no hard edges. It
01:38looks more photographic than it would when we turned edges on. This looks a
01:43little bit more sketched.
01:45Now, we can change the way that these edges look by changing some of the
01:49styles. One of the first ones is called Profiles. Now, what Profiles does is it
01:55makes a dark line around any outside edge. So, notice how this inside edge here
02:02is lighter than the one that's on the outside of the building. Now, these
02:06actually change if I orbited my camera around, notice how this line here goes
02:12to a less heavy line when it goes inside the buildings there. So, when it's on
02:17the outside, it's a heavy line; when it's on the inside, it's a light line. So,
02:22this is pretty much automatic.
02:24So, this is actually kind of nice. It's nice to show the outlines of the
02:27building a little bit more heavily, but it also can help you in visualizing
02:31where your external edges are. I am going to turn that off and the next one is
02:38called Depth Cue. Pretty much as the menu tells you is that as it gets further
02:43away, it gets lighter. So, the closer edges are heavier and the further away
02:49edges are lighter. This is really good for large projects. When you have
02:53something receding into the distance, you don't want a really heavy line on it
02:57because you want to be able to see some of the detail. So, this can help you
03:01visualize that. I am going to turn that off.
03:05The last one is a real drawing kind of trick, it's called Extension and when we
03:08turn this on, look at how these edges come up. When you do extension, you can
03:15probably see it most clearly on this chimney here. What it does is it basically
03:20overdraws the lines; it draws the lines pass the intersection. So, you can see
03:24that right here. It's kind of like a nice drafting trick. A lot of people like
03:28to do that and it really is a visual style that you may or may not want on your
03:33final render. So, let's go ahead and turn that off and let's go to Face Styles.
03:39We will just go down the list here.
03:41Wireframe turns off shading and it just shows the edges. So, as you can see,
03:48this is a wireframe. Anybody, who has worked in other types of 3D applications,
03:53will be very familiar with wireframe drawing. Wireframes are nice because you
03:57can actually see how the entire structure works. You can see through walls and
04:03that sort of thing. For example, you can see how that top of the chimney only
04:06goes down so far in the way that this was drawn.
04:10The next one is called Hidden Line. Let's turn that on. And what that does is
04:15it creates a wireframe drawing, but any wires that are behind a face, it
04:22doesn't draw them. So, it's almost like a shaded view but without the shading.
04:27So, it is a nice, real, flat way to look at things. I like the way it looks.
04:33After Hidden Line, we have Shaded and what Shaded does is it gives you a
04:39colored view of it. So, it actually is nice shading with color, gives you a
04:44sense of how it will look when it's actually colored and shaded and that sort
04:48of thing.
04:49The next one is Shaded with Textures. Now, in SketchUp, we can apply
04:54photographic or drawn or whatever types of textures, we can apply image files
05:00as textures to objects. In this case, we have bricks and stone and wood and so
05:06you can get a real sense for how the scene will look or how your final object
05:11will look. So, that's textures.
05:15And we also have Monochrome, which is what we have been working with. Now, I'd
05:21like modeling in monochrome because sometimes when you have textures or shading
05:25turned on, you really can't see what you are modeling. I think sometimes having
05:31just a plain, white object gives you the best sense of form that you can. So, I
05:37typically model with Monochrome turned on.
05:41Now, the last one is called X-ray. When we turn on X-ray, the X-ray works with
05:47all the other modes. So, let's turn it on with Monochrome mode. X-ray allows
05:52you to see the shading, but it also allows you to see through the model. In
05:56this case, we can see the back wall of the building. This can be very handy
06:00because sometimes when you are in Wireframe mode, it's hard to discern what
06:04wire is going where. If you have a little bit of shading, your eye gets a clue
06:09as to where things are at.
06:10Now X-ray mode also works with any of the other mode. So for example, if I
06:15wanted to do X-ray with Shaded, I could do a shaded X-ray and I can also do a
06:21Shaded with Textures X-ray. In fact, you can even do Shaded Wireframes, but
06:27that's pointless because you don't have anything to shade. But it does work and
06:31you can also turn off X-ray and go into our standard mode.
06:36So those are some of the ways we can shade and view our edges. So, let's move
06:41on to some additional viewing tools.
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Creating shadows and fog
00:00SketchUp also has Shadows and Fog, which enable you to change the look of your
00:06scene as well. Let's go ahead and add some shadows and fog to a scene.
00:10Now I am going to go ahead and turn- off Profiles as well as Display Edges.
00:18I just want to get a more natural look to this. And let's start with Shadows, we
00:25are just going to go ahead and turn those on to see what happens.
00:28Turn on Shadows. You notice we have shadows in the scene but we want to be
00:33able to control those shadows, so let's go ahead and go to the Shadow Control window.
00:38We go to the Windows menu and we find Shadows. Click on that and it brings up
00:44this window. Now this allows us to pretty much control everything we want for Shadows.
00:49We can turn Shadows on or off. We can change the time of day. So in the
00:56morning, the shadows are here; in the evening the shadows are here. This kind
01:03of tells us that east is to our right and west is to our left in our particular scene.
01:10We can also change the date. So we can kind of just see how the shadows move
01:13throughout the year. Now in addition to the actual shadows -- I am going to
01:21move the shadows so that they are this way, we can change the actual way the
01:26shadows look.
01:27We have two controls here, one is called Light, one is to control Dark. The
01:32Light actually controls light areas so this is basically how strong is the
01:38light source and the darkness changes how dark the shadows are.
01:44So we can change the ambient light of the scene by manipulating these two. If
01:49we want a really heavy shadowed scene, we can do it this way or if want a
01:54little bit more balanced light we can kind of even them out.
01:58So right now, I am going to toggle Use sun for shading. Now if we want, we can
02:03display whether we want to display the shading on the faces themselves, on the
02:08ground themselves and also you want to shade them from edges or not.
02:13Now in addition to this Shadow Settings window, we do have a toolbar for
02:19Shadows. So let's go ahead and turn-on the Shadows toolbar.
02:23If you on the Mac, the Shadows toolbar is available by selecting Customized
02:27Toolbar under the View menu. In fact, we can actually dock that here. It
02:35doesn't give us all the controls; it just gives us the date and the time. So
02:42those are the basics of how to create shadows in SketchUp.
02:46I am going to turn off Shadows and let's go ahead and play with Fog. Let's just
02:51turn that on and see what it looks like. How Fog works is that, it's a depth
02:56cue, so the further away you are, the more fog they get.
03:01In fact, we have another window for Fog and let's just bring that up. Under
03:05Window > Fog and there is only two controls. There is the Distance of the fog.
03:11In fact if I zoom, you can see the further I zoom out, the foggier it gets. So
03:16the closer you are to the object, the less it's affected by fog.
03:20There are actually two sliders here. One is, how far away does the fog start?
03:31Does it start right away, how many feet away does the fog start, and where does
03:35the fog reach its maximum? So you kind of have almost like this create a
03:40window. So this is where the fog starts and this is where the fog occludes everything.
03:45Now we can also change the fog color here. We can click this off and that if we
03:51click this off, it won't use the background color. The background color in this
03:54case is this kind of beige kind of color.
03:58If we want, we can click here. Once we have clicked off Use background color,
04:02we can actually change the color of the fog to whatever we want. So if we want
04:05a purple fog, we can do that. We can make it blue or really whatever color we want.
04:14And then, once we click Use background color, it goes back to that default
04:18background color. And we can turn fog on or off. So if we turn on Shadows and
04:24Fog, you can get a much more of a realistic view of the scene.
04:29So that's pretty simple. So go ahead and play with that and we will move on to
04:32some more topics.
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Creating scenes
00:01So in addition just to looking at views, we can also create multiple ways of
00:05viewing a scene. Now I have the Street scene open and with the scene is
00:10complicated, you may want to have different views. You may want a perspective
00:14view. You may want a view of the house. You may want an overhead view and so on.
00:18Now we can do that using the Scenes window. So let's go ahead and open that. We
00:23are going to go Window > Scenes and what this does is it allows us to create
00:28individual views.
00:30So for example, we have this Perspective view, we can certainly add that. So if
00:34I add that, it becomes Scene 1, and you notice how we have a little tab here
00:40which tells us that this is Scene 1. So, let's say we wanted a top view.
00:45Let's go ahead and go Standard Views Top and let's make that Parallel
00:49Projection and maybe zoom out a little bit, so that we get every thing in the
00:53scene. And we just hit +, and that gives us Scene 2.
00:57So now, I have two different views here. So when I click on the tab that says
01:01Scene 1, it gives me that original perspective. If I click on the one that says
01:07Scene 2, I get that top view. So that's a little bit like stepping through
01:12under Camera and going Previous and Next, but it gives us a way to save that.
01:17So for example if I am in Scene 1 and let's go ahead and get a view of one of
01:23these houses, so let's go ahead and just zoom in here a little bit. Let's zoom
01:29in on this house here. And let's go ahead and hit + again and that's Scene 3.
01:38In fact, I can move these around just by saying Move Left or Move Right. So if
01:44you want Scene 3 to be on this side, you can do that.
01:47And also if you right-click here, this is what I am doing. I am right-clicking.
01:50I can move this around. I can Add, I can Update. So if I actually change my
01:55view, I can just update that Standard view. Okay and I can also get to my Scene
02:00Manager from here.
02:02So now that I have this, I can just go between each one of these scenes. So I
02:07can go out to my Perspective to my Top view, to my house view and so on.
02:17So that's a very handy way of saving different views and it will make your
02:21workflow a lot faster.
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Selecting and moving objects
00:00Now let's start manipulating objects. Let's select and move some objects around
00:05the scene. So let's go ahead and get an object that we can play with. Probably
00:10the easiest way to get some object here is to just to go to this window called
00:13the Components window. So we go Window > Components and then we have all sorts
00:18of objects that we can drag into Google SketchUp, it just kind of like a
00:22standard library of stuff.
00:23I am going to scroll down to the bottom here and go Transportation and select
00:28this police motorcycle and just drag that in. And now once it's in the scene, I
00:34can go ahead and just zoom-in and use my navigation tools to center that on the
00:42screen. We know in SketchUp how to move the camera and look at different things
00:47but we also need to move objects around to create our scenes.
00:52Let's start by looking at this motorcycle and moving it around. The two tools
00:56that we want to use are the Select and the Move tool. In fact, you can find
01:01them here under the Tools menu under Move, we also have Select, Move, Rotate
01:06and Scale. The tools we are going to be playing with are Select and Move. We
01:11can also find them here on the toolbar, we have Select and we also have Move
01:16but we also notice here the label says Move and Copy and we will get to that
01:21later, you can use the Move tool to copy object as well.
01:24So you start by selecting the object. Now if you notice here the hot key for
01:30Select is the Spacebar and this is actually very handy because if you hit the
01:35Spacebar, you always go into Select mode and I find myself in SketchUp hitting
01:40the Spacebar constantly because I will be in the tool and I want to select the
01:44different objects, so I just tap the Spacebar and I am instantly in Select mode.
01:50Now once you select an object, you can move it. You can either hit this tool
01:54here, Move. You can select it from the menu or you can hit M for Move and once
02:01you hit the Move tool, notice how your cursor changes to those four arrows
02:04which means we are in the Move tool and as you place the arrow over different
02:09parts of the object, you notice how those highlight and that's just really what
02:13we are grabbing on to. So if you left click and drag, you can move the object
02:18wherever you want. So just grab the object, left click and you are moving.
02:23Now the problem with the Move tool is that we are working in 3D space here. So
02:30I don't really know that when I am moving it over here, if I am moving it above
02:34or below the origin or exactly where I am moving it. We really do need to be a
02:39little bit more precise then just dragging it somewhere in the scene, because
02:43we don't really know exactly where we are moving it.
02:46So in order to do that we can actually use Inference tools in SketchUp. So
02:52let's go ahead and hit the Spacebar, select the object, hit M for Move and as I
02:57start moving the object, you will notice how it will start to snap and notice
03:03how we were snapping to red, green, and blue and these actually match the axis
03:10of our scene.
03:11We do have three axes, it's the 3D program, each dimension is represented by
03:16red, green, and blue. In a standard 3D application these would be X, Y, and Z
03:24or they would be North-South, East-West, up and down. But the main thing here
03:30is that we want to be able to move the object in a specific direction. So if
03:35you can snap to one of these axes, you will notice how that sets on the red
03:40axis and I can just slide that motorcycle along that axis. So I am now moving
03:45directly back and forth here.
03:48Now if want to lock it in, all I have to do is snap to the axis and hold down
03:54the Shift key and watch what happens. When I hold down Shift key, that line
03:58gets double bold and now I can only move on that axis. So I am essentially
04:03locking myself in by just holding down that Shift key. So if I want to
04:08constrain to another line, here let's say I want to constrain to the green
04:11axis, I snapped to the green axis, hold down the Shift key and there I go.
04:17So again, I am just moving along that green axis. So I am going parallel to
04:22that axis. Same thing for the blue axis. So when you snap to that axis, you can
04:27move it that way. So it's really handy to be able to use these tools and these
04:32Inference tool show up as well in drawing and in other functions within
04:37SketchUp.
04:38Like I said before the Move tool can also be use as a Copy tool. All you have
04:43to do to copy something is hold down the Ctrl key; on a Mac you will use the
04:49Option key. So I am going to go ahead and select my motorcycle, hit M to go
04:55into Move and hold down the Ctrl key. When I do that, notice how that little
05:00Plus sign comes up, so control is on. It means I am copying and so what I can
05:06do is then I can just copy that. I can also snap as I copy, so I can snap that
05:11motorcycle to be directly in front of the other one and now I have two motorcycles.
05:16I can do that again, hit the Spacebar, Select, M for Move and Ctrl, which
05:23brings up that plus sign and then I can copy. Let's say I want to copy that on
05:27my green axis here and I can do the same thing here, Move and so on. So
05:34essentially I have a fleet of motorcycles.
05:37And now that I have multiple objects in the scene, we can also do some more
05:40tricks with the Select tool. Now if you want to select a bunch of objects, all
05:44you have to do is hit the Spacebar. Going to Select tool, left click and drag,
05:49select all of them. If I click outside of them, it deselects them.
05:53If I want to select multiple objects, all I have to do is hold down the Shift
05:56key. If I want to select this motorcycle and this one just Shift select and I
06:01can select multiple ones. If I click on it again, it deselects it. So I can
06:05select all of them and then just deselect one by clicking it on or off and
06:10that's the same, pretty much with most packages.
06:13Now if want to, I can select multiple motorcycles, go into Move mode, hold down
06:20the Ctrl key, left click and drag and now I am copying multiple motorcycles. So
06:26it will be very easy for me to create a whole yard full of motorcycles, just by
06:31continually copying and moving and hitting the Ctrl key and so on.
06:37So those were some of the basics of the Select and Move tools, let's go ahead
06:41and move on to Rotate and Scale in the next lesson.
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Scaling and rotating objects
00:00Now let's take a look at the other two translation tools, Rotate and Scale. So
00:06like in the last video, we need something to play with. So let's go ahead and
00:10just go to Windows > Components, and again we are just going to drag that
00:14motorcycle into the scene, and then I am just going to zoom in and center that
00:22motorcycle, so we can see it clearly. And I am going to hit the Spacebar and
00:27select the motorcycle.
00:29Now the tools that we are going to use are, Rotate and Scale; those are Q and S
00:34hot keys or you can find them here as well. This is Move, this is Rotate and
00:40this is Scale, so let's go ahead and play with Rotate first. And when you click
00:44on Rotate, notice how this little Protractor device comes up.
00:48And what I can do is I can actually place that anywhere on the object and
00:52rotate around the Protractor. So for example, if I wanted to rotate around the
00:57top of this box on the back of the motorcycle, all I have to do is place it
01:01there, and also notice when I move it from place-to-place, it actually snaps.
01:06Like for example, this is aligned to the green axis, so it's actually going to
01:10rotate around the green axis and this is going to rotate around the blue or the
01:14vertical axis.
01:15So let's go ahead and left-click here and then just drag, and then all you have
01:20to do is do a second click and you can rotate it around that pivot which is
01:25kind of nice because you don't really have to define a specific pivot point for
01:28the object; you actually are defining it interactively.
01:31I am going to go ahead and undo this. You can hit Undo or Ctrl+Z is also your
01:36undo. And let's go ahead and do this from this point here, let's go ahead and
01:39rotate it around the green axis, so I left-click and then just drag somewhere.
01:44You don't really have to be very specific about it, but you can drag here, and
01:49also notice in the bottom right in that VCB box, how you can actually give it a
01:54specific angle. So if I wanted to angle at 45 degrees, all I have to do is
01:58type-in 45, hit Enter and it's at 45 degrees along the green axis. Again, I am
02:05going to undo this, Ctrl+Z and we can play with this some more.
02:10Now the other thing I want to show you with the Rotate tool is that you can use
02:13it as a Copy tool. Very much like with the Move tool all you have to do is just
02:18hold down Ctrl, and you'll notice how that plus sign comes up and then you can
02:22just click, click, and you can rotate out another copy. Now this can be really
02:27handy for things such as creating copies of things that are rotational like a
02:32row of columns or something like that around a circular porch or something. I
02:37am sure, you can think of a lot of different uses for this tool. So I am going
02:40to go ahead and just hit the Delete key to get rid of that.
02:42Now let's go ahead and take a look at the Scale tool. Again, you can access it
02:46here through Scale or you can go under Tools here, the hot key is S. So again I
02:52am going to select my object and left- click on it. Now when you left-click on
02:55it with the Scale tool, you will notice that all these little boxes come up,
02:59and these are really just points about which you can scale.
03:02Notice how, when I click on this one it goes diagonally. So I can actually
03:06scale diagonally. Ctrl+Z and get out of that, or I can go from corner to
03:11opposite corner, or I can go, squish it this way. So each one of these kind of
03:19gives you ideas to where it's going to be scaling. Now if you want to scale
03:24uniformly, this corner one is the one that's going to give you a uniform scale.
03:31Now notice here when I am scaling here, it's actually scaling down to this
03:35point, or up away from that point. If I want to scale about the middle here, I
03:41hold down the Ctrl key, in fact, you can see it here on the helpline here, Ctrl
03:45means About Center. So let's go ahead and hold down the Ctrl key and now we are
03:50actually scaling around the center point.
03:55Now if you want to, you can also hold down the Shift key and you can use any
03:59point to do a uniform scale about any one of these points, you don't have to go
04:03to the corner. So that's the basics of the Scale tool and the Rotate tool. So
04:09go ahead and play with those and we are going to move onto a few more options.
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Manipulating faces and edges
00:00Up until now we've been moving and scaling entire objects, but if you want to
00:06model and create objects from scratch we have to learn how to manipulate the
00:11faces and edges within an object in order to change the shape of those objects.
00:16So let's go ahead and start playing with that.
00:18I am going to hit the Spacebar to get into Select Mode. So this house is
00:23actually made up of faces and edges, and if I want to reshape that, all I have
00:28to do is click on one of the faces or edges and just start moving and scaling
00:33it. Let's say the peak of this roof, let's say we want to make a little bit higher.
00:37All I have to do is click on that edge and you will see it highlights in blue,
00:42and then I'll have to do is go into the Move tool. I am going to hit M to go
00:46into Move, and then all I have to do is just move it. Now notice how I am
00:50moving this along the blue axis to make it go higher. Now if I moved it along
00:55the red or the green axis, you would see that it's actually creating a
00:59situation where it's not really roof anymore. So I really want to kind of lock
01:04that to the blue axis. So if I want to make a higher peak roof, all I have to
01:07do is just move that edge up.
01:09Now you can do the same with faces. Let's say we wanted to make the porch
01:14bigger. Let's go into Select Mode, I am going to hit my Spacebar. If I want to,
01:17I can select any one of these faces. Notice how the faces highlight as I click
01:23on them. So let's click on the front edge of this porch, and then go to the
01:28Move tool, hit M, and now this time I want to snap it to the green axis. In
01:32fact I can hold down the Shift key to make that lock in. And so let's make this
01:40a really big porch. We can do that for the other end as well. I can select this,
01:45go back into my Move tool and I can move this along the red axis and I can make
01:51a really big porch.
01:53And if I want to, I can also do things like Scale, or Move, or whatever; you
01:58can pretty much do whatever function you want. So let's say we take this face
02:02and we want to rotate. So I am going to hit the Rotate tool here, and I can
02:07click here and rotate it. But I also noticed how, when I am rotating this, so
02:11it's creating a situation where the porch is not flat. So I really don't want
02:15that. So I am going to hit Ctrl+Z, but let's go ahead and see what we can do
02:18with Scale. So I am going to hit Scale and notice how again those boxes come
02:23up. What I can do is I can just scale about the opposite point, but actually I
02:27am going to hold down that Shift key to toggle uniform and you can notice how
02:34again you can scale.
02:36Now one of the things that's happening when we are doing rotation and scales,
02:38that we are making some of these objects go plainer, and so what you are doing
02:42is you are actually creating a situation where you are kind of breaking the
02:47planarity or the ability of this just to be a flat plain. So it's going to give
02:51you a little bit of extra detail there.
02:53Now if you want to, you can also delete or change stuff. Let's say we want it
02:57to delete this porch. I could just rubberband select all of those faces and
03:01edges and just hit the Delete key, and that will go ahead and delete the porch.
03:05Well, I didn't select that one there but I can certainly do that.
03:08So you can just rubberband select anything that comes in within this is
03:14able to be deleted. So I have to Shift+ Unselect that one and just hit Delete,
03:20and actually what I did was actually deleted part of that wall. Let's try that
03:24again, I can select this face; let's just select it edge-by-edge, there we go.
03:31So now I have deleted that, and the same on the other side.
03:36So you can see some of the basic tools for selecting and moving and
03:40manipulating faces and edges, and we will be doing a lot of this as we start
03:46working through actual modeling in the next chapter. So you will certainly get
03:50proficient with it as we move through the rest of the lessons.
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Advanced selection tools
00:00Let's go ahead and look at some more ways to select edges and faces within
00:05SketchUp. Up to this point we have learned how to Shift select, how to
00:10rubberband select individual edges and faces, but there are some additional
00:15tools that will aid in selection within more complex objects. So let me show
00:19you some of those.
00:20We can certainly select just by clicking on edges or Shift-clicking on multiple
00:25edges. We've learned how to do that, but there are some additional options. So
00:29let me click on the edge that's the peak of this roof here, and if you want to,
00:33you can go into the Edit menu and you can see that a little Edge option pops up
00:39here and if we go to Select we've got three options here: Connected Faces, All
00:43Connected, and All On Same Layer.
00:45Now this is one place where you can find it, I like going through the
00:49right-click menu. So if you have a two- button mouse, you can select that edge,
00:53right-click and a contact sensitive menu will appear. Now this gives you some
00:59additional options, which we will go through as we go through some of these.
01:02But the one I want to go to right now is Select.
01:06So if we do Select > Connected Faces, what this will do is select the faces
01:11that are connected to this edge. So if we had multiple edges connected, let's
01:16go ahead and zoom out here. If I selected say the peak and the valley of this
01:21roof and then I right-click, I could select All Connected Faces and what it
01:25will do is select any face connected to those edges.
01:29Now that's one option. The other option is to select anything that's connected
01:36to that edge. So that means anything that's even remotely connected. So it
01:41walks through the entire model. Let's go ahead and do this, and it selects
01:45anything connected to that edge which is basically everything but the doors and
01:49windows which are built by components and also the little guy on the inside, it
01:54doesn't select him because he is not connected either.
02:00So that's another one. The third one in that menu is All on the same layer, now
02:06we are going to get into Layers a little but later, but what this does is it
02:09selects any object or any edge and face that is on the existing layer or the
02:15active layer, and we will go through that in more detail as we get to Layers.
02:20Now there are also some additional options for selecting faces. So if I have a
02:25face selected, if you go into this Edit menu, notice how this changes the face
02:29and it gives me a Select option and we have some additional options. Again, we
02:34can get to this through the right- click menu. So if I select this, go
02:38right-click, I can select Bounding Edges, Connected Faces, very similar
02:43options. Let's look at what Bounding Edges does.
02:46Selecting Bounding Edges basically just selects the edges that surround that
02:51face, or if we have a series of faces, let's say we select the whole roof, we
02:55go select Bounding Edges, it selects anything that bounce those particular faces.
03:02Now another way of selecting Bounding Edges is by double-clicking on a face. So
03:06if I select this face and double- click on it, you'll see how it selects the
03:10Bounding Edges as well. So double- click is another way to select Bounding
03:14Edges. Let's go ahead and select the face and right-click on it.
03:17Some of the other options are All Connected Faces, which we've done. That
03:22selects any face that's remotely connected to it, and notice how it also
03:26selects the edges of the roof because the face protrudes in two dimensions
03:31rather than just one for the edges, and we can also do a Select > All Connected
03:35which is almost identical to selecting that for the edge.
03:39Now there are two more options and we'll get into these a little bit later, but
03:43I'll just show them to you. One is all on the same layer, which is identical to
03:48the one for the edges, and the next one is all with the same material. Now a
03:53face can have a material applied. So for example, a roof might have a shingle
03:59material applied while a wall might have a brick material applied.
04:04So what you can do is you can select any face that has identical material. So
04:08you can select all the brick in the building or all the roofing material in the
04:13building and it'll select any face that has that applied.
04:16So those are some of the options and some of the additional ways for selecting
04:21multiple edges and faces within SketchUp.
04:24So let's go ahead and move on from here.
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2. Drawing in SketchUp
Line tool fundamentals
00:00Let's talk about modeling and that's creating objects from scratch. We are
00:05going to start with the Line tool, and it actually looks like a little pencil.
00:09But it's actually the Line tool and that's the official name. You can also find
00:12it here under Draw > Line, and the shortcut is the letter L on the keyboard.
00:18But before we actually get started, I just want to clear things out, so I am
00:21just going to hit New, clear out my scene and then I am going to hit the
00:25Spacebar or select this little guy and hit Delete so that way we have
00:28completely clean open space to play with.
00:32Let's go ahead and go to the Line tool and see how this works. I am going to
00:35select the tool, and it's really very simple. All you have to do is just
00:39left-click and you start laying down points. So I am going to left-click here;
00:42you notice how I can just draw a line really wherever I want. Left-click again
00:48to lay down that line, left-click again, left-click again, left-click again,
00:53and If I come all the way around here, you'll notice how it's starting to snap.
00:57Actually it snaps wherever, I am going to talk about Snapping in just a little
01:01bit here. But let's go ahead and snap it to that very first point with our end
01:05point and click. So when you've completed that circuit here, what it does is it
01:10actually creates a plain or a face in SketchUp lingo, and this face is really
01:17the start of the 3D modeling process.
01:20Now when you start drawing in SketchUp, you are actually kind of drawing in
01:24this open 3D environment here, and when you do that, sometimes you really don't
01:31know exactly where you are at. So that's where some of the snapping tools come
01:35in handy. But before we get into those, let me go ahead and select all of this
01:39and hit the Delete key, and I am going to do another drawing, I am going to do
01:43this a little bit differently, and I'll show you some of the problems that can
01:46come up when you are drawing in this open 3D space.
01:50So let's get start drawing lines here, I just draw, draw, draw, and I look at
01:55that and I say, well, that's a pretty good shape; it's kind of like a chevron
01:59shape. If I actually zoom out and around, you'll notice that it really isn't.
02:03You actually can create that these little optical illusions form in space and
02:09so you are not really drawing what you see. So that's where Snapping comes in
02:12really handy with this Line tool. So let's take the Line tool and we'll draw again.
02:18Now if you lay down a point, you'll notice that as you get close to one of
02:22these axes like the green axis, it will snap. This is a lot like the Move tool,
02:27how the Move tool snaps through red, green, and the blue axis. So if I go over
02:31to the red axis, it will snap red, if I go up to the blue axis, it snaps blue.
02:38So that makes it very easy to create objects that you know are positioned
02:43properly. For example, draw this parallel to the green axis, you'll notice that
02:47the line is actually parallel. If I continue and I snap to red, you'll see how
02:54it's created at right angle.
02:55Now I can come back the other way and I can snap to the green axis, but also
03:01notice how as I start coming close to this point here, it will also snap. It
03:08snaps red and what that's telling is that I am actually directly across from
03:13this point on the red axis, and what this is is this called an Inference.
03:18Now what SketchUp does is it infers what your next point is going to be, in
03:23other words, it guesses where you are going to go next, and it tries to help
03:27you. If I was drawing a rectangle, I would want to lay down my next point here
03:32because then if I snap to the red axis, I would have a perfect rectangle.
03:38So this inference really helps. Now you can infer to specific points or axes,
03:44you can also snap to other points that are parallel to other edges. Let me show
03:48you a little bit about that. I am going to go ahead and select and delete it,
03:53and let's go ahead and try another line. So we are going to go ahead and snap
03:56just to the green axis. But this time, I am going to make one that's not
04:01parallel to any axis, but notice here how this also snaps violet or kind of
04:06purplish, and that means it's perpendicular to this edge. So in other words,
04:11this is a right angle to this edge, which means I can also create things that
04:17are parallel to each other and at right angles and I can create other types of
04:22shapes. And that's just using the other types of snapping that we have.
04:27Now with the Line tool, you don't just have to draw flat objects, you can
04:30actually draw vertical objects as well. So let's go ahead and delete this. I am
04:35going to select everything and hit Delete, and we are going to draw one more
04:38rectangle. I am just going to draw, snap to green, snap to red, snap to green
04:45and infer that point, and there we go. So there is my rectangle.
04:50Now if I want to, I can actually start drawing vertically and this is where we
04:53actually start doing 3D modeling. Go up here on the blue axis and then I go
04:58parallel on the blue access and then I snap. Now I have got two faces that are
05:04actually at a right angle to each other and I am starting to get a 3D space. So
05:09I can do that again, and just keep going, and actually create a box.
05:19So now I have created a 3D object simply by using the Line tool.
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Using the Line tool for 3D drawing
00:00So now we understand the basics of the Pencil tool and we can actually draw 2D
00:05and 3D objects with it, but let me show you some more things that you can do. I
00:08am going to start with this box. Once we have a simple box here, we can still
00:12continue with our Pencil tool. We can actually draw additional details onto surfaces.
00:18So for example, in addition to just snapping to places in space, we can
00:23actually snap to faces and edges. If you notice here, if I move that Pencil
00:27tool long we have an end point, we have the mid-point which is the halfway
00:32point between these two ends of this edge, and we also have another end point.
00:37So if I want to, I could snap to this mid -point and just draw a line along here.
00:42If I wanted to, I could just draw one here from mid-point-to-mid-point. What
00:46I've got now is I've got two faces. If I hit my Spacebar, you see I have
00:49actually divided this into two separate faces, if I delete one of those faces,
00:55you can see I can create a hole in that box, or I can just use the Pencil tool
01:00to extend that. So let's say I wanted to just make an addition to this box.
01:06Again, just use my Pencil tool and just draw it out.
01:19So again, I am drawing lines on to faces. Now if you notice, we've created a
01:26number of different edges here. If you want to, you can delete those and
01:31they'll actually, basically go away and make this into one face. So if you look
01:35on this side here we've got two faces, but if we want this to be one continuous
01:38face, we can just hit the Delete key there and that will do that and we've got
01:43one again on the bottom here that we can play with. So now we've got a
01:47continuous object here.
01:49Now if I want to, I can add additional detail just by drawing within these
01:53faces. So for example, here let's say I wanted to make a vertical extension. I
01:59can just essentially draw a box, and again using your inference you can make
02:03sure that you've got a square, now everything is a right angle here, I think
02:08you just draw it vertically.
02:17And again, all I am doing is just sketching things out with this Pencil tool,
02:21and you can see how powerful it is. We are creating some very complex shapes
02:24just using a very simple tool.
02:26So you can see how you can very quickly add on to whatever you've created and
02:33just literally starts sketching in mid air, whatever sort of 3D shape you want.
02:39So enough of that, let's go ahead and I want to show you some additional
02:42things. So I am going to hit Delete here, and just select everything and delete
02:46it. And now I am just going to sketch out a simple rectangle which we are all
02:52familiar with by now.
02:53Now one of the things you have to be careful about, when you are drawing lines
02:57of faces is how they intersect. So for example, if I draw one from here to
03:04here, then I've got an edge here that has basically I selected this into two
03:12separate triangles. Now if I did the opposite, let's say I wanted to divide
03:17this into four. Now your first instinct would be to draw from this point to
03:21this point. But what that does is it actually just creates a line from that
03:27point to that point because you are not intersecting this line here.
03:31So if I selected this edge and I moved it, you can see how it actually kind of
03:37creates almost like a tetrahedron, it doesn't really create a flat plain with
03:42four sub-divisions. So actually I am going to undo my way out of that by
03:47hitting Ctrl+Z, go back to my Line tool, and if I want to sub-divide this into
03:52four pieces, I have to stop here at this mid point.
03:55So what I do is I go to this line and then just I find where it snaps to that
04:00mid-point and then I draw another line. So I have actually drawn two lines, so
04:05I've got one, two, three, four and now when I move some points here. If I
04:11Shift+Select these edges and move them downward, you can see how I can create a
04:19pyramid. So you can create angular shapes as well just by moving those edges.
04:27Now the one thing about SketchUp is you really can't move vertices. In another
04:313D application you might just want to select that one point at the top and move
04:35it up, but that's something you really can't do in SketchUp, you have to
04:38actually move the edges, so that's why I move these edges down rather than this
04:42point up to create that pyramid. So those are some additional ways to use the
04:48Pencil tool.
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Using the Rectangle tool
00:00Now let's take a look at the Rectangle tool. You can find it right here under
00:05Draw > Rectangle. R is the shortcut or it's here on the toolbar as Rectangle.
00:12Once you selected the tool, a little pencil comes up with a rectangle
00:16underneath and that tells us separate drawing rectangles.
00:19So to draw a rectangle, all you have to do is just left-click and that lays
00:22down the first corner, and then we left-click again and we have instant
00:27rectangle, very easy.
00:29Now the one thing about the Rectangle tool is I find that, if you are looking
00:33down, it will tend to draw along the axis that you are most looking at. So if
00:37you wanted for example to draw a vertical rectangle, you could just get your
00:42camera low and you can draw a vertical rectangle, like that.
00:47You can use this snapping tool, so once you get it to snap to a specific
00:51direction, it's very much like Move tool, you can hit the Shift key once you've
00:55snapped into a direction and it will go ahead and continue along drawing a
01:00rectangle in that direction. I am going to go ahead and select this vertical
01:03one and delete it.
01:04Now there are some other nice handy things with Rectangle tool and one of them
01:09is for sizing the rectangle. So if I create a rectangle, you will notice that
01:14as I am drawing it, it will snap when it's square; you see that little dotted
01:19line, and that tells me, I am actually creating a square, and it will also
01:23snap, there it is with a golden section.
01:27Now what a golden section is is an 8:5 ratio. I think the Greeks use that a lot
01:33in their architecture, and it's just a ratio that is very pleasing to the eye.
01:37So if you want to create an 8:5 rectangle, it will automatically snap to that
01:42as well. Now if you want to create a rectangle that's a different size, you can
01:46use the VCB box down here and just type-in the numbers.
01:51So all I have to do is just left- click and drag, and as I am dragging, just
01:55type the numbers, 10. Say for example, if I want a 10x12 rectangle, all I have
01:59to do is 10, 12 and hit Enter. Notice how that came up really small. It's
02:05because this is 10x12 inches not 10x12 feet. Now I can set that here under
02:11Preferences. So I go Window > Preferences, or on the Mac go to SketchUp >
02:18Preferences, and down here we have our template and this is our drawing
02:23template. It says we are drawing now in feet and inches.
02:27If I want, I can do this in really any one that I want, Feet Inches, Inches,
02:31Metric, whatever. Right now I am working in Feet and Inches. So if I want to
02:37create 10x12 foot rectangle, I have to type-in the Foot Marker essentially
02:42which is that single apostrophe. Basically I click-and-drag and I type 10',
02:4712', hit Enter and now I have 10x12 foot rectangle. You can also Feet and
02:58Inches, let's say I wanted 8'7", 14'3" and there it automatically sizes that
03:09however we want.
03:09Now I want to show you some more things with rectangles but let me ahead,
03:13select everything here and delete it, let's clear it out. You can use
03:17rectangles to build 3D objects as well. So we can create a rectangle here, and
03:23if I want, I can create a vertical face here just by using Snapping. So I can
03:27start this rectangle at the end point; go from this point to this point, and
03:32then once I hit Vertical, hold down that Shift key so that locks it in, and now
03:36I've got two sides of a face. Now again, I can start here, end point, drag over
03:41here, go to end point.
03:42This is my first side of my rectangle, and then once I hit Vertical, hold down
03:47that Shift key so that it locks it in, and then I have got three sides for a
03:52box, and again I can just, basically now totally sketch out of box.
04:01If I want to, I can also create rectangles on faces of other objects. So for
04:07example, if I wanted to draw rectangle on this face, all I have to do is just
04:10select the Rectangle tool and you'll see how it's actually snapping to the face
04:15and then I could for example draw a square rectangle on this face, and then I
04:19can use that to actually extrude out.
04:23Let's say I wanted to do something like this, and again, you can see how, you
04:30can very quickly, almost like with the Pencil tool just start drawing in 3D
04:34space just using the Rectangle tool.
04:38So those are some of the basics of the Rectangle tool. It's actually a pretty
04:42simple tool to use, but just get used to how you would snap with it, that's
04:46probably the biggest trick with the tool is learning how to snap it properly.
04:49But just go ahead and play with it and then we are going to move onto the
04:52Circle and Polygon tool.
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Creating circles and polygons
00:00Now let's take a look at the Circle and the Polygon tool. They are actually
00:04pretty similar in the way that they work.
00:06Let's start with the Circle tool. You can find it here under Draw and its
00:10Circle and the keyboard shortcut is C or here on the toolbar. And once you have
00:15selected it, a little pencil comes up with a circle attached to the end of it.
00:20Now what we have to do just left- click and that lays down the center of the
00:23circle and then we lay down the radius, very simple.
00:29If I want to draw another circle, it will just go ahead and let me do that. You
00:33notice how the snapping can actually make the center of your one circle
00:37concurrent with the center of another circle.
00:42If you need to do a specific dimension for your circle, you can type in the
00:47radius down here, again in that VCB box. So just left-click and drag, and then
00:55you type in your dimensions. So let's say I want a 12-foot circle, it will go
00:59ahead and make it a 12-foot circle, pretty simple. So I am going to select all
01:03of these and just delete them.
01:05Now the Polygon tool, you can find it here under Draw > Polygon. There is no
01:09shortcut and its right here as well. So when you select the Polygon tool, it
01:14works pretty much like the Circle tool. You just select the tool and again it
01:18just brings up a polygon and then you just left-click and drag.
01:23One thing that's nice about this is that you can actually snap it to a specific
01:26axis. This is a hexagon and I can just snap it to a very specific axis right
01:32here. And again, just like with the circle tool, you can again infer to the
01:37center of the last one that you have drawn, very simple.
01:42If you want us type in a specific radius, you can do that as well. So if I want
01:46a 10-foot radius hexagon, you can do that. Now let's say you don't want a
01:52hexagon, let's say you want an octagon or a triangle or something else, you can
01:56actually change that before you start drawing.
01:59So what you have to do is you have to deselect the tool and then reselect it
02:03again. So when I select the polygon, notice how down here I have got the number
02:07of sides.
02:08So if I wanted to say create and octagon, all I have to do is hit 8 and hit the
02:12Enter key, and now I am going to be drawing octagons, and I can again, type in
02:17my radius if I want as well. So if I wanted a 5-foot octagon, I can do that.
02:22Now the thing about the Polygon tool is that it's actually pretty much like the
02:27Circle tool. If you look at the Circle tool here, you can see that when I start
02:32this Circle tool, I can type in a number of sides.
02:35The only real difference between a circle and a polygon is the number of sides.
02:39If you have a high number of sides, then it's going to look more circular.
02:43So if I draw the circle here that actually has 24 sides. So if I deselect the
02:49circle and select it again, I can actually make this into a Triangle tool just
02:53by hitting the number 3 for the number of sides and I can actually create a
02:58triangle with the Circle tool or I can create a triangle with the Polygon tool
03:03by hitting the number of sides.
03:05So they are very similar, the big difference with this is that when you extrude
03:09these, when you are using the push/ pull tools that the circle will actually
03:13have smooth sides and the polygons won't. That's really the only difference
03:18between the two.
03:19So if I select my circle again, and I just put my number of sides to let's say
03:2436, again it will look a lot more circular. So those are the basics of the
03:29Polygon and the Circle tool.
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Creating arcs
00:00The next tool I want to cover is the Arc tool. Now this is more about line
00:05drawing tool rather then a shape drawing tool, where a circle creates a face or
00:09a rectangle creates a face with edges. The Arc tool actually just creates the edges.
00:15You can find it here under Arc or you can find it here under Draw. Again, the
00:19keyboard shortcut is A, so if I select this it brings up the Arc tool. It's a
00:24pencil with a little arc underneath it and how this tool works is I lay down
00:29the two sides of the arc.
00:31So I left click here, left click here and create a line which is the base of my
00:35arc and then the third click is actually what's called the chord of the arc. So
00:40basically how much bulge and it will snap at half circle. So if I click there
00:46then I have an exact half circle and then from there if I want to I can
00:50actually just draw on to that with the Pencil tool. So I can actually create an
00:57object like that.
00:58One thing about the Arc tool is that it's actually very good in combination
01:03with other tools. So one of the things I like to do is use the Arc tool in
01:07conjunction with say, the Rectangle tool. Let's create a rectangle and I want
01:11to create a rectangle with a curved top, let's say we are drawing a window or
01:16something like that.
01:18You can take the Arc tool and then just snap to the endpoints of these two
01:23edges and then just bulge it out, however much you want. If you want to do to a
01:27half circle or less, you can do whatever you want and now what that does is it
01:32actually creates an additional surface. So now all I have to do is hit my
01:36Spacebar, select that edge and hit the Delete key.
01:40And so now I have got basically a rectangle with a curved edge on it, which is
01:46really kind of nice. Then you can also use the Arc tool to kind of round of
01:51round off or chamfer edges. So I am going to go ahead and zoom-in a little bit
01:55here. Let's select the Arc tool again.
01:57Let's say I want to round off these corners. All I have to do is select
02:01somewhere along the edge, where do I want this rounding to start, left click
02:06and now what I want to do is just snap here, until it's purple and it's on the
02:11edge but it's in equidistant along this side as it is on this side, so this
02:16gives me a perfect 45 degree angle, left click again and then snap again until
02:22it's purple and it creates something that's tangent to the edge.
02:26Now if I want to actually get rid of that all I have to do is select this edge,
02:30notice how it is chopped that edge, delete that, delete that, and now I have a
02:35rounded corner. Let's do that one more time. Its a few steps for this
02:39procedure, but once get the hang of it, it is pretty easy.
02:42Let's go ahead and do this operation again on the other corners, so we can see
02:46how this is done. I want to make this exactly the same on this side as it is on
02:52this side. So I have to do some inference here. So what I have to find first of
02:55all is the end point of that arc and then if you drag straight down, you will
02:59see the red line come up and that means I am exactly where I am suppose to be.
03:03In fact, I am going to hold down the Shift key to lock in that inference and
03:07then I am going to start my arc here, just left click and now I am going to
03:12find the point where it snaps purple here and that means I am exactly
03:17equidistant on the other side of that edge and then snap again, so that it's
03:22tangent. Hit my Spacebar and then just select that edge, delete it and select
03:28that edge and delete it and so now I have two nice rounded corners and an arched top.
03:35So that's the basics of the Arc tool. You can see it was very handy in creating
03:39a little bit more of an organic shape than just the standard rectangle and line tools.
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Pushing and pulling faces into 3D
00:00The next tool we are going to discuss is the Push/Pull tool. This is probably
00:04one of the more handy tools you'll find in SketchUp. And what it does is it
00:08takes a flat 2D face, and essentially extrudes it into a 3D shape. So if you
00:15are familiar with other 3D applications, it would be very similar to an Extrude
00:20function. So let me show you how it works.
00:23You can find the tool under Tools, and it's here, Push/Pull. And the hot key is
00:29P, for Push/Pull. You can also find it here; this is the icon on the toolbar.
00:35Now, in order for the Push/Pull tool to work we need a face or we need some
00:39flat geometry to work with. So I am going to start now with a rectangle and
00:45let's play with it. So now I select the Push/Pull tool and basically, all you
00:50do is left-click on a face and drag, that's all you have to do.
00:55Now, once you've dragged this out, it creates a 3D object, essentially, it
01:00extrudes that face into a 3D object. Now if I take the Push/Pull tool and put
01:05it on any one of thee faces, what it does is pushes and pulls those faces but
01:11doesn't add additional geometry, it's essentially a sizing tool. Now if we
01:16want, you can hold down the Ctrl key, and the little Plus sign appears, and now
01:21what we can do is we can actually add geometry.
01:23So what we've done here is created a circle of edge loops around here. Now,
01:28that I have this additional geometry, I can just pull this out, and it acts
01:32more as an Extrude tool rather than a sizing tool. So when there is an open
01:36face like this, you are sizing. But when there is a face that has a border on
01:40it, you are extruding. For example, I can extrude here and create some
01:45additional detail down here.
01:48Now, there are some rules with the Push /Pull tool. One of the most important
01:52rules involves Curved Faces. So, let me show you a little bit about that. I am
01:56going to take a circle, and I am going to draw it on one of these faces. Now I
02:02can use the Push/Pull tool to extrude this out or in so I can actually make
02:07holes in things. So I can extrude faces that have curved edges. The limitation
02:13with the Push/Pull tool is that it won't extrude curved faces. Let me show you
02:17what I mean. So I am going to draw a line from here to here, and from here to
02:23here, basically to break up the surface. Now I am going to take the Push/Pull
02:27tool, and basically push that down so I can see this open curved face.
02:32If you notice, if I put my tool over this flat face, I can Push/Pull that, I
02:38can Push/Pull this but I can't Push/ Pull this curved face, and it says, Cannot
02:43Push/Pull a curved face. And that seems pretty normal, because really it
02:47doesn't know what direction is going to Push/Pull it, because it is a curved
02:51surface so there is a really no set up and down or left and right direction.
02:55It's kind of facing in multiple directions, so that's the one limitation of this tool.
02:59Now, we can't get around this a little bit by using some other little tricks
03:04that we have with polygons. So I am going to actually make a new file here, No,
03:08I don't want to save that. And I am going to do two things, I am going to make
03:12a circle. Remember, when we make a circle, we can actually type in the number
03:16of sides. So let's say, I have 24 sides here, let's make it a little bit
03:20smaller and say that we have 16 sides to the circle, so I can draw this circle,
03:25and if you notice, if you can see it actually does have 16 sides. I can do the
03:29same with a polygon. Let's go ahead and make a polygon with 16 sides, and go
03:34ahead and make that.
03:36In some ways these actually look alike, they look like sixteen sided polygons.
03:41But when we Push/Pull them, you'll see the difference between why we have
03:45circles, and why we have polygons. When we extrude the circle or Push/Pull the
03:50circle, you'll notice that it Push/ Pulls in a very smooth surface, so there is
03:56really no edges there. If I do the same to the polygon, what you have is you
04:01have a multi-sided surface, so really it's not smoothed. But this faces are
04:07flat, so that means I can Push and Pull this individual faces.
04:12So if you want to do some extrusions on a circle you might want to instead
04:17build it as a polygon, and that will give you some additional abilities. Now,
04:21let me show you how to use the Push/ Pull tool in more of a real life situation.
04:26Let's go ahead and open a file, and you can see here that we have a basic floor
04:31plan for the house. Now I smooth the edges here using circles, but this front
04:36edge here, I used a polygon. So you'll notice when I extrude it you'll see that
04:41it's a polygon. So when I use the Push/ Pull tool to extrude this, one of the
04:46things I can't do is I can't just like with most of the other tools is I can't
04:49type in a specific height that we are pushing and pulling, and I want this to
04:54be a 12 foot height building. So just type 12 feet and hit Enter, and there it goes.
04:59Now if you notice this edges here, are curved, so we can't Push/Pull this. But
05:03this front one here, is actually polygons and we can, but we'll be using that a
05:08little bit later. If I want to, I can make a second floor for this, but I need
05:12to go to my Line tool, and I am going to go ahead and snap something that's
05:17parallel to the red axis and just cut it right there and then do another one
05:22here for the green axis and cut it there. Hit my Spacebar key for Push/Pull,
05:28and I am going to extrude the second floor. And again, that's going to be 12
05:32feet, so I am going to type in 12 feet, hit Enter, and there we go.
05:37Now, I have got some additional detail here, so I can take this edge here and
05:40just delete that so that I've got a smooth face here. Let's go ahead and make
05:45the garage. I am going to take a rectangle, and I am just going to go ahead and
05:50sketch out that garage. I am just going to Eye Ball it, I can probably, do
05:53specific dimensions if I wanted to but I don't need to. And then select that
05:58face, P for Push/Pull, and then I am just going to push that in just little bit
06:01to give it a hint that there is a garage door there.
06:04Now, also what I had in the original one, is I had a staircase. So what I want
06:10to do is create a landing. Again, I am going to do that with a Rectangle tool.
06:15So I am going to select my Rectangle; snap it here to this corner and then I
06:21could dimension this if I wanted to, but I think I am just going to Eye Ball
06:24it. So I am just going to make my porch or my landing this high, and then I am
06:30going to select that face and then I am going to Push/Pull that out.
06:33Now if I want to, I could give it a specific height, and let's go ahead and
06:37make it six feet wide, that's the width of my stairs. But I still need to make
06:45the stairs. So what I can do is use the Line tool. And if I wanted to do four
06:50stairs, it's very easy to cut each of these in half. I just snap to midpoint
06:54here, and then snap to midpoint here, and I know I have cut this in half. So
06:59now, I have the bases for two steps.
07:02If I snap the midpoint here, and here, then I have got three, four steps. Now
07:09all I have to do is just Push/Pull this out. How deep do I want these steps to
07:14be, let's say, I want them 12 inches, so I will Push/Pull this one 36,
07:19Push/Pull this one 24, Push/Pull this one 12, there we go. Now there are some steps.
07:32Now if I want them a little bit longer, if I want them like a little bit
07:35shallower in terms of my steps, so I can actually make this another 36, make
07:41this another 24 inches, make this another 12 inches. So basically, these are
07:46two feet long and however high they are. So there are the basics of my steps.
07:52So that's essentially how you can use the Push/Pull tool to get the basics of
07:58this our deco house, and we are going to save this out, and we are going to
08:00play with it little bit more as we go through some additional tools. Go ahead
08:04and play with the Push/Pull tool and build some stuff, and we are going to move
08:08on to some additional tools.
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Using the Offset tool to create outlines
00:00The next tool we are going to look at is the Offset tool, and what it does is
00:04it takes an edge and it just creates an offset. So you can create borders or
00:09insets, that sort of thing. You need existing geometry for it to work, so we
00:14have to start with something. So I am going to start with a rectangle here and
00:17just draw out a rectangle.
00:18So let me show you how this tool works. You can find the Offset tool here under
00:23Tools > Offset or the shortcut is F, and here on the toolbar. Once the tool is
00:30selected, you will see the cursor changes and then all you have to do is just
00:34left-click and drag and it just creates an offset, very simple.
00:39Now if you want, as with other tools, you could actually type in a number. So
00:44let's say I wanted a 2-foot offset, I could just type in 2 feet, hit enter and
00:49I have got that. Now once we have these offsets we can use them for all sorts
00:53of purposes. I like to use the Push-Pull, so you can actually create all sorts
00:57of different shapes.
00:59Now the Offset tool also works with curved edges, but there are a few little
01:04things you need to be aware of. So I am going to select all of this and delete
01:07it. I'm going to very quickly sketch out another shape. In fact, I could just
01:11do that with the Pencil tool. I am just going to create a shape that has a
01:16concave edge, as well as an arc over the top here.
01:23So I am creating something with some concave shapes. So I am going to select
01:32the Offset tool and start offsetting. But if you notice, there comes a point
01:37where, if I go too far that these offsets start overlapping onto themselves. If
01:43I do just a little bit here, I get a nice offset. But if I did it again, it
01:48comes a point where your offsetting past the opposite edge and you get this
01:54kind of overlapping effects.
01:57When that happens, SketchUp doesn't know where to create the faces. So all you
02:01are going to get if you do that is edges. So you have to be careful when you
02:06use the Offset tool, not to get that condition where you get the overlapping
02:10edges. So let's go ahead and use this in a more practical context. I am going
02:14to show you how to do some stuff here in architecture. This is the house we had
02:18in the Push-Pull lesson.
02:21So the first thing I want to do is take this deck, kind of a railing or a wall
02:25around it. So we can use the Offset tool to do that, it's very easy. I am just
02:29going to go ahead and zoom in here so we can see where we are working. So I am
02:32going to select the Offset tool and just go over this face. I want to go just a
02:36little bit. In fact, what I want to do is just do 8 inches. I am going to type
02:39in 8, hit Enter, and there I have got an 8 inch outline.
02:44Now if were to push and pull this outline, I am going to get an additional
02:49detail here that I don't want. I am going to undo this and I need to delete
02:54this inside edge. So I am just going to zoom in just a little bit, select the
02:59edge and delete it. Now when I do that, this becomes an open edge and I need to
03:04reconnect it back so I have a face here. So I am just going to snap to end
03:08point, and do that, snap to end point and again snap to the red axis. Once I
03:15have closed this, this line will go light and I can select this face and then
03:19just push-pull that.
03:20If I want to I can give it a specific height, which is 4 feet. Now once we have
03:28done this, you will see also that I have got an additional little edge here
03:31from where I reconnected those lines. So I just can select those edges and
03:35delete them. Now another way I would like to use the Offset tool is in making
03:39window frames. So let's go over here to the front of the house and let's go
03:44ahead and draw the windows on the front of the house.
03:46What I can do is I can just take my Line tool here, here I am going to snap
03:50from midpoint to midpoint. So that way I know, I am getting parallel lines.
03:55That can go all the way round, but I am just going to do -- actually let's go
04:00ahead and do that, let's go all the way round.
04:08I am just going to draw a line all the way around here, and then I am going to
04:13go ahead and draw a second line. Now these are going to become our windows, but
04:16I am not really concerned with where they are at this point. Again, all I want
04:28to do is make sure that they are connected. Now I am going to select these
04:33edges here, just hit Shift and select these middle edges. Shift, click, click,
04:41click and now I am going to hit M for Move and I am going to move these
04:46straight down to create where I want my window.
04:50So, let's say, I want the bottom of my window to be here, and we can just keep
04:54the top of our window here. If we want to, we could actually just select these
04:57edges and move them up if we need to. So let's go ahead and do that. I need a
05:01little bit more space on top. So hit M and again snap to blue and just move
05:11those up so you get the windows that you want.
05:13Now all you have to do is if you want to offset these, just hit F for Offset,
05:18and how much of a window frame do I want? Well, let's say I want a 2-inch
05:21window frame, and that's all I need, and just go again, Offset, hit 2, Enter.
05:28Now what I am doing is I am just really working my way around, creating these
05:32window frames.
05:33Now I can go all the way around if I want, but let's just stop here and I will
05:36show you how the rest of this works. So all I have to do to create the window
05:40frame itself is just to push-pull and I will push that in, let's say, I push
05:45that in 2 inches, push that in 2 inches and again I am just typing in the
05:49number 2 and hitting Enter.
05:51So now I have got all of these window frames selected, all I have to do now is
05:55select these inside faces and just hit the Delete key. Now I am creating a nice
06:01series of windows and I will just go ahead and do the same thing all the way
06:04around for the rest of those additional five windows.
06:07So just play with the Offset tool and get used to it and we are going to move
06:11onto some additional tools.
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Using the Follow Me tool
00:00The next tool I want to show you is called the Follow Me tool. What this does
00:04is it takes a face and extrudes it along a path. It's similar to a Loft tool in
00:11other types of 3D packages. So let me show you how this works. We find it here
00:17on the Tools > Follow Me. There is no preset shortcut or you can get it here.
00:22But to do this I actually want to open a standard file here. So in the CH02
00:27directory, let's go ahead and open the file called FollowMe_00.
00:30Now what I have done is I set up some preexisting setups here so we can
00:37actually do this fairly quickly. Now what I have is I have actually two shapes
00:42here and they are essentially the same. I have a series of edges like this one
00:46is an arc and this one a series of straight lines. Then I have a face set at
00:52the bottom or the starting edge of this path. So let's do this circular one
00:57first. I am going to select the Follow Me tool. Once we set our starting face
01:02at the base of this path, all we have to do is click on the face and drag along
01:06the path. So if drag, you will see how the path highlights in red and I can
01:11just drag this anywhere along the path and like though and I now I have created
01:16that kind of tube shape. Same for this one here. It doesn't have to be a tube.
01:21It can certainly be box or really any shape you want. Again I am going to
01:25select the Follow Me tool, highlight the face. See how that face highlights and
01:31then drag. Sometimes it takes a while to get this. It gave me a little warning
01:37there, but it's still worked.
01:39Now it's best if you have that face exactly started on the path. If you don't,
01:44you will get that error message that I got. But here we go. Here is another
01:48one. So that's essentially how the Follow Me tool works. Let me show you a
01:53little bit more of a practical example. This is that house that we have been
01:58working on, and actually it's the finished version of the house, but what I
02:01have done is I have taken away this front wall and we are going to put in a
02:06curved railing. So let me show you how this works.
02:10First thing I need to do is I need to create the outline of the railing. So I
02:15wanted a circular railing. So I am going to snap to this end point and then I
02:20am going to draw a circle with the radius that I want. Let's make it a one-inch
02:23circle. Hit Enter and do the same here, 1, Enter, 1, Enter. So now I have got
02:34all these one-inch circles exactly at the bottom of these paths.
02:39Now I need to be able to see these paths so that I can drag along them. So I am
02:44going to select this face, right there, select this tool, the Follow Me tool,
02:52find that face and now drag. Sometimes it's a little tricky getting this start.
02:57You really have to practice with this. In fact, I didn't get this to start at
03:00the right spot. So I am just going to undo this again. Then I am just going to
03:04click and then drag again.
03:09There we go. There is my first railing. Now I have got two more, so we can
03:13practice. It takes a little bit of getting used to with this tool because what
03:17you have to do is select the tool, select the face and then select the
03:23beginning of that path and then drag along the path. There is number two, and
03:30again it just something you have to practice. Here it is and it is number
03:35three. Beautiful! And there we go.
03:40So there is some use for that Follow Me tool. Go ahead and practice with it and
03:45we are going to move on to some additional tools.
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Creating text
00:00Now let's take a look at some of the text options in SketchUp. There are
00:04actually two tools for using text. There is the Text tool and there is the 3D
00:11Text tool. You can also find them here, Text and 3D Text. They are actually
00:16quite different in the way that they work.
00:19The Text tool is a labeling tool. So it allows you to label things within your
00:24scene. Let's just take a look at how this works. We have one thing in our scene
00:28here. We have this human. So I can just click on him and just drag and then I
00:34can type in my label. So I could say, human being or whatever. Once I have
00:41typed that in, that label sticks with this object throughout the scene, no
00:47matter how I Orbit or Pan or Zoom, that object is always a label. It's a nice
00:53way to label things, especially if you are doing presentations or whatever.
00:57Now for most other purposes, you probably want to use the 3D Text tool. This
01:02is the one that actually allows us to create objects that are text based. So
01:06let's do that. I am going to click on this tool and it brings up the box here,
01:11and all we have to do is type in our text and select our font. So whatever font
01:19we want, we can do. So basically any font that's on your system, you can pretty
01:24much use. Then all you have to do is you want to align left, center, right.
01:28Regular, bold, that sort of thing. The height of the text. Right now it's 10
01:33inches. We can make 10 feet, we can make it whatever. And how much is the
01:38extrusion? Now we can turn on and off extrusion.
01:41An extrusion is the depth of the letter. So for example, let's go ahead and
01:46make this a one-foot depth and let's go ahead and place it and there it is. Now
01:51I can just place it wherever I want. I can snap it to objects. I can snap it to
01:56whatever. And if I place it here, there it is. So that's 10 feet of lettering,
02:0210 feet high, probably 30 feet wide and Lynda.com in lights. And the depth here
02:08is 1 foot. That's the extrusion depth.
02:10Now if I don't have an extrusion, you just get the faces and you will probably
02:13use the push/pull tool to make that extrude. Now once I have this, it's
02:18actually an entire object here and I can use any tool I want to manipulate it.
02:23So for example, if I wanted to rotate that, I could do that and I can basically
02:29rotate it so it's flat. I could scale it over whatever. So that's the basics of
02:41two text tools within SketchUp.
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Softening round edges
00:00Now let's talk about smoothing or softening the edges of objects within
00:05SketchUp. We are going to create two objects; we are going to create a circle
00:09and a polygon. So I am going to create the circle and I am going to type in 12
00:14sides. So I am going to make a 12- sided circle and then I am going to hit the
00:18Pull button and pull that up into a cylinder. Then I am going to do the exact
00:23same thing with the polygon.
00:25So I am going to take a polygon, make sure it's 12 sides, create the polygon,
00:33hit the P key and pull it up. So we have two very similar objects. Now the only
00:41difference between these is how it's displaying these edges here. So if you
00:47click on this cylinder, you will see that it's all -- or at least SketchUp
00:54tells us it's all one face. But if we look at it from the top, you can see that
00:58even though this is listed as a circle, you still have straight-line edges,
01:03because we only have 12 sides to this circle and we have 12 sides to this as well.
01:08Now the only difference between these two objects is how the edges are smooth.
01:14So let me show you a little trick here. If we go to View and we turn on Hidden
01:19Geometry, what we will see here is that we can actually see the hidden edges.
01:23Now these edges are actually there in the cylinder, but they are just hidden
01:28and they are essentially smoothed out, so that it looks like a curved surface.
01:33But in reality, it's exactly the same geometry as the 12-sided polygonal cylinder.
01:41We can actually move between these two just by using the Soften Edges tool. So
01:46let me show you how that works. Let's go ahead and I am actually going to turn
01:49off this Hidden Geometry, so you can see this as a smooth object. This works on
01:53edges, not faces. But I can rubberband select everything and this will work on
01:58just the edges here. If I right-click here or Ctrl+click on the Mac, you will
02:03see we have an option here called Soften/Smooth Edges. So let's go ahead and
02:08select this, and it brings up a little window here.
02:11What this does is it tells us when the angle between these faces essentially,
02:15is greater than a certain amount, smooth them out. So let's go ahead and start
02:19dialing this up and you can see once you get to a certain point, it's about 30
02:23degrees or so, all those edges disappear. Essentially, what happens is that it
02:27becomes a smooth object. So if I click Smooth normals, look what happens. If I
02:32turn Smooth normals off, you can see the individual faces, but the edges are
02:37hidden. If I turn it on, it smoothes out and blurs those edges as well.
02:42So all you have to do is do that Soften Edges and now I have got two cylinders.
02:47Now I can do the exact opposite thing with this, and I can actually view my
02:52Hidden Geometry, I can select those hidden edges, and again, I can just do a
02:56Soften/Smooth Edges and I can unsmooth it. So all I have to do is just bring
03:00that back and unsmooth those normals there, and now my cylinder or my round
03:06cylinder is actually a polygon and my polygon is a cylinder.
03:09So you can use that very effectively in terms of modeling. Now this is the work
03:14and progress that we have. When we created this, we actually created this front
03:18round part using a polygonal object. So what I can do here is, if I want to
03:24make this actually look round and smoothed out, all I have to do is just select
03:27these edges -- in fact, I can just do this. Select those edges, right-click
03:33over them, Soften/Smooth Edges, and just smooth those out. There we go, smooth,
03:39and mow I have got a smooth round, more of a deco modern pop there. Now I can
03:46do the exact same thing for the bottom here. Let's go ahead and select those.
03:49Now what I am doing is I am actually selecting more edges than I need, but you
03:55get away with them, when you only smooth them to a certain point than the ones
03:59that are actually 90 degrees don't get smoothed anyways. So there we go. So now
04:03I have taken an 8-sided half polygon shape here and I have made it into
04:08basically a half cylinder. So you can use that a lot when modeling, especially
04:12when modeling curved surfaces such as this front wall. So those were some of
04:15the basics of softening edges and let's go ahead and move on from here.
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Using construction tools to create guides
00:00Now let's talk about how to measure and create guides within Google SketchUp.
00:06We have two tools in SketchUp. We have the Tape Measure, which is the T
00:12shortcut, and we also have the Protractor. Now these are right here as well in
00:16your toolbar and they do pretty much is advertised. So the Tape Measure can
00:21measure things. So let's say, for example, we wanted to measure this roof.
00:25All we would have to do is hit the T shortcut and then just snap to the end
00:29point, left-click, drag, and then snap to the other end point. We will see that
00:34this roof is 39 feet, 2 15/16 inches long. If I wanted to measure something
00:41else, I could very easily click here and measure this roof that is 17 feet and so on.
00:47Now the Protractor works pretty much the same. All I have to do is select the
00:50Protractor and then I can just snap it to something and what I can do is I can
00:55measure out angles, like this. Now these tools can also be used to create what
01:00are called guides and I've just created one here and what guides are, are
01:04additional things that you can snap to when drawing. So it allows you to draw
01:09irregular shapes. In fact, I am going to ahead and create a new scene here.
01:12Let's go ahead and go File > New, No, I don't want to save, and I am going to
01:18very quickly draw a box. So I am going to select a rectangle here and just
01:22sketch out a quick box. Hit P to pull up that rectangle into a box.
01:27Now let's say we wanted to make a house and we wanted to make a roof with kind
01:31of a gabled edge. Well, one of the things you need to do is you need to make
01:34sure you draw two lines. I mean I could free-hand that I could draw one line
01:37here, one line here, but I don't really know if these angles are the same, if
01:42this is centered. I really have no guide in order to draw this. So I am going
01:48to undo my way out of this and I am going to use my Protractor tool to measure
01:52the exact angle that I want.
01:54So what I can do is I can snap this to the corner of this box, drag it out
01:59here, and then left-click again and then drag until I get the angle I want. In
02:05fact, you can see the angle is right down here in the corner. So let's say I
02:09wanted a 45 degree angle, and you have to hit Ctrl to toggle these guidelines.
02:15So make sure you hit Ctrl and then left- click, and you will get a guide. I can
02:20do the same on the other side, just left-click, drag to start my angle,
02:26left-click again, and then I am going to 45-degree angles.
02:30So now that I have that, I can go to my Pencil tool and I have got an exact
02:35angle so I can actually draw this at exactly 45 degree. So now I have that
02:39first edge of my roof. I can do the exact same thing with the Protractor on the
02:44other side. Let's just do this again, left-click to anchor the point, go out to
02:4945, make sure I have blue, which means I am going around the blue axis or the
02:54vertical axis. So we go click, click, and then I get it to 45 and I click
03:00again. Now I can draw that again. So I know that the angle on both sides of
03:05this are the same, and then I can just very quickly sketch a midpoint here.
03:09Now I have all of these guidelines and guidelines can be deleted very easily,
03:13all I have to do is just select them and hit the Delete key. So I am going to
03:17go ahead and delete all these guidelines, and you can see now that with just
03:21using these angles I have what I need to create a very accurate roof. So all I
03:26have to do now is hit the Move key, select that edge and just move it
03:31vertically, and now I have my roof.
03:32Now we can also use the Tape Measure here to create additional guidelines.
03:38Let's say we wanted to create a row of windows and we wanted them to be of very
03:42specific size. Again, we can use the Tape Measure, just click here, drag, and
03:47you see what I am going here is I am dragging a guideline down, and I can say
03:50well, I want that two feet below the top of the wall for the top of the window
03:57and let's just drag it down a little bit more, and create two guidelines.
04:02I can use these to draw something like a window or something like that, and I
04:07will know that the tops of all of my windows will be exactly of the same
04:12height. So I can draw a big window surrounded by two smaller windows or
04:16whatever I want. Now you can also use these guides to create any sort of angled
04:21line, pretty much anything you want. So this is a really good way for drawing
04:26things that are, kind of, off of the standard angles.
04:29So, for example, if you don't want a thing that snapped to the blue, green, or
04:33red axis, you can use the Protractor to create whatever angle you want. Then if
04:37you want to do something that's very specific in terms of distance like these
04:40windows, you can use the Tape Measure tool. So those are some ways you can use
04:45the Tape Measure and the Protractor. So let's go ahead and move on from here.
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Creating sections
00:00Now let's talk about section planes. What a section plane is is basically a
00:06slice through your scene that allows you to see inside. It's used a lot in
00:11architecture. Now if I want to create plans for this house, I will need to
00:15create sections for it and I can do that using the Section Plane tool.
00:22I can find it under Tools > Section Plane, and when I activate it, it creates
00:29this little cliff here and I can basically position it wherever I want. Let's
00:35start on the roof, let's just position it on the roof. Then once I have done
00:39that, I can move this plane up and down just by hitting the Move key. So just
00:45hit M, to hit the Move key, and now I can create a section. So if I want to see
00:50exactly how this is built, I can do it.
00:57Very simple! Now I can also delete that section plane if I want. Just go ahead
01:02and select it, hit the Delete key. Let's go ahead and do one that's vertical.
01:07So let's go again, Tools > Section Plane, and this time I am going to stick it
01:11to this garage door wall. All you have to do is just select it, hit M for move,
01:18and now you can get your section. Very, very simple!
01:22As you can see, this works very well and is very useful for things like
01:27architecture or anything where you need more specific types of drawings.
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3. Organizing Scenes
Grouping objects
00:00Now that we've learned about modeling and how to create models within SketchUp,
00:04let's learn a little bit about organizing our scenes, ways to make our workflow
00:08more efficient, how to organize our scenes. We can use things like groups,
00:13components and layers. We are going to get into all of these in this particular chapter.
00:17First, let's look at the concept of groups. So this model is completely
00:23ungrouped and completely untouched. So what I can do is I can just click on
00:26any one of these edges and move them or whatever. But when it comes time to copy
00:32or move things around, in order to select the entire house I have to select
00:36everything. If there are objects right next to it or behind it, it's going to
00:41make it hard to discern which edges are part of the house or which edges are
00:46part of the fence that's attached to the house or whatever.
00:49We can get around this by grouping all of these faces and edges into what's
00:54called a group, and we can get to that either through the Edit menu, we can go
00:58to Make Group or, and this is way I would like to do it, is to right-click and
01:03go Make Group. So this is a context- sensitive menu, you just right-click, Make
01:08Group, and what that does is it takes all those faces and edges and it collects
01:12them into a group.
01:14Once I have this group, I can move or rotate or scale the entire model as a
01:19single object. So, for example, if I wanted to move this, I could just hit the
01:24M key and move it. If I wanted to make a copy of it, just Ctrl and move. Okay,
01:31and I can Ctrl and move again. So, you can see how very easy it is to copy
01:35this. Now if these weren't grouped, I would have to go in and make sure I
01:40selected everything without accidentally selecting the object next to it.
01:44Because they are grouped, it makes it much easier to keep things organized. Now
01:50if I have a group of objects and I want to say manipulate one of the objects
01:55within there, let's say, I want one of these houses to be different, I can open
01:59up that group and edit what's inside. Now let's select this first house and
02:04right-click over it, and we can find this option that's called Edit Group. Once
02:11we do this, notice how the lines around this go into dotted lines, which means
02:15that group is open and we can edit anything inside of it.
02:19So, for example, if I wanted to raise the roof, I could just grab that edge and
02:24move it up and notice how the group size is if I wanted to make the chimney a
02:28little bit taller, I could certainly do that, and so on. So when the group is
02:34open, I can edit anything inside of it. As soon as I click off of this and
02:39deselect the group, it collapses. So basically what happens is now this is
02:44regrouped. So you open the group, you edit, and as soon as you select something
02:49outside of that group, it collapses the group and regroups it. So let's try that again.
02:54So if I go Edit Group and I take one of these edges and I move them around,
02:59let's take this top edge here, and as soon as I click on this object, this one
03:08collapses. So I would have to go Make Group again. If I want to completely open
03:13this up, all I have to do is right- click on the model and select Explode. And
03:18what that does is it deletes the group, and it brings it back to just
03:22individual faces and edges.
03:24Now I am going to regroup this and one thing you can also do is you can group
03:32groups. So I have each one of these houses, which is an individual group. If I
03:37select all of the houses, I can right- click and group the groups. So now I have
03:42a group that's a collection of houses, which are groups in themselves. Now this
03:47is handy because what I can do is I can take all the houses on this street and
03:53I can, using the Move command, I can Ctrl-drag these to make the houses on the
04:02opposite side of the street.
04:03Obviously, I need to make these face the other way, but I can do that using the
04:07Scale tool. So let's just go ahead and scale these and I just want to scale
04:13this so that it's one-on-one in the opposite direction. So I just scale it
04:18completely opposite and then just move it to position it. So now I have got the
04:23houses on the opposite side of the street, all because I am using groups.
04:28Now doing this with individual components, you could do it, but it's much
04:32easier when you do it with groups. Now if I wanted to get into these houses,
04:36all I have to do is just explode this group and what I have got now is the
04:39individual houses, which are in themselves or groups as well, and then if I
04:44wanted I could explode that group and just get down to the individual parts of
04:49that house.
04:51So those were some of the basics of grouping.
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Creating components
00:00Components are similar to groups in that they organize objects within a scene,
00:05but components also have a lot more power because you can reuse them. Let me
00:09show you what I mean.
00:10We have this house, but we need to make some more windows. So actually I want
00:14to make a corner window up here. So let me just go ahead and draw. Now this may
00:19take a little bit, but just follow with me. So I am going to start with a
00:24rectangle, and just sketch that out, and then I want to make this a four-paned
00:32window. So let's go ahead and cut this in half. So I am going to take the Line
00:36tool and go from midpoint to midpoint and use the Line tool again and draw a
00:42line from midpoint to midpoint, and then one more time, midpoint to midpoint.
00:50So that creates kind of a skeleton of the window, but I still need to make the
00:54actual window itself. So I am going to use the Offset tool. So hit the F key,
00:59and I am going to offset this by 2 inches, just type in the number 2 and I am
01:04going to do the same for each of these, 2, Offset, 2, Offset, 2. Now I still
01:19have these additional little edges here and I am just going to go ahead and
01:22select those and delete them.
01:25So now I have pretty much the frame of my window, and all I have to do is now
01:29select this face, and using Pull, I am going to pull that up by 2 inches. So
01:36now I have basically my window frame. Then all I have to do is select the
01:40interfaces and hit the Delete key. So now I have my first window. I could
01:47certainly repeat that procedure for every other window I want, but that gets
01:51kind of boring. So let me show you how components can help me make a window
01:55that's basically just copies of this one window.
01:58The first thing I need to do is just select all the edges and faces that create
02:03this window. Now I want just the window, I don't want anything else. So I am
02:07going to spin around once and just make sure I don't have anything else
02:09selected. Now that I have selected just the window, I can turn it into a
02:15component; you can do that in two places. So I make a component here by going
02:21Make Component. Now the shortcut here is G. Now you will confuse G with Make
02:25Group, I mean, that's obviously what you would think G is. But actually, G is
02:30Make Component. So don't get confused with that.
02:33You can also right-click above this and go Make Component or again hit the G
02:39key. Now when you do create a component, it gives you a dialog box and allows
02:43you to name it. So let's just call this Deco_Window. Make sure that Glue to:
02:50Any, Cut Opening and the Replace Selection With Component Box are selected and
02:56just hit Enter.
02:56So now that I have this window created, it's actually a separate little object.
03:02So I can actually select my window and it's almost like that object is grouped,
03:07and I could actually move that around if I wanted to. So I can actually move
03:11this and look at how the hole actually moves with the window. Now the really
03:17cool thing about components is that, SketchUp automatically creates a library
03:22of them, and I can access that through the Window > Components menu.
03:28That brings up this little dialog box, and it shows me all the things that I
03:31have in this model. So I have Deco_ Window, which is what I created. I can just
03:37left-click and drag this and I can actually drag the window right onto my
03:44house. So if I move in here, I can actually just hit the M key, Move, and I
03:52could actually snap this right there. So now I have my corner window, very
03:58easy, I don't have to ever draw it again. I could put in the other window here
04:02if I wanted or I could take that window and put it on another wall. If one of
04:08that mid area could do that, I could just take that window, drag it over here,
04:14and again it's basically just click and drag.
04:22Let's move that up, let me get real picky about placement here. There we go,
04:29okay. So you can see I can create standardized components that I can click and
04:37crag onto my model. For example, there should be a few others here; there is a
04:42door that I created. There is a standard door, you can also put another door
04:47here if you want, and there is another type of window here.
04:54So you can create and store all sorts of different objects. Now the really cool
05:03thing about SketchUp is that it has a bunch of standardized objects. So if you
05:07scroll down here, this is the one that are actually in the model itself, but if
05:12you scroll down, there is a whole bunch of other ones, Architectural things,
05:16Construction, Film & Stage and so on. In fact, let's go ahead and play with
05:22some of these, let's go under the Architecture one. In fact, let's just go
05:25ahead and go to File > New, and No, I am not going to save this right now and
05:30let's just draw a box. I am just going to go ahead and go Rectangle, and then
05:35just push-pull that up into a box, and let's play with some of these components.
05:39So, for example, in Architecture we have standardized doors and windows, we
05:45have revolving doors, you can actually put a revolving door on something. If
05:50you scroll down, we have got some nice windows here. So we really have a whole
05:55bunch of different objects that you can use. Now if we go into some of the
06:00other ones such as Film & Stage, you have got camera booms and big giant fans
06:08and so on and so forth. So really any object you make, you can create as a component.
06:13Now one of the nicer ones is things like Landscape. We have fences; some of the
06:19nice things are trees. So you can actually put some trees out there if you
06:22want. So any of these, you can see we have a huge amount of flexibility here.
06:30So there are a lot of objects that you can get within SketchUp itself.
06:34So those were some of the basics of components.
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The Component window
00:00Let's go a little bit deeper into components. I specifically want to show you
00:04the Component window and show you a few organizational tools and some options
00:09that you can use for the components that you create.
00:12Now, this particular model has several different components, it has one for the
00:16windows, the doors, and so on. And if I want to, I can look into the Window >
00:23Components, and that will show me the components that I have.
00:28Now, if I am on the Select tab and in the In Model one it will show me the ones
00:34that I have actually created for this model.
00:40So in this one I have a DecoDoor, a DecoWindow, and a DecoWindow - Small. Now
00:47if I want I can actually use these as Selection Option. So each one of these
00:51has a right-click menu, so if I right- click over this you can scroll down and
00:56say Select Instances. So that means I can select everything in the model that's
01:02a Deco window. That's kind of handy. Or if I want to select all the doors I
01:06just right-click and go select those instances and that selects all of the doors.
01:12Now another thing you can do is you can actually replace one component with
01:16another. So for example, I am going to hit my Spacebar here and go to Select
01:20Mode, and just select this Deco Window Small.
01:23If I want to I can go to the normal Deco window the four-paned window.
01:27Right-click on this and just go Replace Selected, and it will actually replace
01:31that smaller window with a larger one. This can be very handy if you've created
01:37a big architectural project with all sorts of windows and you at the last
01:42minute decide to change the type of window, you can very easily just replace it
01:46if the windows are created as components.
01:49This right-click menu also has a couple of other things that you can do, one of
01:53them is you can save. So if I want to, I could actually save this window as a
01:58separate SketchUp model, which is kind of nice.
02:02Another one is a Properties menu. Now, when I load the Properties menu it
02:07actually just switches the tab over to this Edit tab. Watch how this happens.
02:11Properties and really all it does is just goes over to this Edit Tab. Now, what
02:15this Edit Tab does is it allows me to change the way that this object glues to
02:22the model. So if I want to I can glue to anywhere, I can glue to horizontal
02:27surfaces, vertical surfaces or slope surfaces. So you can kind of affect the
02:33way that this component sticks to the model.
02:36Another thing you can do is you can determine whether or not it cuts the
02:39opening or not. So you can say, well, it's a window so it's going to cut the
02:42opening or not. So again, you can turn that on and off.
02:46One of the other things you can look at is Statistics, which is just how many
02:50edges and phases and that sort of thing, it's kind of like the technical data
02:54of this particular component. Now, if you want, if you've got a library of
02:58things, let's say I have all the deco objects that I have created for my house,
03:02I can save these into a library that I can reload later.
03:08So I can go Save Library As, and actually save these components in a group as a
03:14library. So if I wanted my Deco collection I could do that. I can add my
03:20library to favorites or I can remove, I can also change the way that views. So
03:24I want larger thumbnails or whatever I can do that as well. This is also where
03:29I can open the library of components.
03:32Now one more thing I want to show you is that in addition to the standard
03:36things that Google SketchUp has, like for example all of these different
03:40mechanical parts, shapes, so on, you can actually load models from the
03:44Internet. So if you have a connection to the net, you can actually get a model
03:48from Google's 3D Warehouse. So if you hit this little box icon it comes up with
03:53the 3D Warehouse. And this has all sorts of models, in fact you can upload your
04:00own models from this and download, it's kind of a sharing website where you can
04:04actually get whatever sort of models we want.
04:08So you can just scroll through these, you can actually have Collections -
04:12Cities. Google loves it if you actually contribute buildings to cities and they
04:17may actually put those on Google Earth and we'll show you a little bit about that later.
04:21So you can actually go through all of these different options. We have options
04:28here, different components, building product manufacturers actually upload
04:35Google SketchUp model. So if you want a window from a certain manufacturer you
04:39might be able to find it here. Trees, you can get really almost anything you
04:44want, and if you can't find it you can obviously build it and upload it and
04:49share for other people who need it.
04:52So that's some of the options with 3D Warehouse. So let's go ahead and actually
04:56load something in. I am just going to go ahead and pick something at random here.
04:59I am just going to pick this dining table, but obviously you'll probably have
05:10different options on your screen, but the process is basically the same for
05:13everything. All you do is select the object and then just hit Download Model.
05:18And it will ask you, do you want to load this directly into your Google
05:22SketchUp model? If you say Yes it will go ahead and just bring in that object,
05:28and now you have it as a component in your scene. Now you can just place that
05:32little table wherever you want.
05:34So whatever object you bring in you can literally just draw objects in from the
05:38Google website and just bring them into your model. This can save you a lot of time.
05:44So those are some of the options for creating components, and let's go ahead
05:48and move onto some other tools in the next lesson.
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Working with layers
00:00Another way to organize your scene is by using layers. Now, if you have used
00:04Photoshop or Illustrator, you probably be familiar with the concept of layers.
00:09So let me show you how it works within SketchUp.
00:11First I am going to open a scene that already has layers in it and then we are
00:15going to go ahead and create a scene and create layers for that scene later. So
00:20let's first of all look at what layers look like, understand the menu options
00:23and then we'll go ahead and create some scenes. And this is just a street of houses.
00:28Now when you get a complex scene like this it's nice to be able to segregate
00:32things out. So you can work on parts of the scene and have the other parts kind
00:36of tucked away. So you don't have to have them in the way. So we can do that by
00:41using layers. I am going to go to the Window menu and come down to Layers, and
00:47that's our Layers window. In the Layers window you'll see that this scene has
00:51five layers. The first one in the list is Layer 0. Now that's a special layer,
00:57that's the one layer you can't delete in SketchUp. So if there is no place else
01:01to put an object it will always wind up in Layer 0.
01:05Now the other layers are layers that we have created. So we have one for the
01:09Ground, Street lights, Houses, and Miscellaneous. Now you can select the layer
01:14here by hitting this little dot. So if I want to select the Ground layer I can
01:19do that. If I want to select the Streetlights or the Houses layer I can do that.
01:23When this layer is active anything you draw in that layer gets assigned to that
01:29layer. So for example, here if I created a circle it will get assigned to the
01:35Houses layer because that's the active layer.
01:39Now the real key to layers is this visibility column. What I can do is I can
01:44actually turn layers on and off. So for example if I didn't want to see the
01:47Ground layer I could turn that off, and just have the other layers visible. If
01:53I wanted to not see the Streetlights I could turn those off, the Houses,
01:57anything else. So you can see very quickly how this is a nice way to organize your scene.
02:02Now there is one little trick here is that, if you have a layer that's active
02:07it has to be visible. So for example if I had the Houses layer active and I try
02:12to turn it off it will give me an error message, so that the one thing is that
02:16if you have an active layer it has to be visible.
02:19So typically what I do is I keep Layer 0 as empty as possible and then I make
02:25layers for everything else, so that way if I wanted to I could turn off
02:29everything in the scene.
02:32Now the next column here is a Color column, this is really just a way to
02:36visualize your layers. How the Color column works is that we have an option up
02:42here in the Details menu, if I scroll down to the bottom you will see this
02:46option it says Color by layer, and when you click that all these layers get
02:51assigned the default color. So the sidewalks are red and the houses are violet and so on.
02:59Now if I wanted to I could change those colors like if I wanted the houses to
03:03be a different color all I have to do is click that and just change the color.
03:07I wanted the sidewalks to be a different color I just click the one for Ground
03:12and change that color. So you can just change these around.
03:16Now the nice thing about this is that it allows you to visualize the layers in
03:20your scene. You can very quickly by color see what objects are on what layers.
03:26So if there are any mistakes you can very easily catch them.
03:31Now this Color column doesn't re- shade everything, it's just an option for
03:36visualization. So as soon as I turn off color by layer, the original shading
03:41goes back. There are other options here in this Details menu, and one of the
03:47ones is called Select All and what that does is just selects all of the layers.
03:52Now if you wanted to select objects within a layer you can use some of the
03:58right-click menu options in SketchUp. So for example, if I go into Select mode
04:03and I select the phase of this sidewalk all I have to do is right-click and
04:09under Select you will see I can select all on the same layer.
04:13So this is another handy way of using layers for the ability to select objects.
04:18So if I select all in the same layer it will select all the objects in the
04:21ground plane and makes it much easier to select that stuff.
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Creating layers
00:00Now that we understand some of the basics of layers let's go ahead and create a
00:03scene and add some layers to it. I am just going to start with a brand new
00:08empty scene, and let's just go ahead and make a park. I am going to start by
00:14drawing a rectangle and that will be our ground plane of our park. I am just
00:19going to open the Components window, and then just go down to the Landscape
00:25option. Then just scroll down here and we will find some of these plants, let's
00:30go ahead and just take some trees, left- click and drag and we'll just drag some
00:34trees onto this rectangle here which is our park.
00:38Okay, I don't have to drag all pine trees; I have to drag some aspens whatever.
00:49And a park also can have some benches and stuff, so let's go ahead and go up to
00:54the top here or drag in some benches, couple of benches, and maybe some picnic
01:00tables. And of course you need a trashcan and a water fountain, so let's go
01:08ahead and put a water fountain in, and I am just kind of dragging these in. So
01:12I am not being all that specific. So now we've got some objects in our park.
01:19Now I want to be able to organize this. Imagine if this was a much larger park,
01:24let's say if it was of a real sized park with a ton of trees and a ton of
01:27picnic tables and stuff you really would want to organize it. So let me show
01:30you the basics of how to do that.
01:32First of all we need to go the Layers window. So if I go into Window > Layers,
01:38let's go ahead and open that up. Now when I drew everything Layer0 was the
01:43active layer. So that's where everything is at, in fact if I highlight Layer1
01:48and turn off Layer0 you will see that everything is in Layer0.
01:52So what I need to do is take things out of Layer0 and put them into some new
01:56layers. Of course the first thing I need to do is create those layers and I can
02:00do that by hitting this plus sign. So I hit the plus sign and it brings up a
02:05new layer and I can just type-in a name. Let's pick one from the Trees. So I am
02:09going to type-in the word 'Trees', hit Enter, and now I need to add all the
02:14trees. Well first thing I need to do is select the trees, so I am just going to
02:17Shift+Select and select all of these trees.
02:24There we go, so I've got all six trees selected; now how do I add them to this
02:32layer? Well, here's the trick, now this is kind of counterintuitive, you won't
02:36normally know this, but you have to right-click above this, and when you do
02:40that it will say Entity Info, and this is actually a special dialog box that
02:45gives you info for any one object or any collection of object. So if I click on
02:50Entity Info you will see I have a number of options here, one is whether the
02:54objects are Hidden, Locked, whether not they Cast Shadows, but the most
02:58important one for right now is what layer they are on.
03:01So all I have to do is just click on this and it will tell me all the layers
03:04and I want to put that into the Trees layer. So I do that, close the window and
03:10now they should be in the Trees layer, so when I turn the Trees layer On and
03:13Off there go the trees, very simple.
03:16So let's do that for the picnic table. So I am going to Shift+Select the picnic
03:21tables and the benches and let's make a layer called 'Furniture'. And so all I
03:31have to do now is select them, right- click Entity Info and we are going to add
03:37them to the Furniture layer. Close the window and there they are. And then
03:47let's just select again. Let's go ahead and make one more layer. Let's make a
03:52layer for the trashcans and the water fountain. Let's just call that
03:55Facilities, and then Shift+Select both of those objects, Entity Info and those
04:05will be part of the facilities, and there we go.
04:10So now I have got layers for each of these objects, which is kind of nice. So
04:14now I can select the objects and hide things by layer. So you can see how easy
04:21that is to do. It's really a very simple process.
04:25Okay, so now that we understand about layers, let's go ahead and move onto some
04:29other stuff.
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Using the Outliner
00:00As your scenes get more complex you are going to need a way to look at the
00:04scene kind of globally, and to look at the scene in a more abstract manner.
00:09You'll probably do this using the Outliner window, let me show you what that
00:14is. Here is the Outliner window, and right now it's pretty empty because we are
00:18in an empty scene. There is really only one object in this window and that's
00:22Bryce, which is this little guy here.
00:26Now the Outliner window contains all the objects within the scene. So in order
00:30to see how this works we need to create some more objects in the scene.
00:34Let's start by creating a box, let's just do a rectangle, and then I am going
00:39to use the push/pull tool p to extrude that into a box. So if you notice when I
00:47create this box it doesn't show up in the Outliner window. The only way that it
00:52can show up in the Outliner window is if it's a group or a component. And you
00:57can see here that this Bryce guy he has this four pane little thing next to
01:02him, that means that he is a component. So let's make this box a group. So I am
01:06going to left-click and rubberband select this, right-click over the box and
01:11say Make Group. When you do that you will notice it comes up here as a group.
01:17Now the difference between a Group and a Component is really this little icon
01:21here. As I was saying the four-paned one means it's a Component, the solid one
01:26means it's a Group. If you double- click on this it opens the Group, so I can
01:32actually have access to the individual objects within it. If I double-click on
01:38this I came to have access to him as well.
01:43Now once you have this group you can actually give it a name. You can do that
01:47by using the Entity Info windows so just right-click over the box, select
01:53Entity Info, and in here we have a name field. So all we have to do is just
01:58type in the word Box. When we do that and close the window you'll notice that
02:04this changes to box, so I can double-click.
02:08Now if I want to I can copy this. Again I can just do M for Move and then just
02:13Ctrl+click and slide and I can make a couple of additional boxes. So now I have
02:19three boxes, and they all have the same name. If I want I can again just go in
02:24Entity Info and name it say Box1, and Box2 and so on, I don't have to do that,
02:34but I can.
02:36And if we want to we could actually select, I am just going to Shift+Select all
02:40of these boxes, and we can group them again. If we group them again notice how
02:45it creates a hierarchy. So I have the original group, which contains all three
02:52boxes, but I can go into any individual box within that group. Double-click on
02:59that and I can get to any individual component within that group. So this is a
03:05really good way of organizing scenes.
03:08Now the Group itself I can also rename, this group of boxes I can have an
03:12Entity Info for that as well, and I can just call it something else, I can call
03:16it for example Boxes. When I do that it changes the name for that. Once I do
03:22this I can actually have nested groups of objects, so I can have boxes or I can
03:29hit the plus sign here and see every individual box. Now when you have a more
03:33complex scene, this is going to become a really important thing. In fact, let's
03:38go ahead and open a more complex scene. So this is just the street full of houses.
03:44Now let's look at this instead of in the Layers window let's look at this in
03:47the Outliner window, so I am going to go Window > Outliner and you will see
03:51we've got a lot of objects in here.
03:55So as you can see each house is individually grouped and the little fences are
04:04grouped, the lampposts are components, some of the fences are groups, the
04:10houses are all groups. So you can see here which one are groups and which ones
04:14aren't. Now if I take one of these houses, say House 01 and I expand it you can
04:20see that it's actually made up of a number of different objects, in fact if I
04:25zoom in to this you can see that I actually have components within this group,
04:33so you can actually group components as well, and so each one of these has an
04:38arched window which is a component, and then I also have a simple sphere which
04:42actually just access the door knob of the door.
04:47So you can see I can have a very complex hierarchy of objects within this
04:52scene. In fact if you want up here in the Details button you can actually
04:58expand everything, and you can see the entire hierarchy of this scene. So you
05:01can see that we've got a lot objects in this scene and we've got a lot of
05:06hierarchies here. We can also collapse all. So let's take a look at for example
05:12one of these streetlights. This is a really good example of multiple grouping.
05:19So we take one of these lampposts here and expand it, we'll see that it's a
05:24component and under here we have a component called lamp head, which is the
05:28head of the lamppost, and under there we have a group, which is this, which is
05:34the top of the lamp. Then we have another group, which is the very, very tiptop
05:39of the lamp. So you can see you've got this thing going three levels deep.
05:46So as you work with more-and-more complex scenes you are going to get used to
05:50working with the Outliner because it will allow you to get a much higher
05:54overview of your scene.
05:56The key to working with the Outliner is having descriptive names. If you just
06:01group things and don't name them then you are going to look at this and
06:04everything is going to be named Group, and it's going to be meaningless, you
06:09have to give things meaningful names. So when you group something, immediately
06:13go to Entity Info and type-in a name that's meaningful, and if you can do that
06:19then as you go through your scene and you have to go back and select things
06:23you'll have meaningful names that you can go back to. So that's the basics of
06:27the Outliner.
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Hiding and unhiding objects
00:00The next organization tool I want to show you is called Hide and Unhide, and it
00:04pretty much works as advertised. It hides things and then if you don't want
00:08them hidden you can unhide them.
00:10So let me show you how it works. We are going to start on a blank scene and we
00:15are going to just open up the Components window and let's just scroll down to
00:20Film & Stage and just toss some objects into this scene so we can hide them.
00:25So I am going to take a Director's chair, maybe a camera dolly and a fan and a
00:31few other things. What else can we put in there? A light truck. So we've got a
00:36couple of objects in the scene, in fact, let's take a look at this in the
00:40Outliner, let's go Window > Outliner, and you can see we have five objects in
00:44the scene, we have the man, the Director's chair and each of one of these, all
00:49these are components, but they doesn't really matter Hide and Unhide pretty
00:52much works for anything.
00:54So let's go ahead and just hide something. So all you have to do is select the
00:58object right-click over it and select Hide and it's gone. Now we can do that
01:05for anything in the scene. And you notice here in the Outliner it's not really
01:09gone, it's just hidden so that I don't have to deal with it at the moment, this
01:15can be really handy again just like with layers. In complex scene sometimes you
01:20want to focus in on just one small part of the scene so hiding a lot of the
01:25extraneous parts of the scene can really help you concentrate on what you need
01:30to work on.
01:31Now once I have something hidden I can unhide it just by going Edit > Unhide,
01:38now I can either unhide the last thing hidden or I can Unhide > All, okay. And
01:47if you hide something, let's go ahead and hide this object, you'll notice how
01:51it shows up kind of grayed in the Outliner, so I can actually re-select that,
01:56but you can see which objects are hidden and which ones aren't.
01:59Now hiding can also work really well for when you are actually going out to do
02:04like final rendering or something like that and you want have like a before and
02:08after or something like that, you can hide the objects that you don't want in
02:11the after, in the before scene and vice versa and unhide everything.
02:17So if you wanted to use it in a more complex scene, let's go ahead and open a
02:21file. So now we have all of these objects in the scene, so let's say we wanted
02:26to take some of the houses, we can just hide those. Like for example if I want
02:32it to like work on the fence or do something in the yard I don't have the house
02:36in the way so I can see it very, very clearly. Now I still have the house here
02:41and when I select it here in the Outliner you can see how it kind of shows up
02:44in this kind of ghost mode. And so I can certainly unhide that if I want. So I
02:52can just select that one object and unhide it as well, so you can actually
02:56unhide individual object.
02:57So if I wanted to say for example hide this house, I could do it, select it,
03:05and so on, and then I can do Unhide here, unhide the last hidden or if I want
03:10to I can unhide all. So you can see how this can be very handy.
03:14I want to show you one more thing and that is that you can actually hide or
03:18unhide specific faces and edges within an object. So let's go ahead and just do
03:23New, and let's go ahead and draw something really simple, I am just going to go
03:30ahead and draw a rectangle and hit p and extrude that into a box. And so what I
03:36can do is I can actually select the face, right-click over this face and hit
03:42Hide. So what I have got is it looks like I've got an open wall here, but there
03:47is actually a face there. So if did unhide last hidden that face comes back.
03:55So you can actually hide faces within an object. This can be really handy,
04:00let's say you've got a complex thing, let's say you are working on a house or
04:03something and you need to see inside the house. What you can do is you can
04:08select the outside walls of the house and hide them, and then what you can do
04:12is just go right into it and do all of your work and then when you are done
04:16unhide it and the wall comes back. So those were some of the tools or Hide and Unhide.
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Locking and unlocking objects
00:00Another thing I want to show you is Lock and Unlock. Now what this does is it
00:05allows us to basically freeze objects in place so we don't accidentally move or
00:10rotate them while we are working on the scene. It's really a very simple
00:14function. Let's go ahead and select this house and we'll lock it. We can find
00:19it here under Edit > Lock or the other place you can find it is by
00:23right-clicking over the object and selecting Lock. And when the object is
00:30locked you see it shows up in red. So for example, if I have selected this one
00:34and locked it, it would show up in red. But the unlocked ones are shown up in blue.
00:40So, if I select one of these and I try and move it, let's go ahead and select
00:44the Move tool here, I can't do it, it say, Nothing Selected. While the house
00:48across the street isn't lock and I can certainly move that around. So that
00:52gives you an idea as to what Lock does. Now one more thing I want to show you
00:56here is in the Outliner, let's go to Window > Outliner. If we scroll down at
01:02the bottom here, we'll see that we have two houses that are locked House_01 and
01:07House_02. And you'll notice that in the Outliner, we have a little Lock icon
01:13that shows up before those objects that are locked.
01:16Now, to unlock things, you can do it one of two ways, you can select the
01:23object, right-click and there is an Unlock here, or if we go to the Edit menu,
01:29we actually have two options here, here let's go ahead and select this, we can
01:34unlock selected, which is a current object, or unlock all objects, and it's as
01:42simple as that.
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4. Creating Textures and Materials
Using the Materials palette on a Mac
00:00Those of you on the Macintosh, I need to discuss a little bit of the
00:04differences between the Windows and the Mac version, when it comes to the
00:08Materials window. Now the Materials window is here under Window > Materials.
00:13Now, notice that this window, it looks a lot different than the one on the
00:18Windows machines. So let me just go through some of the basics of this window,
00:21so you'll know where everything is at.
00:23Here, we have the ability to pick custom colors, okay. So if I want to, I can
00:29create a custom color here and then just paint. Now the Materials window is
00:34essentially a way to create textures or materials and apply them to your
00:39objects. So I can basically create any color paint for example, or if I go to
00:44this little tab here, I can change the color to a gray scale. If we go here,
00:50then again it's just another type of color picker.
00:52I can just go from the Spectrum, and I can also load Palettes if I want to.
00:57Then again, I can just use the Paint Bucket to paint whatever I want. And one
01:02of the more important ones here is the color picker, which allows you to pick
01:07whatever type of material, and these are actually photographic materials that you want.
01:12So for example, if we want Roofing, we can just go down here and then we can
01:17just select whatever type of roofing we want and then we can paint that, or we
01:22can select Brick and Cladding. Now these are the ones that we'll be using in
01:26the main lesson as well. And then we also have one here, which is basically
01:30just Crayons.
01:32Most of these are different ways to select solid colors. The one that's
01:35probably most important and most relevant is this SketchUpColorPicker, which
01:39allows you to pick all the standard materials.
01:42So those are the basics differences, and let's go ahead and go through how to
01:47use this in SketchUp.
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Applying materials
00:00In this chapter, we are going to look at textures and materials. Now, these are
00:04very important in SketchUp because they really give you a sense as to what
00:07things are made out of, if something has a brick texture for example and appear
00:11a lot differently than if it had a paper texture for example.
00:15So textures can really guide the eye into perceiving things as real, gives you
00:20good photo realistic effect or it can give you a stylized effect depending upon
00:24how you apply and create the textures.
00:27So we are going to first take a look at the existing textures within SketchUp
00:31and then we are going to learn to make our own textures and materials as well.
00:35Now, what we can do is use the Materials window to select and apply materials
00:39to the object.
00:41So let's go into Window > Materials and this brings up the Materials window. If
00:46you notice, we have a pulldown menu here, which has all sorts of different
00:51materials. We have Asphalt and Concrete. We have different types of blinds from
00:55Window blinds, Carpets, Bricks. Sketchy materials that are kind of stylized.
01:03Grouping materials really, just about anything. There is a good kind of cross
01:07section of things here.
01:08Obviously, this doesn't cover everything, but I am going to teach you how to
01:13make your own textures and materials as well, so you should be able to cover
01:16just about anything you want with that knowledge. But, let's first of all take
01:20a look at how to apply these textures.
01:22So let's go ahead and select the brick and cladding section and we have got all
01:28these different types of bricks. So I am going to select this Brick Rough Dark,
01:32and when I do, notice how my cursor changes to a little paint bucket. All I
01:36have to do is put my paint bucket over the face and click, and there it is,
01:41okay. So that's our brick wall.
01:43So I can just do that for all the walls in the model. If I wanted to make the
01:49roof a different texture, let's go to roofing textures here. So I am going to
01:54pull down roofing. So I have got all sorts of things here. I can just do the
01:58paint bucket again, but another way to do this is to select all the faces you want.
02:02So let's say I select all the faces that comprises roof, then I can just select
02:11one of these and then just paint bucket all of them. Okay, so you can kind of
02:16do a select all and then just hit the paint bucket once instead of going around
02:20and finding every individual face.
02:23So for example, I could just rubber band select this chimney and go back to
02:28bricks and cladding and just put that same brick texture on there. I don't want
02:32this entrance to be brick, I kind of want it to be stone or something like
02:36that, so you can certainly select all of these faces here. Probably the easiest
02:40way to do is just select that and just do Select Connected Faces, which should
02:46select everything in that except for this bottom one which I am going to
02:50deselect.
02:51Then, I am going to go to stone right here, and I am just going to give it a
02:56nice stone texture. Okay, so you can see how that works. Even that one, I think
03:02I want a stone texture there too. We could also select the door and everything
03:07connected to the door. So I can select this one here and do Select All
03:11Connected Faces which would be all that, but then I would have to deselect a
03:15lot of these.
03:24Then, I can put that into say a wood. So maybe like a kind of like, maybe that
03:31sort of wood, or something like that. Anyway, so you can see how this works.
03:35You can then select the stairs, make those maybe some masonry or concrete
03:42stairs or whatever. So you can see how you can very easily apply textures and
03:47give stuff a little bit of life.
03:48Now, one thing I do want to show you is that there is a selection option, which
03:52is kind of nice. So for example, if I wanted to select this door, all I have to
03:55do is select one and then I can do select all with same material and now I will
04:01select anything that has that material applied, same for this. So I could do
04:06select all with same material.
04:07So that can be very handy once you have materials applied for either reapplying
04:12materials or selecting and remodeling an object. So those are some of the
04:16basics as to how to apply materials. Let's move on from here and learn how to
04:21create and edit materials in the next lesson.
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Editing materials
00:00Now, that we know how to apply materials, let's look at how we can edit those
00:04materials to make them more suitable to your scene. So I have got this town
00:08house and if we look at it, we will say, Wow! The bricks are little too fine
00:12grained. I think those bricks are actually a little small compared to the scale
00:17of the house. And we can also tweak other things like color and that sort of
00:21thing, and let me show you how to do all of that.
00:22We are going to go into Window > Materials and this is essentially the same
00:27window we had before. Now, if you notice at the very top of this pull-down, we
00:33have an option called In Model and what that is is all the textures that are
00:38used in this particular model. Now, let's go ahead and select the brick
00:42texture. So I am just going to highlight that and go over to Edit.
00:45Once I do that, I can start changing whatever I want on it. Now, the first tab
00:52here is called Color, and what that does is it allows us to tint the texture.
00:58So I have a color wheel and a value option here. So I could actually just use
01:02this color wheel or this value to brighten and change the hue of the object. If
01:09I don't like it, I can always hit this button here, which undoes the color
01:12changes and reverses it back to normal.
01:14Now, next to this I have two additional buttons. One says match the color of an
01:19object in the model. So all I have to do is click on that and I can eyedropper
01:24any color I want. So if I wanted to kind of match the stone texture, I could do
01:28that, and the other one is called match color on screen. So this will pick up
01:34any other color. So for example, if I wanted it to be like the red of this
01:38pencil tool here, I can do that and again, this one undoes it.
01:43This next section is called Texture, and this is where it gets the brick
01:48texture that it uses. You can see here that it uses a file called
01:52Brick_Antique.jpeg to get that brick picture, and if we zoomed in a little bit
01:58here, you can see that it's really just an image file. And you can see what
02:03that image file looks like in this representation of the texture.
02:07Now, this button here says whether or not to use the texture image. Be careful
02:12not to click this off. If you click it off, it basically just wipes this box
02:16clean, and you would have to use the browser to go ahead and find that file. I
02:21don't really want to do that at this point. So don't click that off or else you
02:24are going to lose this texture.
02:26Now down here, you have got X and Y dimensions for the texture. Now, what that
02:32does is it tells us exactly what size this image file is. So they are telling
02:38SketchUp that this particular image file is 4 feet 10 inches this way and 3
02:44feet 1 inches top to bottom. Now, if I wanted to make those bricks bigger, I
02:50will have to make that whole picture bigger. So what I can do is just type in
02:54some new number, say if I wanted to make it 10 feet, you can see how the bricks
02:58instantly pop up to a much bigger size.
03:01Now here, we have a Lock button here which actually locks it to the same
03:05proportions as the image file. So for example, if I made that 8 feet, this
03:10would go down to 51/4 feet or so, five and one of the quarter. So if I unlock
03:15that then I can just make that whatever I want and again what that will do is
03:19that will stretch the texture abnormally so it's not exactly as the same aspect
03:24ratio as the file.
03:25So for example, if I made it 1 foot, it would squish it vertically or if I made
03:30it 100 feet, you could see how it stretches it horizontally. So I am going to
03:36put that back to 5 feet. Now, we have got some other options here, one is
03:40called Colorize and the other option down here is called Opacity. What opacity
03:45does is it essentially makes it opaque. So it's a kind of a transparency option here.
03:50Now, one thing you will notice is that when I do transparency on this one that
03:55the actual back facing faces have a different material applied. So one of the
04:02things you have to realize in SketchUp is that the front and the back of a face
04:07can be textured differently, and that's why when I do this as opaque or
04:13completely transparent, that is not transparent on the other side because I
04:16have another material on the back of these to give it that kind of dark inside texture.
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Creating materials
00:00Now, I want to show you how to create materials from scratch. So let's go ahead
00:05and create a simple box to texture. I am going to create a rectangle and then
00:11just pull that into a box. So let's go ahead and open the Materials window.
00:19So if I want to create a new texture or a new material, all I have to do is
00:25just go here to Create Material. What this does is it brings up a window, which
00:32pretty much mimics the Materials window. So we can give the material a name, in
00:36fact we are going to create a wood material, so I am just going to call this
00:39Wood.
00:40Then, we can select a color with our color wheel, whatever color we want. In
00:45fact, if we did just that, we could make a green texture here and then I could
00:50just do that or I can create a new material here. Let's go ahead and just call
00:55it WoodPlank, and let's go ahead and use a texture image here.
01:00So I am going to go into my Desktop Exercise files and in Chapter 04, we have
01:06one called WoodPanel. Go ahead and open that, and it's just a WoodPanel
01:10texture. It's just an image file, and then just select OK. Once I have done
01:16that, it automatically figures out the default color which is kind of an
01:20average of all the colors in the image file.
01:24So now that I go to the Select menu here, you will see that the texture is
01:27here. It's called WoodPlank, and all I have to do is select that. Now, if you
01:32notice, I have got way too much granularity in this. I really want these to be
01:37a lot bigger. So I can just go here to my WoodPlank and I can unlock these, and
01:43let's say I want it to be a lot bigger. So let's say, I want it to be say, 6
01:47feet. All right, 6 feet, something like that. In fact you can make it look a
01:53little bit bigger. Now, this is a really big box here and this WoodPlank
01:57texture, and also we're actually kind of making this a little bigger than it
01:59should be. Now, let's go ahead and make 9 feet.
02:02Now, the one thing with this is that we really have this applied in almost like
02:07two separate competing directions. Now, if we want, we can actually create
02:12other types of textures where we can place the image file directly on a face.
02:17So let me show you how to do that in the next lesson.
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Mapping images
00:00Now, let's take a look at texture placement, how to control the placement of
00:04textures within SketchUp. I just want to start with a simple box and almost
00:10square or cubic box. Let's just go ahead here and then I am just going to
00:14create a rectangle and then just pull that up into something that's fairly
00:18cubic here. And then I am going to just create a simple material.
00:24So I'll go into my Materials window and I hit Create Material, let's just call
00:30this Box. And I want to use a texture image, so I click here, brings up my
00:35dialog box, and there is one called WoodCrate. So let's go ahead and open that,
00:41and click OK. So that creates a texture but I still need to apply it, so I just
00:45select the paint bucket and apply it to that face. So I need to scale this up
00:50here, and just make that for this one 12 feet by 12 feet something like that.
00:55But, as you can see, when I apply this, it doesn't really map properly. Let's
01:02look at this image file. This is my WoodCrate image. This is what I am using
01:06for my texture. How this texture is supposed to work is that the corners of
01:10this image are supposed to match the corners of the box. And so that way when
01:14it maps, it will actually give you the illusion that it is a WoodCrate, but
01:19these are not lined up like this. I can't do that.
01:22How I can change that, is by selecting the face and right clicking over it.
01:29When I right click over the face, I go texture, position, and what this does is
01:35it brings up -- in fact let me zoom out here, it brings up a 3 by 3 grid of my
01:43textures, so it shows me how it's mapped to this face. In the corner, we have
01:49these pins. Now these may be a little bit different from how you have them, but
01:52if I right click over the pin, you can see I can either turn it to fixed pins
01:59or not fixed pins.
02:01So let me show you how to do fixed pins first. If I go fixed pins, I have got
02:04four different functions one at each corner. This one distorts the texture,
02:10this one skews the texture, this one rotates the texture, and this one just
02:19moves it. But, in terms of skew and distort and rotation, this is pretty much
02:23the way I wanted. So I am just going to right click here and unfix the pins and
02:28so now each one of these pins, I can just drag those and snap at that corner.
02:32Now, notice how this little hand changes to a pointing index finger when I get
02:36over that. So I want to get there to point where there is a little blue box
02:40right there and I have got that pointing index finger and just snap that to the
02:43corner, and let's just do the same for all four of these 1, 2, 3, 4.
02:47So now that I have that, I have got that image mapped exactly the way that I
02:57want. So now I can do that for each individual face. So I basically can go
03:02through on a face by face basis and just go texture position, and then just
03:09snap these in. Now, if this doesn't fit exactly, you can certainly use those
03:15Skew and Distort tools, but we don't need to do that.
03:18So as you can see, we can very easily make a box that looks like it's got a
03:26very complex surface on it by just snapping those textures to the corner. So
03:32those are some of the tools for manipulating and adjusting how textures are
03:36applied within SketchUp.
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Applying bitmap images
00:00Now, I want to show you a different way of applying images to an object. Let's
00:06do the same thing we did before. I am just going to go ahead and make a cube.
00:09In fact, we are going to do almost exactly the same exercise but we are going
00:12to do a little bit differently in the way that we approach it.
00:14So instead of creating material, we are going to apply a texture directly to an
00:20object or to a face. So what I can do is if I have created a box like this, you
00:25can go ahead and create one if you haven't. We can go File, and import an image
00:31file. So go File > Import, and if I go up to my Chapter 4 directory here,
00:36you will see I still have this file called WoodCrate.
00:39Now, I can import this into SketchUp as an image, a texture or what's called
00:44the match photo. In this case, I want to import it as a texture. So I go ahead
00:49and open the file and make sure that it's clicked here as use as texture and
00:54what this does is it brings my image file in and now I can pin this to whatever
01:01I want.
01:02So let's go ahead and pin this to the face and so I can just snap to that end
01:05point and pin it and then I can scale it. And once I do that, it actually
01:12creates my material. So if I go into my Materials window here, you will see I
01:17have a new one here called WoodCrate and what it does is it actually derives
01:22the name of the material from the name of the texture file.
01:26Let's look at in Photoshop. It's called WoodCrate.tga. It's a TARGA file.
01:30Now, what I have done here is I have actually put my image onto my object and I
01:36pretty much pinned it in and scaled it as closely as I can. Now, this isn't
01:41exactly right, but we can use that same trick that we had before and I can
01:46right click over this and go Texture, Position. When I do that, I want to make
01:51sure that my right click makes sure that Fixed Pins is turned off, and then I
01:54can just corner pin this.
01:56Now, let me show you another trick here is that you can actually move this
02:03texture as well just like you did before, okay? So it's very similar, but it's
02:07actually a little bit different, so you can actually drag the image directly
02:10into SketchUp rather than make a material and then apply it. Sometimes this
02:15feels like a more direct way of applying image files to faces within SketchUp.
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Mapping curved objects
00:00One issue with texturing is curved surfaces. They are a little bit more
00:05difficult to texture in SketchUp. So let's go ahead and create a curve surface.
00:10I am going to start with a circle here and just create a small circle and pull
00:14that up into a cylinder.
00:17We are actually going to make a soup can here. I am going to actually select
00:20this guy, and delete him. So if I wanted to just drag in a texture like we did
00:25before, I could certainly do that, and I could just go to Import here. And if I
00:32show my Targa files, if I am in chapter 4 and I show my Targa files, I could
00:37find the file called SoupLabel and import that and use that as a texture.
00:43Now, when I do that, you can see how well this is trying to snap to a plain and
00:50we have actually a curved surface here. So if I snap to one of these end points
00:55and size it properly, you will see that it actually only maps to that one
01:03invisible face. In fact, if we go View > Hidden Geometry, you will see that the
01:08texture map only map to that one face, that was in this cylinder, and these
01:13were all smooth as we saw in chapter 2.
01:17If I wanted to actually apply that Soup Label to the entire can, I would have
01:22to make a material. So what I can do is go Materials, and let's just go ahead
01:28and make a new one and let's just call it Label, and let's use the texture
01:33image called SoupLabel in the chapter 4 folder. Let's go OK. I am going to turn
01:41off Hidden Geometry, and then select my Paint Bucket and apply it.
01:47Now, when I do that, you can see how my mapping isn't really right because this
01:54has it as 1 foot by 6 foot, which is not really what I want. I want this a lot
01:59taller. In fact, you can almost count this 1, 2, 3, 4, 5, 6, 7, 8, 9, 10
02:05between 11 and 12 in terms of height. So what we can do is just make that
02:10something like 11 feet or a little bit over, say 11.5.
02:14Now, this is going to be different for your object here because you probably
02:22draw it on a different size. But once we do that, you can see how this is now
02:26mapped to this cylinder. So you do have some limitations within SketchUp. There
02:35is some third party plug-ins that can help you with mapping in SketchUp.
02:40The other thing I do is that if I really need to map something that's curved, I
02:44can go to an external third party application. There are some good public
02:49domain applications such as Blender that can allow you to do this. I am a big
02:53fan of 3D Studio Max, and you can actually do that there. So let me show you
02:57really quickly. Now, this is a globe that I have actually textured. This is
03:02obviously a very curved surface, but this is very easy to do in lot of other 3D
03:07applications. So all I did here was just textured this in Max and then I just
03:11exported it as a 3D Studio file.
03:15SketchUp can import 3D Studio and DXF files. 3D Studio is probably best because
03:21it has better texture mapping co- ordinate. So if you have a third party
03:24application that can export 3DS, you can certainly do that. Then, all you have
03:29to do is just import that file, and there it is.
03:38So the texture maps can be done, SketchUp supports them, it's just that you
03:44don't have the tools to do it within SketchUp. Now, if I want to, I can just
03:48right click and explode this until I get faces. There we go, and then all I
03:54have to do is just soften those edges.
03:56So just make sure I soften them, and also soften the coplanar edges and that's
04:02all I have to do, and so now I have my globe. But again, that was done in a
04:07third party application. So within SketchUp, you do have a few limitations, so
04:11just be aware of those.
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Projecting maps on curved objects
00:00Now, let's talk a little bit about projected textures and these can also help
00:04to apply textures to curved faces. And what I want to do is to texture this
00:12face here. So in order to do that with projected textures, what we have to do
00:17is create a projector, it's almost like a screen and what it's going to be is a
00:22rectangle that's the exact same width as this curved object.
00:25So I am just going to use the Line tool and just use inference here to go ahead
00:31and make sure that I am exactly off of these points here, make sure that this
00:38is vertical here, and just draw a rectangle here. Now, this rectangle should be
00:45pretty close to exactly the size of this opening.
00:50So now, I am going to import the texture that I want to apply. So I am just
00:56going to go Import, and it's a TARGA file, and it's in your Chapter 04
01:04directory and it's called SoupLabel, and we have used this before. And right
01:09here, I want to make sure that I don't use it as an image, but I use it as a
01:13texture. When I click Open, it will just go ahead and give me whichever face I
01:19want to apply to. So I want to apply it to this projector screen here, and then
01:24just let it go. Now, I could spend a lot of time positioning this properly, but
01:30let's just go ahead and leave it there and you will get the idea of how this works.
01:34So now, I am going to select my Paint Bucket tool, which brings up my
01:38materials. So if I paint bucket it this here, nothing is going to happen. So
01:46what I need to do is I need to suck this texture off. So I am going to hit the
01:50Alt or on the Apple, the Command key. So Alt or Command Paint Bucket gives you
01:56an Eyedropper. So I am going to eyedrop this off and then I am going to
02:00apply it and you see that doesn't quite work.
02:04What I need to do here is click this as projected. When I do that, and I do
02:10this again with my Paint Bucket, just go Alt+Eyedropper and then apply it
02:15again. What happens is it uses this to project under this. So wherever the
02:21pixels are on here, it basically just throws it along the green axis here and
02:27puts it on to my curved object.
02:29So for example, if I was looking directly at it, in fact you can just go ahead
02:33and move this up, you can see how -- what its doing is just projecting that
02:37onto this surface. In fact, if I delete that, then you can pretty much see how
02:42we have got that. So that's another way to apply textures to curved objects,
02:47just use the Paint Bucket and turn it into an Eyedropper using maybe Alt or the
02:52Apple, Command key.
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5. Rendering and Animation
Applying styles
00:00In this chapter we're going to look at rendering, animation and final output.
00:05Let's look at some rendering tools first. We can certainly do some different
00:09rendering types just the way the file is. In fact, if we wanted to, we could go
00:14to our toolbar and look at our Face Style toolbar and just kind of step through
00:18some of the default rendering styles, we could do this as wire frame, hidden
00:22line, shaded, textured, we can also do monochrome and we can also do X-ray.
00:31There are number of different rendering styles that we have with just our
00:36standard Face Style tools. But, we can also do things that are a little bit
00:41more snazzy, that have more pizzazz, that look a little bit more drawn using
00:46styles, and that's what I want to look at right now.
00:50So let's go ahead and go to Window > Styles, and when we get into the Styles
00:55menu, you will see we have a couple of tabs. It's actually kind of similar to
01:00the Materials menu. So let's go over to this Select tab and you will see we
01:05have a number of different styles that we can apply. So if we go to this
01:09Assorted styles, in fact if you just click on one, you can see we can make this
01:13look like a blueprint, Google Earth, water color and go down to some other
01:20ones, let's go to some of these default styles. I like these sketchy edges
01:27ones. We can say some of these, which actually look a little bit more like
01:33marker or crossed edge or whatever.
01:37So you can see you have a lot of different types of styles that you can apply
01:43to your scene. These can really give you a lot of different looks when you go
01:49to render or present your images to a client or to somebody. Now, the one thing
01:56that's really nice about these is that you can also save the style in a scene.
02:03So let's take a look at that. So I am going to go into Window and just go into
02:08my Scenes window and let's just go ahead and create a few scenes. So I have
02:11this one of Perspective and then maybe let's do a close up or something like
02:17that, let's say do a close up of this building here. I can create another scene.
02:26Now, the thing about scenes is they can also save styles. So let's go ahead and
02:31play with the style on this. We can just go back into our Styles window and
02:37let's completely change the style of this. Let's change it for example the
02:42blueprint, and all I have to do is just right click and go Update and now the
02:48style is saved along with the scene.
02:51So I go to this one, and it goes to regular drawing. I go to this one, and it
02:59goes to blueprint. So you can see, you can have very different looks and you
03:04can save those looks, which is kind of nice.
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Creating styles
00:00So now let's learn a little bit about how to create our own styles. I have
00:04reloaded that street scene, so we have a fresh palette and let's go back into
00:10our Styles window. So go Window > Styles and let's go ahead and just create our
00:20own style. In fact, just like we have with materials, we do have different
00:25styles in our model. In fact, let's just take our default style and we can edit that.
00:29So just go Edit and if you notice here, when I go to my Edit, I have got all
00:33sorts of different things. I have got my Edge settings, got Face settings,
00:39Background settings, Watermark settings and Modeling settings, which actually
00:45changes how the edges and stuff look as you model.
00:48Now let's start with Edge styles and one of the first ones is, do you want
00:53profiles or not? Well, what are profiles? Profiles are the outside edges.
01:00Remember, we actually did look at this. If there is an edge on the outside of a
01:04face, then it goes dark and if it's on the inside, it's light. So do we want
01:10that on or off for this particular style and if so, how much heavier do we want
01:16it? Do we want it two pixels heavier or do we want it 20 pixels heavier? Again,
01:21that's just a number that you can type in.
01:24Do we want to do Depth Cue, which means the closer it is to the camera, the
01:28heavier the line gets and how heavy does the line get? Do we want Extensions,
01:35that's the next one, and how big? Now, what are extensions? Extensions are
01:41lines that go past, if I could probably see it better on this little chimney
01:44here. Lines that go past the edge of this. And how much do we want? Do we want
01:49it to be a lot of extensions or not and then, do you want Endpoints?
01:55Now that other one is Jitter. Do you want the lines to be straight or do you
02:01want them to be them to be kind of jittery and then, how do we want to color
02:08these lines? Do we want to color them a specific color? Do we want to make them
02:13purple, black, red, green, blue, whatever color we want we can actually make
02:19those lines, and do you want to color them all the same or do you want to color
02:24them by the material that they surround or by the axis that they most closely
02:31represent, so you can actually have green for the green axis and red for the
02:35red axis and so on?
02:38Now the next one is Face settings. What's our style? Do we want wireframe, do
02:45we want hidden line, which kind of gives you a nice drawn on paper book? Do we
02:53want just shaded faces, do we want the full textures or do we want monochrome
03:01shading? Again, that's just something that we can choose and we can also turn
03:06X-ray on and off for this style. Do we want transparency as well, if we have a
03:11transparent object, do we want that?
03:13Now the next one is Background settings and I have to actually kind of scroll
03:17down here a little bit to see the background, because what we have is we have a
03:22sky color, what color is our sky, dark, light, more blue, less blue, whatever
03:30we want. What's the ground color or do we want a ground or do we just want to
03:35use the background color and if the ground is up, is it transparent or not?
03:42And the next one, I actually kind of like is the Watermark settings. Now what a
03:46watermark is is it's just an image that gets applied over the existing image.
03:52So we can go ahead and add a watermark. So let's go ahead out to our desktop,
03:58go to Exercise Files, go to Chapter 5, where we have one called Texture. Open
04:05that up and you can see, it's just a texture effect that I haven here in
04:09Photoshop. It's really just kind of a canvas-y type of texture. Let's go back
04:16and then we can give it a name. Let's just give it a name of Canvas.
04:20Now what do we want to do with this? Do we want to make it the background, do
04:24we want it behind the buildings or do we want it overlaid on top of the
04:29buildings? In other words, do we want it to look like everything is drawn on
04:33canvas or we have pasted these over a canvas background?
04:38And then how do we want to blend this. Do we want to just kind of make this
04:42transparent? Basically it is a transparency control for that image. And then
04:48how do we want this to fit? Do we want to tile it, do we want to stretch it to
04:53fit across the screen and when we stretch it, do we want to lock the aspect
04:58ratio or not? This is actually a tileable texture, so let's just go ahead and
05:02tile it and then also you can adjust the scaling. So if you want, you can make
05:09it more grainy or less grainy.
05:12So there, now we have created a very nice style that we have of our own. Now
05:17the last one is Modeling settings and that's whether or not you want to show
05:21the Hidden Geometry or not. Do you want to show the axes on the model, do you
05:28want to show the green axis or not? Okay, and typically for a final
05:32presentation, you want to turn that off. Do you want to show Guides? So all of
05:38these can be created and then if you want, you can actually save them out.
05:42Now the next tab I want to show you is the Mix tab and what the Mix tab does is
05:48it just allows you to mix in existing styles. So for example, if I want one of
05:54these sketchy edges, I could take that and just put that into my Edge settings
06:01and if I like some of these Face settings, I could do that.
06:06Essentially what I could do is I can paint bucket anyone of these styles into
06:10my existing style. So for example, in my Assorted Styles, if I wanted my
06:16blueprint to be part of my watermark and Face settings and Background settings,
06:22then I can do that. But if I want my blueprint to also be part of my Edge
06:26settings, I can do that as well. Well, let's say I wanted more of a tracing
06:30paper, then I could drop that in as well.
06:33So you can see how you can just create your own look just by dropping different
06:44parts of different existing styles into your own style that you have created.
06:50So those are some of the ways that you can create your own styles and let's go
06:54ahead and move on to some other tools.
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Outputting 2D bitmaps
00:00Now, that we are familiar with how to create all these different rendering
00:03styles, let's go ahead and start saving these out to image files.
00:07Now as we work in SketchUp, you are going to eventually want to create still
00:12images that you can show your friends or your clients or whoever and we can do
00:17that just by exporting the image and what SketchUp does is it just creates an
00:22image of the viewport and saves it out to a 2D Bitmap file.
00:27What this is is just a standard version of that street and I have different
00:32styles. I have one for an overhead view, that's in line and then I have a
00:38blueprint view as well. So I am going to click on Scene 1 and let's go ahead
00:45and export that. So just go File > Export > 2D Graphic and then I am just going
00:54to scroll up to my Desktop here and I am going to call this Scene 1 and then
01:00before I export it, let's go ahead and look at some of these options here.
01:04When you export a file, in this case I am exporting a JPEG file, you can use
01:09either the view size, which is the size of this window that I am looking at, so
01:15it's the size of this viewport, or you can type in your own numbers. I am just
01:21going to use the view size. Then, when we render it, do you want to Anti-alias
01:26the edges or not? In other words, smooth out the jaggy lines and then because
01:31this is a JPEG file, I am going to export with the best quality compression,
01:36this is just JPEG Compression here.
01:38Now before I export, let me show you some of the other file formats you can
01:42export, Windows Bitmap, JPEG, TIFF or PNG files. Again, we are doing JPEG. So I
01:49am just going to export this as Scene 1 and Yes, I do want to replace this I
01:57have done this once before and now, once I have exported that, I am just going
02:01to go into Photoshop here and open that file, Scene 1 and take a look at it.
02:08There it is.
02:09Okay, so it's just a standard image file that I can use. I can put into any
02:13sort of document. Now I can do the same for any of these other scenes. So let's
02:20go ahead and take a look at the blueprint scene. Let's go ahead and do that and
02:24then just go File > Export > 2D Graphic and let's just call this one Scene 3
02:34and we can also use the different file format. Let's say for example, I wanted
02:37to export with this PNG and again, the same options, it's just the size of the
02:44image and whether or not we want to Anti-alias and again, I could bring that
02:52right into Photoshop and there we go.
03:00So that's basically all you need to know in terms of exporting 2D images and
03:05rendering out. You just get the look that you want in SketchUp and then you
03:10just save it out. The default version of SketchUp really doesn't have a
03:14separate renderer, everything it is in real time. So essentially, what it's
03:19doing is it's basically creating a screen grab and saving it out.
03:24Now there are third party renderers for SketchUp and you can find some of those
03:29on the SketchUp website. Now we are not going to go into those because those
03:32are separate packages but you can't get photo realistic rendering with true
03:37lights and shadows and reflections and all that but it does require a third
03:41party plug-in. So go ahead and take a look at those if that's what you want out
03:45of SketchUp but for most purposes, these could do pretty well.
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Basic animation
00:00Now we are going to discuss animation within SketchUp. Animation is pretty
00:04basic. All you can do is animate your views and your styles, that sort of
00:09thing. It's not a full-fledged animation package, it's more of an
00:12architectural, kind of fly through functionality. It's very similar to
00:17the one we have the last one but I haven't applied any styles to this. It's a
00:21file with three scenes, each with a different view.
00:26So if I want, I can simply click on these scenes and you can see a little bit
00:30of animation right here, where it actually is animating between these views.
00:36Now if I want to actually animate this, all I have to do is just right click
00:42here and go Play Animation and what it does, is it steps through each of the
00:54scenes in order and that's my animation. I can hit Stop here.
01:07Now if I wanted to change the order of this, I can for example, take Scene 3,
01:13move it to the left and now, I am going to animate from here to here, to here.
01:23So let's try that. So I am going to right click here, Play Animation and what
01:32it will do is it will automatically go from one to the other in order. So this
01:38order means a lot.
01:44Now there are additional tools for animation. You can certainly go Page Up,
01:51Page Down, which gives us previous and next scenes. So for example, from on the
01:56keyboard, I just go Page Up, Page Down and that's kind of an interactive
02:04animation. So I am just hitting the Page Up and Page Down keys to go between
02:09these. So that's kind of more of a triggered animation.
02:13We also have Animation Settings and that's for the automatic animation that we
02:18are doing. So like how long does it take to transition. So for example, if we
02:22wanted to slower transition and what's the Scene Delay. So when it actually
02:26gets to one of these views, how long does it stick.
02:31So if we have for example, a longer scene transition, let's take a look at
02:34this. I am just going to change that to four seconds and then just go Play
02:39Animation. So it goes one second on this and then it's going to take four
02:43seconds, one, two, three, four to get here, one second here and then four
02:50seconds to get to the top view. So those are the settings that you can have to
02:54change between these animated views.
02:58We can also change styles. So for example, if I wanted this to be a different
03:03style, all I have to do is just go into my Window, change my Style. Let's say I
03:09wanted this to be Straight Lines, I can do that, change my style, then right
03:18click over this and just go Update and then it will go ahead and change my
03:23styles for me.
03:25So, all I have to do now is Play Animation, takes a little while to get started
03:30here and once it starts, it will then go to each individual type of style,
03:45simple as that. So now that we have got this animating, how do we save it out?
03:51It's very simple, we just go File > Export > Animation and again, I am just
03:57going to save this to my Desktop. We can save to an AVI or a JPEG or Image
04:04Sequences. So either an AVI or QuickTime file or image sequences. I am just
04:08going to save this out to an AVI and let's just go to Street_Scenes and just go
04:14Export.
04:18Okay, now that we have exported that file, let's go out to our Desktop and you
04:22will see it here. It's called Street_ Scenes. Double-click on that and there it is.
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Advanced animation
00:00Now that we understand the basics of animation, let's go ahead and take this
00:03one step further and do a more sophisticated type of animation. We are going to
00:07go ahead and take a camera and make it fly around an object and this is just
00:14that basic townhouse we have been playing with.
00:15I am going to select the building and then I am going to right click and group
00:21it and then I am just going to move this so that we have got this on the
00:26central line here. And then, I am actually going to go ahead and save this out.
00:37I just want to safe this one object out, so that way I can bring it back in.
00:42So once I have a position, I am going to go Export, 3D Model and let's just go
00:48ahead up to chapter 5 or our desktop, let's just do this on the desktop right
00:52now let's just call it Townhouse_01_ export. Now the reason I am doing this, is
00:58that I am going to bring this all back in. So I am just exporting everything in
01:01the scene, just to have it because now it's positioned exactly where I want and
01:07then I am going to bring it back in because I am eventually going to delete this.
01:11So what I want to do is create a camera outside of this that flies around my
01:17townhouse. So I need to create a path outside of the townhouse. So what I am
01:23going to do is I am just going to go ahead and right click and hide this for
01:26right now. Select my polygon, give it 8 sides and then I am going to draw a big
01:34polygon; in fact, let's just go ahead and make it a 100 foot in diameter. So I
01:38am going to be actually zooming pretty far out.
01:43The next thing I am going to do is create a small little line that's actually
01:47going to be the target of my camera. So I am just going to draw a short
01:50vertical line here, that's my camera target. And then I am going to select this
01:56middle polygon and delete it. I am going to unhide my townhouse here and then I
02:04am going to take my path and I am going to just go ahead and move that
02:10vertically. So I am like, where is my camera going to be, I think about my
02:14camera to be right around the 2nd floor, maybe looking slightly down, so that
02:19way I have a better view of this townhouse.
02:22Okay, so now I have the townhouse safe, so I am just going to delete it out of
02:25the scene for right now and then I will just import back in the one I saved
02:29out. Now, I could also just import the original one as well, but that was just
02:36positioned differently, so I saved it out to just to save the positioning.
02:39So now, all we have to do is create 8 scenes and each one of them has a view
02:44from this point to here and once I create those 8 scenes, the camera will fly
02:50around this path. So I do that by starting with the Scenes window, so I go to
02:56Window > Scenes and then I just need to create 8 scenes. So I am just going to
03:00hit this plus sign 8 times, create 8 scenes and then each scene will have a
03:05different camera position. So, I am just going to go ahead and minimize this
03:10and then select my Position Camera tool.
03:14How this works, is you left click and drag from one point to the other point
03:19and then, it just positions the camera. So this is where my camera is and this
03:23is where my camera is looking. If I just left click, it will position the
03:27camera there but it won't give it a direction, so you have to left click and
03:30drag. So I need to start in Scene 1, I was in Scene 8 before.
03:36So let's go ahead and start in Scene 1, left click, drag and now my camera is
03:43looking at that point. Okay, great, Scene 1 is done. I got to go my Scenes menu
03:48here and hit Update and that updates my camera and everything else.
03:53Let's go to Scene 2, I think I can probably put this over on this side. I have
03:58a choice here, do I go clockwise or counterclockwise? I am going to go
04:02counterclockwise. So my next point here is my first point, this will be my
04:06second point. So again, left click and drag and hit Update. Scene 3, and we
04:18just continue on. 1, 2, 3, Update, Scene 4, select the tool; 1, 2, 3, 4, left
04:32click, drag, here we go. Update, Scene 5, Update. Scene 6, 5, 6, Update. Scene
05:017, 1, 2, 3, 4, 5, 6, 7, that's 7, Update and the last one and Update.
05:21So now that I have this, I can save it out if I want or I can just do an
05:26animation. So you can see here, if you just go Play Animation, you will
05:33basically see it kind of go around, you can see the axis. By doing this,
05:38without an object in the scene, I kind of a standard camera move. So in fact, I
05:45am going to hit stop here and the one thing I do want to do is I want this to
05:49be a smooth move; just going to go ahead and go Import and then I am just going
05:55to import my townhouse again. And then I can see it from all different angles.
06:04In fact, let's go ahead and just move it in and there we go, okay.
06:09So now all I have to do is, if I wanted to, I could just go from one to the
06:14other and you can see I have got a really smooth animation. But the one thing
06:19about the automatic animation is that, it does have a pause built into it by
06:24just going into View > Animation > Settings and that gives me my Delay. So I
06:30just turn my Delay down to zero, make my Scene Transition say every 2 seconds,
06:35so that's fine and then just go ahead and then right click here, Play Animation.
06:41And you can see I have got a very smooth animation of this house. What you can
06:53do is you can actually set up this sort of animation, you can setup a standard
06:59fly around, you know, from scene 1 to scene 2 and all this, you can set up a
07:03standard kind of rotation thing and then just bring any object into it. So you
07:09can essentially just create a default scene and just import whatever you want into it.
07:13So you don't have to go through all these problems again. And the other thing
07:17you can do is you can actually go through and delete the original curve, you
07:21can delete this edge here and then when you play, you won't get that. So let's
07:25go ahead and play this one more time, because the polygon that we created was
07:33really only used as a guide, the camera isn't following along the polygon, it's
07:38just been positioned to the polygon.
07:42So once camera is positioned, we don't need that polygon anymore. So those are
07:47some of the more advanced ways to animate within Google SketchUp and you can
07:51see that if you plan properly, you can get more sophisticated animations.
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6. Creating Terrain Using Sandbox
Contours
00:00The next set of tools we are going to look at are these Sandbox tools and what
00:04these do is they allow you to create landscapes using curves. They could also
00:10be used to create kind of non-regular objects because what they do is they use
00:14curves to define a surface.
00:16Let me show you how they work but before we do that, we have to load the tools.
00:21By default, SketchUp doesn't load the Sandbox tools because they are actually an
00:26extension. So what we can do is we can go into our Window > Preferences. If you
00:33are on a Mac, you will find these preferences under the SketchUp menu. Then
00:37just scroll down to Extensions and you will see the Sandbox tools here, and we
00:41can just go ahead and load those and when we do that, you will see here we have
00:47an option here for Sandbox, which are some of these tools and there is also a
00:53toolbar for Sandbox, which comes up here.
00:58Sandbox works in two ways; one is to create the sandbox or the terrain From
01:04Contours and the other one is to create it From Scratch. So let's go ahead and
01:08look at the first method, From Contours.
01:11We can do that by creating, well some contours. So how do we do that? Well, all
01:16we have to do is just create some lines. I am just going to use the Freehand
01:20Line tool and just draw some random lines. Let me draw one more here. Here we
01:32go. So now that I have these lines, you can see that they are still on the
01:40ground plane here. So if I wanted to make like, for example, a hill side, all I
01:44have to do is just move these up a little bit, so I just click the lines,
01:49select them and then just move them vertically. In fact, let's go ahead and
01:59move that one down, just a little bit there, there we go.
02:04So now you can see I have got kind of more of a stair step kind of terrain. In
02:09fact, we can probably move this one up a lot more, there we go. So that will be
02:13like a hillside. So in order to create a terrain, all we have to do is just
02:21select each one of these and then once they are all selected, we can just use
02:25this tool which says from contours and what that does, is it uses these curves
02:33to create the contours of our terrain.
02:37And what this does is it actually creates an object, a separate object, in
02:40fact, I can move this away. It's not connected to the lines at all. Now in some
02:463D packages, these original lines remain active, so you can edit them but we
02:51don't have that in Google SketchUp. But once these curves are created, we do
02:56have an object that we can move around and we can use as terrain in our Google
03:04scenes.
03:06For these curves, you don't really have to draw them freehand. For example, if
03:09you are already an architectural project, you can certainly trace out the
03:14terrain contours of the site that you are using; you can also do other things with this.
03:20But before we get into those other sorts of applications, let's take a look at
03:23what this object that we have created is. This is called a TIN, but essentially
03:29what it is is just a network of meshes. It's just a triangular mesh. Right now,
03:35it's grouped, so if I Explode that group, you will see this triangular mesh,
03:42and what it does is is it just draws edges and creates triangles for whatever
03:47it needs to create this particular terrain. So I do have underlying geometry here.
03:53Now a lot of these edges are hidden and if I wanted to, I could go just go to
03:57Show Hidden Geometry and I can see those edges and if I wanted to, I could
04:01select them and move them around and edit this terrain, if I wanted to.
04:05Now, the other thing you can do with this, obviously, since it's just a
04:08standard piece of geometry, is you can of course, put Materials on it. For
04:13example, if you wanted a groundcover, let's say, you wanted to make it,
04:19whatever rock or whatever, you can certainly do that. And so that's a good way
04:23to make the terrain for your architectural projects.
04:27Now I am going to select all these and delete them and show you some other
04:31applications of this using this From Contours. What I am going to do is I am
04:37just going to draw a circle and I am going to go ahead and delete that inside
04:41face, so all I have is a circular edge and then I am just going to move this
04:46up. So this would be the top part of my terrain or whatever I am going to call
04:50it and then I am just going to go ahead and move with the control key and just
04:53do a plus and just move vertically. In fact, I can just lock that by using the
05:00up arrow key and if I wanted to, I could just use the scale to make this of a
05:05slightly different shape.
05:06So let's go ahead and make that a little bigger on each side. So now what I am
05:11doing is I am essentially creating a series of round contours and then I am
05:15going to use the Move tool again with Control to copy that circular outline
05:21again and then just hit the Scale key again and just scale this up just a
05:27little bit more.
05:27So what I have got is I have got a stair step of circular profiles, so if I
05:34select those, if I Shift+Select all of these, I can certainly do a From
05:38Contours for that and what it does is it essentially creates kind of a -- well,
05:42this kind of looks like Space Mountain or something like that. But you can see
05:47how you can use this to almost loft out; it's very similar to a Loft function
05:53in a 3D application.
05:56So you can certainly create an outline of curves, if you wanted to and loft
06:00them using this From Contours tool. So those are some of the basics of how to
06:06create a landscape or a terrain From Contours and in the next lesson, let's go
06:11ahead and look at the other tool, which is From Scratch.
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Creating terrain from scratch
00:00The next tool to create a sandbox terrain is called From Scratch and what this
00:07does is it creates a rectangular grid that you can then sculpt into the terrain
00:12that you want. And you sculpt that using the Smoove tool and also this tool
00:18here, which is called Add Detail. So let me show you how this works.
00:23First we are going to select the From Scratch Icon and if you notice down here
00:28in the bottom corner, we have a grid spacing. Now this is important because it
00:32determines how detailed our terrain is going to be. I am just going to leave it
00:37at the Default right now, which is 10' and then just drag out a terrain here.
00:41Now what I am doing here is I am left clicking and dragging. As I drag, it lays
00:47out a base line. Then I can left click again and then stretch out my terrain.
00:54Now because I have a 10'X10' grid, you can see it is kind of broad here. So
01:00when I select it you can see that it is grouped just like the Contour Method of
01:03creating a terrain. But if I double click on this, it will open the group and
01:07then I can individual edges and move them around. So this is one way to sculpt
01:12the terrain. This really isn't that detailed, it is not detailed enough to
01:18really give me a descent terrain.
01:21Now one way to add this detail is by using the Add Detail tool. So what I am
01:27going to do here is I am going to select all of these edges and then just go
01:31Add Detail and what this does is add detail to those edges. So when this tool
01:37is enabled, I can just click and add detail where I wanted. For example, if I
01:43wanted a peak here, I could just add a peak, or right here. So you can that
01:48every time I click on an edge, it allows me to move that edge up or down. So
01:53let's do it over here, so for example this edge here, I will go ahead and snap
01:57to the midpoint, click and then I can move up and down. You can see how, when
02:02you add detail, it just cuts things in half.
02:06Now the one thing you may have a problem with is that when you do this, you
02:11might not want the edge to go this way. So for example let's go ahead and do
02:16this one. When you click on this it automatically creates an edge that goes
02:22diagonally this way. Now you may want to go diagonally the other way. We can do
02:26this by going Flip Edge and I click on one of these diagonal edges here. I can
02:36swap it. So I can flip that edge from one point to the other. Now that can be
02:42very handy if you want your detail to go in a different direction. So those are
02:46some of the basics of how to create a terrain using Add Detail and Flip Edge
02:51and in the next lesson we are going to look at the Smoove tool.
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Sculpting with the Smoove tool
00:00The next way to sculpt the terrain from scratch is by using the Smoove tool.
00:05Now this actually works with a finer grain mesh. It is actually an interactive
00:10way of sculpting terrain and I really like it. Let's go ahead and use that tool.
00:15I am going to zoom out a little bit. And I am going to create a terrain from
00:20scratch but it has got a grid spacing of 10, I am going to make it 2 feet so I can
00:25have a much finer grained grid. So I am going to go ahead and sketch out my
00:30baseline and then sketch out my grid. Now you will notice this grid is a lot
00:35more finally detailed and that is fine. But just be aware of that the more
00:39detail you have in this mesh, the more computing power you are going to need to
00:44edit it. So if you get bogged down, you are going to have to go back to a more
00:48finally grained mesh. So I am going to go ahead and select this and double
00:53click on it and then I am going to select the Smoove tool. Now when I do that,
01:00you will see a little circle comes out around my cursor and in the bottom right
01:05corner you will see the Radius. And in this case, the radius is 5'. It may be
01:09different for yours.
01:11So let's go ahead and type in a new radius. I am just going to type in one that
01:14is 8', make it a little bit bigger. And then what you can do is you can snap to
01:19any point on this grid. So for example if I left click here, and then all I
01:26have to do is just drag my mouse up and down. So I left click, let it go and
01:30then drag, left click again and it disables it. So if I wanted to make a bigger
01:34mountain, I could say make one that is 20'. Then I can just click here and then
01:40again I can either go up or down. So if I wanted to make a mountain that's 20'
01:45in diameter, I can do that.
01:47And you can also, as you drag up and down, you can give it an Offset. So let's
01:53say I wanted this to be 8' high, I could do that. You can also use this to make
01:57holes. So let's go ahead and make a smaller hole. I am just going to go 10' and
02:03then just click here and then just move that down. So you can see this is a
02:09much nicer way of sculpting. In fact, it reminds me a little bit of Maya's
02:14Artisan tools and it can be a very handy way to create a mesh.
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Stamping and draping objects on terrain
00:00Let's take a look at the last two tools in Sandbox. Those are these ones, Stamp
00:06and the next one is Drape. So let's take a look at how those work.
00:09Now what this is is a small house and a terrain. And what we want to do is
00:16place the house on the terrain. Now if I just move this house onto the land,
00:23you will see that as the front porch starts going in to the land, part of the
00:30house is buried. And this really isn't a great way to place a house onto the
00:36land. We kind of need to create a foundation.
00:38And so we can use this Stamp tool to create that foundation. So I am going to
00:43move this house back up and we are going to use the Stamp tool to do this. So I
00:49am going to de-select everything, select the Stamp tool. You can also get to it
00:53here under Sandbox; all the tools are right in here. Select the Stamp tool,
00:58select the house. So Stamp tool, select the house and then a little red line
01:05comes up along the bottom of the house, which is our foundation, and then we
01:08select our terrain.
01:10Now don't click. All you have to do is just move the mouse. Don't click until
01:15you have got this right. When you move the mouse, you can move your foundation
01:19basically up and down. To say, where do I really want this house to be on the
01:24land? And you just click in to where you want it and then left click and it is
01:30there. So now once I have this, all I have to do is just move this down
01:34vertically. I can hold the Up Arrow Key to lock it to that Blue Axis. And there
01:39is my house right on my foundation. So it makes a much better foundation for
01:45this house than what we had before.
01:49Now the next tool I want to show you is the Drape tool. And we are going to use
01:53that to create a driveway for this house. So I have the driveway hidden here.
01:59All we have to do is just unhide it. So I am going to go Edit > Unhide All and
02:04here is a little driveway shape. Now what the Drape tool does? It drapes the
02:10shape over my landscape. So it is great for things like roads and paths and
02:16stuff like that. Now before I do that, I need to make sure that I position this
02:21exactly where I want it.
02:24Go into a Standard View, a Top view with Parallel Projection, so that way I can
02:29position it very accurately. And I am going to double click on that face, hit
02:33the Move key and then just put that where I want it. So I am going to have my
02:38driveway come right up to about there. So now I am going to turn off Parallel
02:45Projection and Zoom around here. So now that I have this position directly
02:53above where I want it to be, all I have to do is use Drape tool to drape it
02:59over the terrain.
03:00So I select Drape, select my shape and then select my terrain; Bingo! In fact,
03:09I am going to go ahead and double click on this and Hide it so that we can see
03:12this a little bit more clearly. Now what has happened? It has taken that
03:16outline and it has draped it over the terrain. Essentially, what it has done?
03:20It has projected that curve onto the terrain. So we can use this now when we
03:26texture our terrain as kind of a border. So let's go ahead and actually put
03:32some grass and some driveway on this. Well, I am going to go into my Materials
03:36here and then I am going to go down to Vegetation and just select some grass
03:42and I am just going to flood fill that whole area with grass.
03:47But I want this part to be a driveway. So what I can do is I can just using my
03:53Select tool, double click and open up this group. And if I wanted to, I could
03:59just multi-select all of these faces and then just apply the texture I want.
04:06And I go here to Groundcover and let's just go ahead and make it Crushed Rock.
04:12Or if I wanted to, I could just fill these one at a time using the Paint Bucket
04:18tool as well. So there are really two ways; you can either select them all and
04:22flood fill or just do them one at a time. Let's go ahead and just finish this.
04:33So there we have our driveway and our grass. So now I just click off of this
04:41and it automatically goes back to group and there is my driveway. Now the one
04:48thing you may notice here is that if we are actually going to go to render
04:51this, you want to get rid of these lines. And we can do that just by selecting
04:57them all. In fact, let's go ahead and do this. I am going to double click on
05:00these lines and this is true for any terrain. You just select all of them and
05:05then all I have to do is right-click and do Soften/Smooth Edges. Now all I have
05:10to do here is make sure we Soften coplanar and Smooth normals and then just
05:15dial in the number. You can see as I get a bigger number, more and more edges
05:19disappear. And that's basically all I need. And so now I have got my driveway
05:28on my plane.
05:29So that's a great tool for texturing as well. You could actually project curves
05:34or drape curves onto, for example, curved surfaces and texture areas of a
05:40curved surface; that would be another way to work around some of the issues
05:44with texturing curved faces. So those are the basics of the Sandbox tools and
05:51let's go ahead and move onto some new subjects.
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7. Photo Match and Google Earth
Using Photo Match to align cameras
00:00Now let's take a look at the Camera Match tool. And what this does is it allows
00:04you to take an existing photograph and then match it within SketchUp and then
00:10draw to the matched photographs. So you can basically recreate an existing
00:15building from a photograph. Now it is a little bit of a complex process, so let
00:21me take this in stages. The first thing we are going to do is just match the
00:25photo and then after that we will go ahead and model the building.
00:29So let me show you the photo of the building. I am in Photoshop here and it is
00:34just a photo of an old Bank building in the middle of Montana in Pony, Montana.
00:40And this is actually a really good way to take the picture. Now for SketchUp's
00:46Photomatch, you do need to take a picture of the corner of the building. You
00:50need to get at least two sides of the building; you can't take a straight on or
00:54a side view of the building. You want to get some perspective in the shot and
00:59so this is a really good shot for that.
01:02So let's go ahead and show you how to match this photo. We have a window here
01:06called Match Photo and let's go ahead and open that. And in here, we basically
01:12have one button that is active at this point and that is a New Matched Photo.
01:18So let's go ahead and hit that. And then let's go up to our Desktop and let's
01:23go to our Exercise Files and we are in CH07. And there is a file out there
01:29called OldBankBuilding. Open that up and all of a sudden, all of this stuff
01:36comes up. I am going to go ahead and minimize this for right now.
01:39Let me go ahead and open this. Now we have got a couple of options here. One is
01:43the Photo; obviously we need to use that. And then the other one towards the
01:48bottom here is the Grid. The type of grid that we want to use depends upon
01:52where the photograph was taken. If it is an inside photo, let's say you are
01:56taking a photo of the inside of a house or something, you would use this. If it
02:02is a kind of a photo that's taken from the top and down, let's say you are
02:06taking a picture of an object and you want to model that, then you would use
02:11this. And this one here, which is the default, is called Outside and it's the
02:16one that's mostly for architecture, which is what we are doing. So we have
02:21Inside, Above and Outside and we are going to be using the Outside one.
02:26So I am going to go ahead and minimize this so we have more space. When we
02:30create the Match Photo, all of these red lines, and yellow lines, and green
02:35lines up come and they can be quite scary. But they are really not. All they
02:40are is the vanishing points of the scene. You can almost see how this works
02:46with the building. So this is the top corner of the building. In fact, let's
02:50just start working with these. What you do is you just left click and drag
02:53these and you can zoom. I use my middle mouse button here and you just position
03:00these so that you get the parallel lines of the building to match up. Now I can
03:06middle click and drag to Pan. And then what I am doing is I am trying to get
03:11this top flashing here. And I can just zoom in and I am just really trying to
03:16get the parallel lines that represent this green axis and basically what I am
03:22doing is lining my green axis.
03:25Now I can do the same here and I want to do this a lot lower. Now I don't have
03:30to do it exactly. So, for example, I can line up the bottoms of these windows.
03:36Let me go ahead and take the rest of this green axis here. So the bottom of
03:39these windows lineup, so all I have to do is make sure that I have got these
03:44windows lined up here. And then I can do the red axis. Now the one thing about
03:57this building is notice how it kind of juts out here. These don't have to be on
04:07the same plane but they have to be parallel. So I can, for example, get the
04:13underside of this roof detail here that would be a really good parallel line
04:18for this top one here.
04:20And for another one, I can probably just do the underside of this window here
04:25where this doorway, or whatever this is. Okay, and just kind of zoom in here.
04:35And I am really just trying to match this up as precisely as possibly; so I am
04:40trying to get this line to match up exactly with this. So now that I have that,
04:46I have the perspective of this building. But the one thing we also need to do
04:51is we need to align the building to our axis. Now here if I click on this
04:57yellow box here, you will see this moves the axis around. Now this is the axis
05:02that I will actually be modeling on. This is my red, green and blue axis.
05:07So probably, the best thing to do is to line this up so that that blue axis is
05:13vertical to the corner of the building. And I have got this green and red axis
05:18kind of parallel to the building as well. Now the one thing about this building
05:21is it is on a slide hill. So this bottom far corner here is actually lower than
05:27this corner. So we have to be aware of that. This red one is going to align to
05:33the sidewalk and aligned to the building because the side walks is actually at
05:36an angle low.
05:37So now that we have done that, we have one more thing to do. And we have our
05:44guy in the scene here, this guy named Brice. And he is a little big compared to
05:49the building. Now if you think of the doorway as something like compared to
05:52human, we can shrink this down. In fact, I am going to double click on this
05:56Match Photo and open it up here. And what we have is we have a spacing grid
06:00here, we have a 5' Spacing. So each one of these dotted lines is 5' apart. So
06:09that means he is about 6' tall. Now if I move my cursor over this blue line and
06:14left click, I can size my scale of my scene. So I am going to make it so that
06:23that doorway is about 8' tall, maybe a little bit more so that is properly
06:28sized. Now if I had an exact size for the building, I could also just make sure
06:33that it is exactly the right size.
06:35Now once I have done that, now I can start actually modeling on the building.
06:41So all I have to do here is click Done and I am ready to go. So now I am ready
06:48to sketch over. Now I am going to stop right here and we are going to pick up
06:52right from where we left off in the next lesson.
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Modeling in Photo Match
00:00So we are picking this up from the last lesson and we did in that lesson was we
00:04matched the perspective of this photo to this perspective in SketchUp and now
00:09once we have done that, we can sketch over this photograph. We can basically
00:14use our Drawing tools. Now, the one thing about this is that we are really
00:18locked to a very specific view. If I were to orbit the scene, notice how it
00:24actually disappears because what Photo Match does is it actually has to lock to
00:30that specific view and we have that right here. All I have to do is just click
00:35on that scene and it will go ahead and reset itself.
00:38So, I can use any of my Drawing tools to draw this building. So, let's go ahead
00:42and start with the Line tool and again I can't use Rotate, so I have to use
00:50just Pan and Zoom. I can orbit around. So, I am going to use my Line tool and I
01:01am going to draw the top edge of this building. So, all I have to do is just
01:05click and if you notice here it actually infers that there is a green axis and
01:11that actually matches my building. So, all I have to do is just draw this line
01:16here, match my blue axis here and then draw my building over and complete this
01:24and I have a rectangle.
01:26Now, this is the side of my building. Now, if I looked at this in 3D -- I am
01:29going to orbit right now, you will see that I have actually created a rectangle
01:34that actually matches that building. So, I am literally building this in 3D,
01:42but I am using the photograph as my reference. So I click back onto my Scene
01:46tab and I have got it. In order to create the front of the building, I could
01:52either draw the phase or probably the easiest thing to do is to push pull. So I
01:56am just going to select my Push Pull tool and I am going to pull my face over
02:03to create the bank.
02:05So, there we have rectangle that's basically the same size as bank. Now, there
02:09is some details in the front of this bank that we don't see. The other thing we
02:16can do with this is we can actually take this photo and we can project the
02:20pixels from the photo onto our object to create new textures. So, once I am in
02:26the Sketch Over mode all I have to do is go Project Textures From Photo and
02:31it's now projected that building onto that cube. So, if I orbit this you will
02:37see I actually have a cube that matches my photo.
02:42So, this is kind of how you can do a very simple building for Google Earth or
02:48something like that. Now, we can do a little bit more detail here and let's go
02:52back to our view and let's for example do some of these windows. So, I can for
02:58example, zoom in here and just on this face I could actually just draw a
03:04rectangle to make this window for example, and just select that face and then
03:10just Push Pull that face in, so now I have a window that pretty much matches
03:15the window on the object. So, let's do that for this window as well.
03:20So, you can see how it very easily creates a more realistic view of my
03:29building. So, I have got a little bit of an indentation here and again I could
03:39snap that do it and again just push that in using P for push. So, as you can
03:46see I can actually even go over here to these and I can model those as well. I
03:52can make those with a rectangle, and then of course we have an arch here at the
04:00top. So, all I have to do is just snap, snap and then make my arch about the
04:06same size to meet that edge, that take face and again push it in.
04:15Now, once I start modeling like this you will see how I am actually creating
04:19some detail that may not be there. So, all I have to do is re-project the
04:23textures from the photo. And it gives me a little bit of an error and all it
04:28says is do you want to overwrite the existing material? So we say Yes and then
04:33it just goes ahead and it resets those.
04:35The last thing I want to model here is this little parapet that kind of comes
04:40out. Let's go ahead and try modeling that from the actual photo, but the one
04:50thing I find here is that when I try and draw out this angle, it's just trying
04:55to snap. So, probably the easiest thing for me to do is to do something else. I
05:00can actually just draw the top edge of this, which is actually going to be a
05:04line with a red axis and I can draw the bottom edge of this little parapet and
05:10so that gives me a face. And then I can just Push Pull that face out a little
05:17bit and I can just move that face up or down and if I hit the up arrow I can
05:24snag it to the axis and then again re- project those textures. Yes, I do want to overwrite.
05:31So, now you can see I have got a building here that looks pretty good. It has
05:37got textures on the sides that I want them. I can certainly create new textures
05:44for the top or the other side, but now I have a building that's reasonably
05:50sized and pretty much like the one in my photograph.
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Exporting models to Google Earth
00:00So now let's go ahead and take this building and put it into Google Earth.
00:05Basically, this is the way you would do it for any object in Google Earth. So,
00:09we have our basic bank model here. In fact if I want to, it's probably easier
00:15to just select everything. And actually I am going to go ahead and delete Brice
00:18now. I am just going to go ahead and select everything and then I am just going
00:22to group it, so I have just one object to deal with.
00:29And then I am going to go into Google Earth. Now, this is just a default Google
00:33Earth and now I have to pick the place on Earth that I want to place this. Now,
00:39the picture was actually taken out in the middle of nowhere in a place called
00:44Pony, Montana, which is right there, kind of at the foot of the Bitterroot
00:54Mountains. And it is kind of town that really don't have much going on. There
00:59is a great bar there, but that is about it and a lot of abandoned buildings.
01:05So I actually can find this building that I took the picture of, it's right
01:10here. So, this is the building that we just modeled. So, all I have to do is
01:20just basically center this on the screen, so I know where it is in Google Earth
01:26and then just go back to SketchUp. Under tools we have some Google Earth tools
01:32and the one we are interested in right now, is called Get Current View and what
01:38it does is it goes out to Google Earth and then it basically brings in the
01:43terrain.
01:46So, this is my screen capture of where I was in Pony, Montana. So, all I have
01:56to do now is just align my building to this picture, so I have grouped the
02:01building and all I have to do is just move it. So, right there is where the
02:07building is supposed to be. So, just move it and then rotate it and if you
02:16notice here this actually comes in as a terrain. Here let me go ahead and move
02:21it up. If you remember, the sidewalk was a little crooked. It is kind of like
02:31the same here, so there I have placed my building onto my Google Earth terrain
02:38as closely as I can. In fact I may want to move it slightly forward just a
02:43little bit, there we go, okay.
02:48And now once I have it placed on my map that I brought in from Google Earth,
02:54all I have to do is go back into my Tools menu and then just go Place Model.
03:00Now, I am going to show you one more thing before I do that. We can also toggle
03:03the terrain. If I toggle the terrain, what that does is it actually gives me a
03:11better guide for how this works. So, you can see that's where if I toggle the
03:21terrain, when it's off, it's completely flat. When it is on, you can actually
03:29see how the side walks was actually a little curved there.
03:34Okay, so now once I have this placed exactly the way I want, all I have to do
03:37is just go Place Model and what this does is it rights it back out to Google
03:42Earth and places it in there. And here we are and there is our building in the
03:52place where it was originally photographed. So there it is. Now, there is not
03:56too many other Google Earth buildings in Pony, Montana, but there you go. You
04:00can do this for any building at any place in any part of the planet really.
04:09Now, the one thing about this building is that, it is not completely textured.
04:13So, what you may want to do is just go through and retexture the rest of the
04:19building. Only those two walls that I had originally photographed actually got
04:25the right texture, so you would have to go through and retexture the roof and
04:30the other walls. Now, when this is in Google Earth, you will see here it
04:35actually comes in under Temporary Places and if I want I can turn that on or
04:39off and it becomes in My Places.
04:42Now, this isn't in actual Google Earth, so if your friend loaded up Google
04:48Earth and tried to see this building they couldn't. You have to submit it
04:52through Google and they will put up the buildings as they see fit. So, that is
04:58basics of how to get a model from SketchUp into Google Earth.
Collapse this transcript
Conclusion
Goodbye
00:00So, that's about it for Google SketchUp. I hope you enjoyed this title and I
00:05hope you learned a lot about Google SketchUp. So, please continue to explore
00:09the package and produce a lot of great content. I hope to see some of your
00:13stuff online soon.
Collapse this transcript


Suggested courses to watch next:

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