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