Learn SketchUp Pro 2021 the Right Way! | Interior Design Course | Daniel Brown | Skillshare

Learn SketchUp Pro 2021 the Right Way! | Interior Design Course

Daniel Brown, Leading SketchUp Trainer | Designer | 3D

Learn SketchUp Pro 2021 the Right Way! | Interior Design Course

Daniel Brown, Leading SketchUp Trainer | Designer | 3D

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74 Lessons (7h 32m)
    • 1. Introduction

      1:21
    • 2. Setting up the Template in SketchUp

      1:59
    • 3. Setting up the Toolbars in SketchUp

      4:21
    • 4. System Preferences in SketchUp

      4:13
    • 5. Faces and Edges are Everything in SketchUp

      5:21
    • 6. Introduction to the Push/Pull

      4:26
    • 7. Making Groups in SketchUp

      5:26
    • 8. Making Components in SketchUp

      8:04
    • 9. Drawing the Walls

      5:03
    • 10. Creating Door Openings

      7:12
    • 11. Creating Window Openings

      5:20
    • 12. Kitchen Space Planning

      4:32
    • 13. Building the Kitchen Island

      5:31
    • 14. 2D Massing Exercise

      5:47
    • 15. Importing Components from the 3D Warehouse

      6:17
    • 16. Moving and Positioning Components

      5:36
    • 17. Using the Component Tool Palette / Window

      7:13
    • 18. Intro to Live Components

      5:50
    • 19. Creating a Bookcase Component from 2D

      2:11
    • 20. Creating Cabinet Sub-Component

      4:39
    • 21. Adding the Horizontal Shelves

      4:05
    • 22. Making Unique Components

      5:07
    • 23. Making Design Changes to the Bookcase

      5:42
    • 24. Importing an Oversized Component from the 3D Warehouse

      5:33
    • 25. Centering the Knob Component on the Cabinet Guide

      3:57
    • 26. Creating Book Components on the Wall

      5:40
    • 27. Importing Books from the 3D Warehouse

      7:52
    • 28. Applying a Material

      5:00
    • 29. Scaling and Resizing a Material

      7:06
    • 30. Texture Position

      5:43
    • 31. Creating a Paint Swatch

      7:51
    • 32. Matching Color on Screen

      7:13
    • 33. Matching Color on Screen

      4:06
    • 34. Importing a Texture

      7:05
    • 35. Creating a Seamless Texture from a Google Image Search

      4:01
    • 36. Importing a Wallpaper Texture

      4:22
    • 37. Create a Material from SketchUpTextureClub.com

      4:12
    • 38. Saving a Material Library

      8:05
    • 39. Adding Trim and Baseboards

      5:46
    • 40. Adding Windows and a Door

      10:28
    • 41. Installing an Extension

      5:30
    • 42. Door Frame and Panel Divide with 1001 Bit Tools

      6:45
    • 43. Adding a Dynamic Window Component

      5:52
    • 44. Simplifying and Creating a Cleaner Sliding Glass Door Unit

      5:32
    • 45. Adding the Ceiling and Soffit

      7:28
    • 46. Overview of Glue to and Cut Opening

      4:31
    • 47. Creating a Glue to Component

      5:28
    • 48. Adding Matting and the Frame

      5:22
    • 49. Creating Unique Artwork Components

      8:05
    • 50. Aligning Artwork Components

      6:06
    • 51. Overview of Tags vs Layers

      5:31
    • 52. Creating and Assigning Tags

      6:11
    • 53. Creating Design Option Tags

      8:35
    • 54. Creating and Organizing Scenes

      7:24
    • 55. Position Camera and Setting the Field of View

      7:14
    • 56. Overview of Styles

      8:31
    • 57. Editing and Updating Styles

      7:12
    • 58. Intro to Shadows

      6:35
    • 59. Exporting Images

      4:21
    • 60. 2pt Perspective, Axonometric and Pdf Export

      6:07
    • 61. Exporting an Animation

      4:57
    • 62. Creating a Walkthrough

      8:20
    • 63. What is LayOut

      6:39
    • 64. Creating Rendering Views and a Plan View

      8:36
    • 65. Creating Interior Elevations

      4:49
    • 66. Sending to LayOut and Setting Up a Document

      8:05
    • 67. Adding and Editing Dimensions

      8:05
    • 68. Adding Labels

      9:26
    • 69. Adding Lineweight to Objects

      5:49
    • 70. Hybrid Viewport and Clipping Masks

      7:29
    • 71. Drawing Titles and Scrapbook Items

      10:34
    • 72. On Every Page Text for Titleblock

      7:40
    • 73. Updating and Relinking the SketchUp Model

      6:59
    • 74. Exporting a LayOut Document

      6:27
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About This Class

This beginner SketchUp class is created to have you learning proper SketchUp techniques from the get-go! Follow along as we build a simple interior living room space and develop the model until a document. Learn how to start from scratch, create groups and components properly, add materials and textures, include details like trim and baseboards.

You will also learn in this series of classes, how to organize and work with tags, scenes, styles, shadows, and export your rendering as an image or animation in SketchUp. Lastly, we send the file to LayOut, SketchUp's paper space tool, where we will add pages, add a title block, labels, and dimensions to our design intent document.

Meet Your Teacher

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Daniel Brown

Leading SketchUp Trainer | Designer | 3D

Teacher

Daniel Brown is the owner of SketchUpTrainer. He has been a designer, 3D modeling specialist, and SketchUp trainer since receiving his Architecture degree in 2007. He is recognized as one of the leading experts and trainers worldwide in SketchUp.

Dan served as a SketchUp trainer at Google prior to starting SketchUpTrainer. He has taught thousands of design professionals around the world and has presented throughout the dozens of conferences like AIA Convention and SketchUp's 3D Basecamp. He's consulted and worked with various fortune 500 companies like Starbucks and Target and offers his expertise in how SketchUp can be used in various types of design industries.

Based in Philadelphia, PA  he also teaches an interior design course at Harcum College, otherwise, you'll ... See full profile

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Transcripts

1. Introduction: My name is Daniel Brown and I'm the owner of SketchUp trainer.com. I've been teaching SketchUp full-time for over a decade. And I'm happy to provide this course to you. Look, we've all been there countless of times where we've searched the Internet looking for video tutorials on how to Learn SketchUp. Only the fine that we've learned something more relevant or better yet. We learned from self-proclaimed experts that taught us bad habits. Well, I'm here to fix that. And have you learned sketch up the right way? In this course, we'll learn the basics and understand the fundamental techniques to give you a strong foundation to use SketchUp efficiently in any workflow that you are going through. The exercises have an architecture and interior focus. So we'll learn how to create a model from scratch. Add materials and textures will bring in furniture from the 3D warehouse, will create scenes, will export images and an animation, and will even send the file to lay out where we can create a paper document to allow us to add dimensions and annotations and export it out as a PDF document. We have a lot to cover in this course. So let's get started learning SketchUp the right way. 2. Setting up the Template in SketchUp: To get started in SketchUp, we first want to set up the template. When you launch sketch up for the first time, you're likely going to be given this welcome screen. On the welcome screen here, you can sign in, up in the top right. Once you're signed in, the screen will allow you to set up your template. And it may even show some of your recent files that you may have opened. You can also find out information about your license down here. And you can even open a file if you don't see it on your recent files below. Now, I don't like the simple template and what I want you to do is click on more templates up here in the right, click on the heart under Plan view inches, and then click right above that image on that square there. That is now going to set up the template in a nice clean white model space. The reason why I like this is it starts us off in a plan view. So it starts us off looking above. And then as we begin to orbit and navigate, we can of course go into 3D. But I generally like to start in that plan view because it gives it a nice clean look. And typically, I go back to the days of where I was drawing by hand on pen and paper. So I always like to draw sort of in top view first and then kind of work from there in 3D, also to the blue background and the gray floor. It just, it looks cheesy, it looks cartoonish, It doesn't look professional. Now we can do the same thing over on a Mac, and it's pretty much the same exact thing. We are going to click more templates, are going to click on the heart. And then we're going to click right above. One thing to know though, on a Mac is if SketchUp doesn't maximize, So if it doesn't fill the entire screen, just double-click anywhere in the title here. And that will maximize the SketchUp window to the available space on your monitor or on your display. And then every time I go to File New, you're gonna notice that our template is now locked in this plan view. Feet and inches, I'm sorry, inches Actually. Now that we have the template set, let's go ahead in the next video and take a look at how to set up the toolbars. 3. Setting up the Toolbars in SketchUp: Setting up our toolbars is pretty straightforward, but there are some UI differences between setting it up on Windows than there are intending it up on a map. So let's first take a look at how to set it up in Windows, and then you can skip ahead if you want to set it up on a map. First thing in Windows is we're gonna go up to view and we're gonna click on toolbars. Now by default, SketchUp gives you what's called the Getting Started toolbar. And it does just that. It gets you started, but it doesn't give you all the tools that you want at your fingertips. So let's uncheck the Getting Started. Let's turn on the Large Tool Set. Just going to give us all are nice. Drawing tools, modification tools, navigation tools and sort of orbiting tools. I'm going to press the down arrow key, and that's just going to kind of open this toolbar up a little bit more so that I can bring on standard styles and views. Now Standards is optional. I'm going to actually turn it off for the recordings, but it basically is your File, New File, Open File Save, and your cut copy paste on doing 3D. So you can choose to have that up. I'm actually going to remove it. But typically most users keep that on, particularly for undo and redo for styles and views. I'm just gonna click close down here. In some cases, you might get two rows that appear here. And what I'm gonna do is just grab the left part of the tool and just kinda drag it over, grabbed the left part of the tool, and just kinda drag it over. And I'm also gonna track this up. So that sets up our Toolbars on Windows. Let's see what this looks like. Over on a map, on a Mac, you get a similar Getting Started toolbar up top here. But where Windows tools are docked, mac tools are floating. So we need to bring up the large tool palette, that's a floating tool palette. So we're gonna go up to view. We're gonna click tool palettes. And then we're going to click Large Tool Set. And I usually just kind of float this over on the left side here. Now for the tools top here, I'm gonna go to View and I'm going to click customize toolbar. What happens is a lot of the getting started tools are actually duplicates of what's in the large tool set to the left. So I don't need two versions of the select tool here. So I want to take the top one and just drag it down. So I'm dragging it out of the top tool set there. And think of this like dragging applications out of your start screen on a Mac. You can further customize this later and you can add more tools back into this. But for right now to get started, what I typically do is bring up standard views. I'll bring up styles, and then we are bound to make some mistakes. So undo and redo isn't bad to have. And I'm going to flip these. I'm gonna drag this over to the left just so that it looks similar to my windows here. And if I switch back over real quick, you can see I have the styles first and then the view second. And I'll go back over to a Mac. When you're done, go ahead and just click done here in the bottom right. Or sometimes with a smaller display, you might not be able to see this. You can always just press return or enter in URL, close that out as well. Now we're Windows has the default tray, Macs have the palettes that flow both you wanna find under window. So if I go to Window Entity Info, for example, it's going to open up that individual tool. Whereas over on a PC, Those are all docked in the tray. So big difference just right out of the get-go, if you're on a Mac, is you want to have these floating palettes, these, these entities that just kinda flows in quite honestly, just to get started, just close them all out. You don't need them. You don't need them right now to get started. So if you had the instructor pilot that comes up, you can go ahead and close that away. And then also over on a PC, if you have these open, just clean up the user interface, It's less distracting. And you can just kinda doc all of these if you want to, to, you can also just close it out altogether. And like a Mac user, if you want to get those back, just what's different is instead of going window Entity Info window materials, you go Windows default tray and you can just bring the whole tray backup either way. This here is the default template and toolbars that I typically use, whether I'm on a Mac over here or if I'm on a PC here. In our next video, let's take a look at how to set up some system preferences that are gonna make SketchUp just work a little bit better for us. 4. System Preferences in SketchUp: There are a few system preferences we want to change to make for a better experience when we're first using SketchUp. So let's take a look on how to change some of these system preferences. And Windows will go ahead and go to Window and click on Preferences. And over on a Mac, we're just going to click on SketchUp and then click Preferences. From here. Both interfaces look pretty much identical. The only difference is on a PC, we're going to click okay after we do some changes. Whereas on a Mac, When you're done, you're gonna close out of this little red circle. I'll switch back over to a PC and primarily work off of this PC here. The first thing that I want you to do is under drawling. Under Drawing, SketchUp wants to auto detect if you're clicking, releasing or click and dragging. And what I find with Auto Detect is that if you have a very sensitive mouse, rephrase. What I find is if you have a really sensitive mouse, SketchUp will accidentally click and drag instead of Click and releasing. So just so you're aware, when you're using a mouse in SketchUp, you always want to click and release. You don't want to click and hold and then release. So that's another way of just saying click and drag. So you don't want to click and drag. You always want to click and release. Pretty much every tool is going to be like that. The only thing that you want to click and hold is your scroll wheel when you're orbiting. So that's going to be really one of your only click and drag or click and hold tools. Everything else is going to be clicking release. So back in here, if we change this, then we can do move, click, click, Move click, which is basically click and release. The other thing that we're gonna do is we're gonna disable pre pick on push-pull. Basically you don't need to pre-select before you push pool. And if you accidentally did, it will just disable it. So it just helps prevent some errors. Next, go down to General and uncheck, create a backup. And I know that sounds a little scary. A backup file in SketchUp is a dot S K B file, native sketch of files or escapee. And what that backup can potentially do is if you accidentally deleted your SAP, you could rename the SK B and then change the exception to escape and then open up the file because that to duplicate or that secondary backup files created. Now, what I've found over the years is that a, I've never open this or ever needed to restore from a backup file and be it just takes doubles my hard drive space because it's creating that file. So disable it because sketch up, although it says auto save here, don't think of it as SketchUp constantly, auto saving. Think of auto save as your recovery or Azure backup file. So I do always set it to auto save every five minutes. And this way, if SketchUp were to crash, the next time you open SketchUp, you'll see in your recent files, this will be highlighted red and it'll save recover. And basically when you click on that file, it'll ask you to choose between the time of the last saved file, the last time you actually saved it, versus the last time SketchUp auto kind of created that save ish sort of recovery file. That's kind of the best way that I always tried to explain it is that it's not auto saving. You still want to certainly save that auto save is your recovery, that's your every five minutes. There are some other settings that you could potentially do here later on. For example, if you like displaying crosshairs, that's something I do a lot when I'm space planning. And also if I'm using an external image editor like Photoshop to edit any JPEGS are images. You can set those up here as well. You can also further modify your workspace. You can reset how large the workspaces change your template here as well. And if you ever add shortcuts, This is where you can filter through and manually type in any keyboard shortcuts. So now that we have our template set, our toolbar set, and some of the System Preferences set. We can now begin drawing in SketchUp and having a better understanding of the key concepts and principles when we're inside of sketches. 5. Faces and Edges are Everything in SketchUp: Before we dive into a project, it's important to understand some of the key fundamentals and basic principles when your drawling and sketch up one of those first ones is faces and edges. Let's take any object in SketchUp can be broken down into a face and the edges that make up that face SketchUp as a surface modeler. So in order to create a surface, you need to draw lines or edges. They need to be coplanar. Then that way they close the loop so that you can create the fill. So let's quickly do this. Let's go ahead and click on the Line tool located here. Also, L has a keyboard shortcut. I'm going to start somewhere in the bottom left-hand corner are quadrant here. Click and reliefs to start my line and I'm going to move in the red acts as I do this, you get this rubber band effect and sketch up wants to draw in whatever position that you are. So if you let go of your mouse right now, SketchUp will draw in that angle or in that position. So if you want to stay in the red axis, just hover until you find the red axis. Let your mouse go. And now at any point, SketchUp is waiting for your input. So notice I'm not holding down to the mouse at all. I can now just use my right hand and type on the keypad whatever distances that I want. So you're not holding your, not dragging any of that. You have that freedom to move your mouse and move your hand to actually do that. So I'll go back in here and I'll type in to 0-0 apostrophe or foot symbol. So since I'm working in feet and inches, you'd never have to put the inch symbol, so the quotation, but since I'm taping phi, I do have to put the apostrophe, so 200 foot sign and then enter. After you enter that, don't click on the cursor. Don't move the cursor because you can further type in a different value and hit enter. So SketchUp, again, always waiting for your input. Once you move your cursor, you're now in a new command. I'm in a new line. So this is essentially drawing, kind of, it's not drawing an actual polyline, but it's drawing the continuation of this. So if you want to get out of this, if you want to get out of any active tool in SketchUp, press escape. If I want to start drawing that again, I'm gonna go down to the endpoint, going to click and release, going to lift my cursor up, drawing cream, some drawing in the y axis, I'll type in a 100, but sine and then hit enter. Now another important note is what's called inferencing. As I move my cursor to the left, let's say I forgot that original distance. I can move my cursor down and hover over this point, but don't click just hover. See other little green endpoint is there. If I click, it's going to draw a triangle and I don't want that. Instead, I'm just going to hover. And then I want you to hover up and to see the dotted green line began to appear here to see the red line turn. And now you get the inferencing and get that snapping there. So I just referenced and drew the same length. But the other line, I'll click and release and then I'll bring my cursor down to close the loop. Remember SketchUp is edges and faces. So if you fill or close the loop, you're creating that face or that surface. If I continue to hover, you'll see another snapping point in that SketchUp has what's called bases. So it'll say on face, where it'll say on edge or on endpoint, or even on midpoints, you'll see all of those snapping reference. And I'm going to undo. So I'm gonna go back into edit, undo, undo because I wanna show another trick and that is locking in a axis. So if I click and release on this endpoint here and begin to draw, maybe I don't want to reference this endpoint here. I just want to kind of lock in it right down three arrow keyboard shortcuts. Right arrow key is read, left, arrow key is green, and you're up, arrow key is blue. So in this case I'm going to press and release the right arrow key, not holding it, just press and release. And as I move my cursor, I'm independent to move it and actually adjusted. So this is how I can reference and infer so that it's drawing in the same plane, in the same ortho. And then I'll go ahead and click and release that draws the line. Then I'll click and release again to finish drawing the line, we can also erase an edge. So I'll click on the eraser tool here. I'll make sure that the cursor is in that little circle. You zoom in a little bit closer. You can see by click here, it's not going to do anything. You want that circle to be on the line. And if you erase aligned, not only do you erase the surface a, you erase the edge too. So if you want to get that surface back, you need to actually generate the edge as well. So remember we set up that template to, in a plan view, SketchUp will always draw, even if you orbit and are in 3D, SketchUp will try to always draw on the ground plane. It does sometimes get off that. So be careful when I am begin drawing, I try not to orbit because it is likely that it could drop accidentally into a different axes. So that happens to you. It's always get back up to your top view located here. And then you can also, because I have some stuff in here, I can always zoom extents as to Senate, erase this little edge here while we're here. And then I'll zoom extents again now that we know a little bit better of editing edges and surfaces, let's take a look at how to edit push pool or how to create 3D objects using full. 6. Introduction to the Push/Pull: Sketch ups patent that tool is the push-pull tool, allows you to take any surface and extrude it perpendicular to that surface. So let's take a look at how that works. You can start with the rectangle that we had in the previous video, or you can just always start a new document as well. I'll just start a new document and maybe I'll take the rectangle tool here and I'll just create a little rectangle. I click and releasing, move my cursor down, clicking releasing again. Now before you push pool, I made a plan view. So I'm looking at this from above. And when you do that, it's very hard sometimes to see if you're, when you're pushing this, if you're actually in 3D or not. So what I like to do first before I click push pool is actually to orbit and to orbit on a mouse, you're gonna press and hold the scroll wheel down. And a little tip here is think of your model space as a clock. So move your cursor down here to six o'clock. Press and hold the scroll wheel and move your cursor up and then release. So this again is one of the only click and drag, click, drag, Elise, click and drag release. So I tend to kind of use smaller gestures as well, which makes it a little bit easier. Also, don't forget your icons up here. I can quickly go back to a top view, or I can go quickly to isometric view. Let's say you're on a laptop and you don't have a mouse. One, I highly recommend a mouse going by any mouse that has a scroll wheel. It'll be much faster and much easier on your hands when you're using SketchUp. But if you are without a mouse and you're using a trackpad, first thing you want to do is press 00 is the keyboard shortcut for orbit. If that keyboard shortcut isn't working for some reason or oh, didn't work. You can always press orbit here two, or you can go to System Preferences and you can change your shortcuts as well. So with O selected on the trackpad, you're going to click and drag and release. Look in drag and release, like in drag and release. So now that we're orbited and we're in the space, let's really kinda focus on what push pull is and how it works. So we're going to click and release on push pool. We're going to hover over the surface. We don't have to pre-select, we can just hover, you'll see it highlight, we'll click and release, and then we'll move our cursor up. And then we can do one of two things. We can lick and release to set it to whatever dimension we were at. So that's really good if you're just kinda working conceptionally and don't need to worry about scale and undo. So I'm going to Control Z or Command Z on a map, control C on a PC. I can also push this up. And if I want this to be a fixed height, you're going to let go of your mouse and then type in whatever distance that you want. So for me right now, you can see in the value control box I'm around 75 feet. So I'll type 75 foot sign and then make sure I hit Enter or Return efforts. Now that I have a box, the other important thing to understand about push pool is how to break an object. So if I take the line tool and I draw an edge from here to here, I'm then going to take the Select tool. You can see I broke that into two separate edges. I take another line and I draw, but I don't quite hit the edge. It doesn't create a brake, still keeps it as one surface. So this is the beauty with push pool in that if you can draw a line to break that edge, you can then extrude that surface and make a more complex shape from it. Feel free also to scroll in an owl, making sure you keep your cursor on the object. Otherwise, if you scroll too far down and it's very easy to go pass the object. You can also hold down orbit and hold down shift, and that will also pan for you. Otherwise, h is the keyboard shortcut for pan, or you can click on the Pan tool here as well. So again, I can break that geometry whether it's with a rectangle, a re-form surface, or even a circle. I can push pool from that object to create any of that new geometry. Now where the push pull tool can run into some conflicts is if you need to separate out geometry. So if I needed this box separate from something. So in the next video, we're gonna take a look at how to separate objects and really what the difference is between individual geometry, groups and components. 7. Making Groups in SketchUp: Understanding how to group and may components is by far the most important thing that you can learn as a first-time user in SketchUp, roofs and components organize your geometry, not tags or an older version of SketchUp layers. It's the act of grouping it or making it a component that contains it. So let's take a look at how that's effective and what that really means. You're inside of SketchUp. So I'm just going to draw a rectangle in the model space here using the rectangle tool going to orbit up and over. And then I'm going to take the push pull tool and just click and release on the surface and lift it up just to give it some height and click and release to set it a pan the screen a little bit using orbit and shift mental scrolling. So this object, this box is not contained. It's all individual geometry. We can break apart as we did in our previous video. We can also run into some challenges when we go to move it because everything's connected and everything sticky. So for example, if I draw a rectangle on the edge here and then push this owl. If I wanted to move this little box here, I would need to take the Select tool and select this surface. I'll hold down shift and I'll click on this surface, and I'll click on this surface. So it looks like I pre-selected just the object. Now if I do the move tool, I can then move the object by clicking on it. And then beginning to problem though, is it's sticky. It is connected to the original box. So how do we prevent this from happening? How do we prevent this from taking effect of our entire model? The short and simple solution is group as soon as possible. So in this situation, what we're gonna do is undo. And right here this would be a moment where I would say, you know what, this object before I push pool, should I make it a group or a component or leave it as part of the geometry. If you're just working conceptually and you're not trying to keep a super organized model by all means, push it out. It doesn't matter. But if you're trying to separate parts, maybe you're separating walls or cabinets from walls or door openings, things like that. You want to take the Select tool, double-click on the surface, and then right-click. And that's gonna give you the option to either make it a group or to make it a component opponents I'll talk about in just a sec grouping just isolates it. So if I make it a group, it's now no longer part the rest of the geometry and actually removes itself from it. And you can see I can move it freely. The challenge with groups and components for that matter is you have to be in them in order to modify them. So I can't just simply take the push pull tool and expect to push this. Because when I'm actually doing is I'm pushing the back surface or here, I might be pushing this surface down. So when you're working with groups and components, make sure you hit the space bar, which is the shortcut for select with the spacebar, you can then double-click on the object to open up that group, you're going to see that dotted line around the object. That's our visual cue to know that this is a group or that it's a component depending on what it is. It allows us to know that it's separate from the rest of the geometry. So now if I take push pool, which is p as a keyboard shortcut, I can now extend this object L. And you can see I can sort of make any sort of change to this as if I was, you know, outside the object as well. Other tip here is when you're done modifying this group, Don't forget to close out of the group. You don't want to try to draw, for example, a line break over here because I'm not drawing that break right now outside of the group, I'm actually drawing it. Part of this, be careful. Little tip is Space-bar for select and then escape to close out. And now if I take the Move tool, so m And you can see I can click and release to move that. And this is still in its own geometry, so it's not actually group. And if you, if you realize you forgot to group something or you want to just group the rest of the year geometry, you can take the Select tool and you can Triple-click a select all the entities. So it Triple-click, might have to click a couple more times to just in case that's going to select all that geometry so that you can then right-click and make it. One other thing that you can have is you can have groups within groups. And this is more complex. It's something that we'll get to in other videos. But basically you can have a group like we have here. And when I double-click inside of that, I can have a subgroup. So I can have maybe the roof is a subgroup of the geometry. That way it's separate or think about it as this being a table and this being a chair. All right, maybe I had a couple chairs here and I want to move this whole thing around by Select All I can then R2P all of this. And that way it's containing that into one object that I can then move. But then if I want to modify that individual object, I still need to double-click inside them, the major groups, first group, and then double-click again inside of the secondary group or the intake. So again, you can have groups within groups, within groups, or even components within components within components. That way it further allows you to organize the file here. Now these are ways in which we can organize groups. However, in the next video is take a look at what the differences between a group and a component. 8. Making Components in SketchUp: As we learned in the previous videos, one of the easiest way to organize geometry is to create groups. The difference though between creating a group and in here, which is creating a component, is that components act like cloned objects. So things like furniture, things like Windows, things that repeat, you want to create as components. That way when you modify one, a modify all of them. So groups really good. Just as a sort of safeguard, you group something that's containing it, that's good. But then when you go to copy it, you want that change maybe to reflect or to duplicate. That's where you would make a group instead a component. And let's take a look at how that actually works in real life. So I'm just going to draw a rectangle here, then a orbit. And I'm gonna push, pull this up, up, down like that so that it looks like a stair for me. I'm going to take the Select tool. I'm going to drag a window around that object. And then I'm gonna take the Move tool. I'm going to press Control on a PC or option on a Mac. And that's going to toggle that little plus signs that allows us to copy. I'm going to click and release on the object to start my copy. And then I'm gonna move my cursor down in this direction. I'm gonna click and release to set it after I've set that copy. After I've done that click and release, I can now type two x and press return or enter to make two copies. So again, select tool, select a window, Move Tool, press control on a PC option on the Mac, click and release to start your copy, move in the direction like unreleased to set, and then type in 2X and press enter. So we have three staircases. The far one I'm going to leave as individual geometry, the middle one, I'm going to Triple-click. So it's selecting everything within that selection. I'm going to right-click and make the middle one a group. I'm going to Triple-click the front one and make this a component. First difference between creating a group and a component is you can name a component. There's also some more advanced features like how it glues, whether it cuts openings, you can create face me, people that always face the camera. You can add metadata to it as well. The only two things you're going to worry about right now is the name or the definition, I should say. And just make sure replace selection with component is checked off and then go ahead and click Create. So I'm gonna do a control a, which is on a pc, select all Command a on a Mac. Or you can always go to Edit, Select All. And I'm gonna do Move Tool Control on a PC option on the Mac click and release here and move my cursor up and over as we're trying to make a copy of our step here, click and release to set it. And then let's just give it a couple of copies. So let's say ten x and then return. So we have a staircase going to zoom out just a little bit, or it might even zoom extents. So on the surface, these all look the same. But what I usually do with first-time SketchUp users, or if I get a model from a user, attempt to take the Select tool and I start to click are out. So I'm just double-clicking here or triple clicking. You can see, I can see all the geometry. If I double-click here, you can see as I select, it's only selecting this geometry. That's a good visual cue to know that it's a group. Whereas notice when I Triple-click or, I'm sorry. Double-click inside, then I start clicking on the surface, steal everything highlights. That's a good visual cue to know that it's a component. So main difference. Groups are fraternal twins. Components are identical twins. So as you make a change to one that stays, they always stay identical, right? They always stay together. Whereas a group, if you modify a group, it has no reference to the original copy that it was. And again, there are certainly benefits to just creating a group and there are other benefits obviously to make it component. So in this case, for a stair, components are a huge time-saver because I can now double-click inside of one of those steps. I can create a break in the front and maybe take push, pull and push that out a little bit. And I could even bring that across and maybe push this back, are actually pushed this four, right? So as I make the change to one, it's affecting all of now. There are times though with components that you have a unique situation, right? You've built this step to a certain point, but then you realize you need to make it unique because it needs to change or be different from the original. And notice in your component library and our default tray, which is here on a Mac, you're gonna go to Window and click on components and you'll see it Ben as a default tray. So on a Mac, if I go to Window and click on components, you'll see go ahead and click on just the home button just to make sure it's back to the default. And same thing over and windows. If I click on the home button here, you can see that component that is created. Notice what happens though when I want to make this unique. So if I right-click, I can make this unique and that way it creates its own identity. It's now step number one. So if I copy this, take the Move tool, press Control, click over to copy it. Notice when I make a change to this one, it only affects these two. So that's the beauty of components. Components, fear and AutoCad User components work like blocks. Your illustrator user components work like symbols. Now, you can intermix groups and components, and this is where it can get a little confusing and it's where using hierarchy or organizing the model can be really effective. For example, with our staircase, just going to delete those with our staircase, I maybe want to move this all as one single object. So if I take the Select tool, I have to hold down Shift and I'm going to click to add these to my selection. So I don't want to have to do that act of pre-select, right? I just want to contain this until one larger route by right-clicking and then making it a group. So remember, if you copy a group, any changes you make to that group do not affect the original group. So the group of stairs can change. But remember that the component itself that's nested in this is a component. So whatever changes I make to that do affect, Let's look at a different scenario. What if instead, I'm going to copy this over load? If I made this by right-clicking, by make this not a group but a component. And I call this a staircase by making it a component, by making the steps components and inside the steps is the staircase component. So having a component in a component versus components within groups, I have a component, whatever change I make to this one also affects the other component. So this is how you can do components with a components or groups within components and so on. And so that's not confusing enough. You can also explode groups and opponents, and I rarely suggest you to explode those only if you need to remove that hierarchy. So to explode a component you or group, you right-click and select explode. So that will explode the containment of it. But if there are secondary components, like there are here, these will still keep their component attributes. If you right-click and explode the individual component, then it becomes similar to the original over here, it becomes trade geometry. So you really wanna do this where you're exploiting it back to nothing. If you do that, what I tend to do in a can always convert a group to a component, but you can't compose, can't convert a component back to a group unless you explode it and then group it. So the major takeaways from this are simple. Group as soon as possible. If you know you're duplicating the object and you want it to mere those changes, make it a component. So when in doubt, make it a group, you know, it's gonna replicate, make it a component. 9. Drawing the Walls: Starting a SketchUp model can feel like a daunting task. You're not sure where to begin. You might have some ideas that might start from a sketch or a plan or cat file. In this series, we're going to take a look at really how to kind of start with an idea with some measurements and how to draw from that. So I had this idea for several years of how I could build this kind of remote retreat sort of house with a simple and minimal design aesthetic. And it's turned out that it's actually a pretty good training tool. So throughout these videos, we're going to use this project as a way to learn a lot of the key tips and tricks and using SketchUp for right now, let's just focus in on this main living area. So it's a very simple design in that the house is essentially two rectangles with a center for your sort of breeze way in between. So it's very sort of linear project and it makes just for her training purposes, it makes it easy to kinda start. So we want to get to here, but there's a lot of steps that we need to cover first, just simply even just drawling, right? How do we begin sketching and setting up that initial wall and geometry? So for me, I go back to my days in architecture school and I still like to hand draw. So if this is an existing location, I may go in and dimension out and do a rough sketch that maybe only I can read. But this at least gives me an idea of some of the framework and some of the constraints that we have for this project. So in our situation, we're going to define those guidelines are to define those restrictions. So we're gonna say that the interior walls or 16 feet by 30 feet, There's a breeze way here. There's maybe some windows, maybe some windows, a doorway here, and a window here for kitchen. So you have the sort of kitchen area if the living room, raceway, and then this is all sort of private spaces, aka your bedrooms, bathrooms, things like that. So again here, let's focus just on the public space. So how would we begin drawing this? There's couple of ways we can do it in SketchUp. So let's dive right in and use this as a reference. But you're more than welcome to create a similar exercise or use your own dimensions that you see fit. So I'm going to launch a new file and then I just want to draw the outside balls first. So what we're gonna do is because I know those dimensions, we can take the rectangle tool located here, and I always like to draw from the origin point. So my first click is going to be at that origin point. I'm going to move my cursor up into the right. Now, as I'm doing this, notice down here, don't try to click in the value control box. Just be aware of it as I'm moving up into the right, notice that there's a dimension comma, another dimension, right? So there's the red dimension first and then the green or y dimension seconds. So I'm just trying to make note of which dimensions first. And here it's going to be red being first. It sometimes does change for you once you're in 3D and that it's always the longer dimension first, right now, just be aware of what's there. So for the width, we want 16, but sign comma 30, but sine and then enter. So it's going to be a very small rectangle because we're dealing with the infinite model space. And we just need to take the scroll wheel on our mouse and slide and a little bit, you could also click Zoom extents as well. I'm going to undo for a second because if you accidentally drew 30 FY 16 feet, hit Enter, it, drew it that way. Just typing the distances the other way, right? So type in 1650 comma 30 feet. All right, so now we have our rectangle. This is our indoor area. And with the indoor area, we need to offset the walls to create the thickness. So to offset in SketchUp and we're gonna click on the offset tool located here. And what you wanna do is you want to hover over that surface. As I hover over that surface, it's going to highlight it, letting us offset all the edges that make up that surface. So if we click and release to start our offset, we can then move our cursor inward or outward, basically in relationship to that red dot there. If I notice it's here versus yours might be over here. Depending on where your cursor was, you're moving in relation to that. So I'm going to move outward and now I'm going to type in the thickness that I want the walls to be. I want them to be nine inches. So I'm typing nine and then pressing Enter. Notice I didn't need the inch symbol that need the quotation because inches is my default unit. Therefore, I never have to type for me. I like to build all the walls first before I create door openings or window openings. So you may see users might create breaks like this and then later go and push pull stuff. But I tend to find that that actually creates more work, right? Build the wall first and then carve it away. 10. Creating Door Openings: To create the walls, we just need to push, pull them up. So let's orbit first. I'm going to orbit, then click on the push pull tool. A hover over the surface will click and release to start the push pool and then I'll lift the cursor. And I went pretty tall ceilings here. So I'm gonna try and shoot for a ten-foot ceiling. So I'm going to ten feet and press return is the public area. I might do a shorter nine feet for the for the bedroom and bathroom over here. But for right now, let's shoot for ten. Now, as you push that wall up, notice the surfaces are white whereas the floor is blue. Whenever you create a box in SketchUp, if it had no sort of mass or if it was just sort of a frame, you always want the outside faces pointing up. So what happens is this surface stays there and the new surfaces are just kind of showing in front of it. If I orbit underneath, you'll see the white is out and the blue still stays there. But what happens is when you offset sometimes the surface now really doesn't make much sense, right? So it being blue doesn't really work for us because we want this to be the ground. Now not adding thickness to the floor. I'm not creating a slab. I would later as a separate group or right now, I just want the orientation to be the same. So right-click on the surface and select Reverse Faces. This just flips it so that everything that we see now is nice and white and clean to modify the walls, let's say for example, we needed to add a wall or maybe add another part. It's no different than what we did in previous exercises where you break the geometry and then you can push, pull that out. However, there is a trick to it. So right here on this wall. So if I go back into my plan view, we're going to focus on this right section over here first. So orbit and try to get into a similar camera position that I have here. So remember, there's going to be like a galley kitchen or long narrow wall of kitchen right here. And there's going to be a door opening right here going into that vestibule. So if I want to create a reference point of this five feet six, I'm not going to take the line tool. What I'm gonna do instead is I'm going to draw like Guide, guides in SketchUp our construction lines. They allow us to trace from those points to create our new geometry. So I use a lot of these. Think of this like if your hand drafting, your drafting in pencil, you're kind of sketching out the idea that you're going to sketch out where that reference point should be so that you can add, although it's the pencil tool and SketchUp for us in drawling terms would be like the pen tool to make it permanent. So that way we can permanently kinda break that and then be able to push, pull it. So construction lines are really, really affect the way they work is you want to click and release on the edge that you're starting from and move in the direction away from it. So as I move away from it, it's drawing a parallel line infinitely in model space. So think of it almost like an offset tool as well. Although it's not offsetting all the edges, it's creating a guide that's offset from the position that you clicked on. So for here, I'll type five foot sine six and press return. Now I want to four foot wide opening. So I'm going to click and release on the guide that I just drew and go to the right five with sine six and press return or Type in 48 or our opening size. So again, when you're typing in feet and inches, just to go back five foot sine six, we'll do five feet, six inches. So you don't need a dash, you don't need a space, just five foot sine six, and then return. And then for this one, I could type four foot sign and return, or I could type in 48 and hit return, either will get me to the same position. Usually if I'm measuring, I try to measure all in inches. And then that way I am just typing in an int values on, I'll have to do foot sign and then be inch. Now this entryway and the header of our windows, we have the height, so let's make it eight feet. So I'm going to start somewhere on the edge here. Click and release with the tape measure. I'm going to go up in the blue eight foot sign and hit enter. So now I have the three guides that I need to now create a rectangle that you can see the intersection now creates a little plus sign there. So With that intersection, I can now click and release during my rectangle down, click and release and then hit P for Push pool. And I can push that surface now away. And notice as I push back, it says something like offset limited. So it's only allowing me to push back to this edge here. So I'll click to let it push there. You can see if I orbit now, have a nice opening. Now for Windows, be careful because you don't get that same locking. It's very easy to accidentally push beyond the model like that. Now for here, I want to do two doors that are going to look something like this here. But I'm not sure yet on the spacing and the dimension yet. But we know that at least it's going to be a six or eight foot wide door. So for right now, what we'll do is we'll click and release on the left edge at this wall here. And let's just set up some buffers here. So I know, for example, I want to go at least two feet before the next OPE. And then over here, same thing, I'm going to draw a guide over here, bring this over. They've been 24 at return, may get lucky. We might actually do it as one whole door opening and really not sure yet. But for right now, let's just draw it as one big opening and we can always modify it later. And it shows us a good way that you can always change this design later as well. So that's gonna be another sort of more windows and a door, but it does go to the floor so great that as a door opening or over here or our last doorway, This is a doorway going to some sort of out the outside area. And I want it to align up the width here. So there's a couple of tricks that we can do to help us align in SketchUp. The first is, I'm going to take the tape measure. We're going to draw from this edge here. And I'm going to click and release and bring that down to draw would guide. And I'm going to bring it over till it hits this corner. So that gives us that guide back at five feet six and draw another guide to our four foot side. So I don't need a four foot wide door here. So I'm going to split the difference. So I'm going to draw a guide from this edge going down to this point here. And then I'm going to bring this in six inches. And then I'll draw another guide at 36 and then it guide eight feet. Actually, let's do seven feet. And from there we can draw our rectangle. We can then take push pool and we can push that away. Now once you're done creating all the door openings, will take a look next on how to do a window openings. But before we finish, let's delete these guides. So you could take the eraser, which is located here, and you could erase each individual guide. But the problem with this is it's likely you accidentally erase geometry. So try not to erase individual Guides. Instead, go up to Edit and then select delete guides that will delete all the guides from the model. So now we have all the door openings in place. Let's move on and create some of the window. 11. Creating Window Openings: Creating the window openings is going to be very similar to what we did when creating the door opening its orbit first. And I like usually doing this from the inside of the walls and on this wall here. So we have the living area. We figure there might be sort of a couch here. There's going to be sort of TV entertainment there. The kitchen is going to run along here with maybe an island here. So then a dining table maybe there. So wall we're just gonna do to sort of windows here. And that way if we decide to move this space around, we at least have a wall here to work with. So like we did with the doorways, We're gonna create guides. And again, I'm just kind of making this up and it's really just good practice to, so the first guide with the tape measure. So again, t for tape measure, Click and release to start the guide. Let's do 12 inches, will do Guide over here as well. So we'll click and release, go to the left, taken 12, and hit return. Now the width of the window is going to be four feet. So from the existing guide, I'm gonna go over 48. And I go from this guide to the left, 48. And then from the bottom, I'm going to bring this. But be careful. Notice as I'm going up, see, I don't see the line or to type in 36 right now, you'll see that I drew a guide on the floor 36 inches away from the interior wall. So be careful of your camera position. So I'm going to kind of orbit and be more in plan. I'm sorry, I'm going to be less than Plan and more in sort of elevation. I'm going to bring this up and I'm going to over-exaggerate it. So just keep lifting up, maybe go to the left a little bit and you'll see that blue line appear. That arrow lets us know that we're in the blue axis now. And here we're gonna tape in 36 or are still height. I'm going to click on that guide one more time and I'm a go up to eight and then press return. And so now I have all the guides that I need for this wall so that I can create the openings. So remember, you're always creating the openings later. You can add the windows and door groups and component. So I'm gonna do a rectangle. So go ahead and click on the Rectangle tool. And then with the Rectangle tool, you're going to draw from intersection here to intersection here, intersection here section, and then take push pull. Now with the push pull tool, as you push that surface away in a accidentally do something like that, right? So to prevent that from happening, always be aware of your outside edge for the wall. So with this outside edge, as I push, I'm going to keep moving my cursor. I know it looks like it's passed, but notice once it clicks, once a dials in, you'll see it locks back into place. Says on edge, that lets us know that it's only pushing to the edge of the wall. So I'll go ahead and click, and now it'll cut that spinning through. Let's also note, what's also nice to understand is that push-pull has a copy feature. So if I double-click on the next surface, it repeats my last push pull. But be careful, don't accidentally push your wall. You're gonna pan and orbit over, pressing home the scroll wheel with shift. And we'll take a look at this wall here. So for this wall, we want something that's going to look like this. Alright? We want sort of a window that's going to be able to so we can look out. So we have sort of a backslash here maybe. So we want that to go on this wall here. So I'll do take measure again. But this time I'm going to go from the edge, going to move my cursor over. And I'm going to move over until we get to the midpoint here. And you can see I'm at the midpoint because it's a cyan colored dot onclick and release to set that with the tape measure. Once again, you're going to click and release and go to the right. This time we're gonna go over to foot sine six and enter. So we could also go the other way. If we just go 30 inches, would be the same two-foot sine six, right? So we're drawing a guide in the center and then sort of offsetting it to the left and then off-setting it to the right. So we don't need this middle guide anymore. So we can press E or eraser, and then we can click to erase that at now, press T again to bring the tape measure back up once again. And for the sill height, I'm going to click and release during my cursor up. And right now let's see, the countertop is going to be at 36 inches. So I want to give a little space from there, so I wanna give another six inches. And then I want a window that I don't know, it doesn't have to be too tall. It just make it at 24 inches, like a nice narrow window there. We might extend it taller later. So again, it's a lot of just playing around understanding how guides work. You can create ones that you can later delete and then press our rectangle and just kinda draw that rectangle there. That way we can then take bush pool ensuring that we're on the edge. We could also too, if we knew it was nine inches, we could push type in nine press return or remember our last push pool was nine inches. So I could double-click and it's going to repeat that push pull as well. So with the door and window openings created, let's go delete all the guides by going to Edit and then selecting Delete guides. And then in the next video we can go ahead and start to kinda space, plan out what we wanna do for the kitchen. 12. Kitchen Space Planning: To create a simple Space Plan for the kitchen, we wanted to do what we similarly did for creating doors and window openings. And that is creating guides. Where this is going to differ though, is instead of subtracting geometry, we want to group or may components, blocks are objects that we're building so that we can put them as place holders for later, more detailed cabinet tree or appliances or things like that. So let's jump back into the model. And again, just to use a frame of reference, we're focusing on this area here to be our kitchen. We take a look back at the original model. You'll see that we'll have a sort of kitchen area here and maybe at bay or Island. I mean, so let's say we were not really sure yet on what we wanted to do and how we want a space this out. So first thing we need to understand is we don't want to create cabinet tree or other geometry that is part of the wall or part of the floor, right? We don't want this. So this is a perfect opportunity to take the entire model that we have so far, meaning the walls and the floor, going up to Edit, Select All, and making it a group. So for me in any project, I like to build all the exterior walls, create all the openings, and then group it right? Once it's grouped, I may not enter this for a while. So a good little tip that you can do is you can right-click. You can actually lock that group. This will prevent you from moving it and will also prevent you from accidentally deleting it. So a locked group will turn red, and then if you need to unlock it, you can always just right and unlock it. That's why I'm gonna keep it locked for right now. So let's scroll in and let's focus in on our space here. And let's go through a couple scenarios. First, we obviously need some position for appliances here. So a simple way to build some reference points is to create guides. So will again take the Tape Measure tool, will click and release on this back edge and we'll pull this out. 24 inches is most standard cabinets in fact are 24 inches wide. Now I'm thinking with this design, I'm thinking, you know, a linear approach in that we're gonna have AB, the oven over here, refrigerator here, and then maybe a sink here so that maybe the range will be on the island. Not quite sure yet. I might flip those, but generally in a design like this, we'd flank one side and the other and we might have to move this window around, whatever it might be. But let's just, let's just do this as a start, see how it goes. So typically, refrigerators and Wall units can range in sizes from 30 to 36 inches. So typically that's kind of where we're at. So if I take the Tape Measure tool, we're gonna draw a guide going from the left edge over. I'm gonna bring a guide at 30 inches. That's going to be for my wall unit. And then from the right edge here, and I go guide our 36 and press f for here. I know the wall unit and the refrigerator are just going to be placeholders for right now. So it doesn't really give us an advantage of making it a component. So I'm just going to draw my rectangle and draw my rectangle. Then going to take the Select tool, I'm going to double-click and then right-click and I'll make it a group though. Select tool, double-click, right-click, and make it a, I always like to make groups prior to push pooling, but be careful in doing so because a, you'll notice as you orbit you get that flickering. Just make sure before you push pull this, that you double-click inside the group. So if I double-click right now, we can then push this up. And I'm just going to push this up. I don't know what the height of this as yet. I'm just gonna give it 80 inches and this sort of standard door. Hi, so I'm gonna do Space-bar for select escape and then double-click here, and I'll push this one up 80 as well. Or see I can move my cursor over in kinda reference it until it snaps right there. I'll go ahead and click. I'll then take the Select tool and I'll click away from not sure, yeah, I want to break up any of the rest of this. And without adding too much detail, this is where we can just take the rectangle tool row, a large rectangle here. Take the Select tool, double click on it, right click, make it. You can also then once it's a group like this, rather than double-clicking on it. Once it's selected, you can press return, return with the selectable access and enter. Then I'll just push this up 36, just to give it our height. I'll hit the spacebar for select and then press Esc. And again, this is fine just to sort of get us started. So now let's take a look in our next video on how we can create the island. 13. Building the Kitchen Island: To create the kitchen island, this is where guides are also really helpful. So for space planning, let's make a couple assumptions. Let's say that we want the island to be 42 inches away from the cabinet tree. So that just gives us an enough sort of walking space and turnaround radius for a person there. Let's also let's give a little bit more leeway because we have traffic area coming in, traffic area coming in. So I don't when I walk in and sort of hit that. So it's actually give 48 inches on each side here. And if you want, you can erase the eraser. These guides we previously had, that way. We have now just the guides that were working with on the floor, just going to recenter my view and actually go back to a top view. And I'm going to pan down, sometimes it's just a little bit easier to see it from a top-down view. Now I'm not sure how big I want to make this, but I know I at least need 24 inches for some kind of Cabinet tree underneath. And then I'm going to add another 18 inches because I want benches or stools to be able to fit underneath this. From here, we can now take the rectangle tool and draw a rectangle around the edge here, and take the Select tool. And we can double-click on that right-click and make it a group. I'll press enter, open up that group, and then we'll push, pull it up 36 inches to give it that height. And if we look at my concept here, you'll see I have this nice sort of inch and a half frame or offset around it and it's going to recess in 18 inches. So a quick way that we can visualize that without getting into too much detail is to offset. However, if we offset like we did the walls, it's going to offset all the edges, right? So we don't want that. Instead, we're gonna take the Select tool. We're going to select the Edge and we're going to hold down shift because we're going to add this to our selection and this two are selection. So key tip here. If you pre-select during push pool, it only, excuse me, few pre-select during offset. It only offsets your existing selection or your pre-selection. So I'm gonna click offset, and now I'm going to click and release and I'm gonna pull this n. And instead of an inch and a half, let's actually do two edges. I would bring this in and I'll type in two and press enter. Now actually, let's go back. If you wanted to do an inch and a half, changing my mind, I can click and release, move that back and you can type it either as a decimal. So 1.5 and then return. Or you can click and release, move your cursor and type it in as a fraction. So one space bar one, slash two, and then enter. So make sure remember previously with feet and inches, you type foot sign and then the inch there was no space. However, with a fraction, you need to type the Int value if the space bar, so that you separate between the pinch and the fraction amount. I find it much easier just to type in the decimal amounts. So have a little cheat sheet or 0.1 to 5.25.375, so on and so forth. So we can keep it at 1.5. That's fine. You'll want to add to, it doesn't matter. I'm going to then push this back with push pool. I'm gonna push this back 18 inches. So the concept of all of this is we're creating brain works for potential detail that we're going to add later. So we're not worrying yet about me. Now. We're not worrying about any sort of high level detail. We're just trying to get those little nuances that way when we find the right component or we go to edit that geometry, this is that placeholder, that low poly version of it that's gonna make it easier for us to reference later. I'm gonna take the Select tool and I click out of that and I'm going to orbit back. And one of the last things that we can actually do just to kind of cap off the kitchen here is we can double-click inside of our cabinet tree here. And since we push this up to 36, I'm going to select this edge and then take the Move tool, going to press Control. And I'm going to copy this down by clicking on the end point here, copying it down an inch and a half. So 1.5 and then hit return. From there, I'm going to select this edge and I click on the Move tool and oppress control. I'm going to copy this over all the way over to here. So it's going to be ten feet, six inches. I'm copying it all the way to here. And I'm going to click to this is like copying and just kinda placing it right there. When you click, instead of typing five x, I typed 5X. Right now, it would just create five lines along that path, right? But instead of typing five x, I'm gonna type five slash and then hit return by typing five slash. It's dividing this into five equally spaced line breaks. So this is a good way that you can quickly kind of break these. Then you can better understand sort of what each sort of cabinet with this. And just visually this just kind of helps quickly, kinda break and subdivide this up. So we have a better idea of what that kitchen it's going to start to look like in the next video is take a look a little bit about the living room and how we can further Space Plan in there to help us create a bookshelf later. 14. 2D Massing Exercise: It's very easy early on in the modelling process, particularly for interior design, where you want to start putting in the actual furniture or finishes that you want. But I have a little caution doing that. And what I want you to do first is really think through the design. Whether it's on pen and paper or in what we're going to do, which is a little bit of pen and paper in SketchUp, We're going to space pan a little bit more to understand the size and shapes of the furniture that we need. We went to grab stuff from the 3D warehouse or if we create stuff on our own, we have a better idea of the overall constraints of size and dimension that we're looking for. Plus it's much easier to move 2D geometry around than it is to move 3D geometry around. So let's jump in. So inner design, you know, I'm, I'm thinking trying to go with maybe a circular table, maybe a couch at the end here, and then to sort of armchairs. Not quite sure yet. And let's say in this process, we're trying to figure out what's going to work. And quite honestly, that's where standard sizes and sort of options, that's really where Google is really helpful. So a lot of times when I'm doing interior work, I'll do a lot of what is standard dining room tables? What is the standard sectional size? What's a standard cabinet size? You know, a lot of that from years of experience you kinda figure out. But don't be afraid to jump into Google and do an image search for, you know, different sizes, for dimensions, the things. So what we're drawing is really just kind of what, what I've kind of found that kind of works for different dimensions, spaces. I go back one, I'm gonna just put that over on another screen. So all we're gonna do right here is we're going to create some blocks are, and create little sort of geometry here. So first we want to round or rectangular table here. And I wanted to see at least six maybe. So a size for that usually is somewhere between 44 inches wide by 84 inches long. So I'm gonna click on the Rectangle Tool and I'm not going to worry about Guides and constraints. If you want, you can actually go to edit, delete guides. And I'm just going to draw a rectangle in the model space here. And I type in 84 comma 44 and it returned. Now I want to make sure if I draw any chairs or any other geometry that, that doesn't intervene or mixed with any of that geometry. So I'm just gonna make sure I group it. Not going to worry about making a component because this is really just like 2D placeholder. You do a lot of this. You know, you might actually create a component library for your own leader on, but to not over-complicate things, let's just group it just to kind of keep it simple. Alright, so we've got our table there that's maybe go inside there. And I'm just going to draw with the Arc tool. Just going to draw kind of like an arc here and maybe another arc here. So click and release, click and release then move your cursor out. In realistically, I should be making the SS as individual components that I can move and copy. But just to kind of, this is really I'm not showing the client this, this is really just for me. So I'm just going to kind of draw it, something like that. And I'm not worrying about these being perfect. Certainly if you wanted to, you could take this and move and copy it over and kind of align them. Something we're gonna do later on once we have it in 3D. But right now, that's fine. I'm gonna take the Select tool and a close out of it. And I'm gonna do the same thing for our living room furniture. And for this, you really don't even have to be true in the dimensions and size, right? You can just kind of, I had a little bit. So for example, if I take the rectangle tool, I may draw a rectangle along here. And I'm just visually just trying to look and see what those dimensions are. It's about 19 feet by foot or two. So that I might just put it as a placeholder right now for a bookshelf and do a whole long wall bookshelf there, then it might draw another little rectangle here. And let's say let's do like a long sort of couch. It may be with the circle, will have coffee table that maybe with rotated rectangle. I'll click and release, click and release, and I'll move back to build ITU chairs. Again, it's not that the dimensions certainly are not correct by any means. If I take the tape measure, you know, you can see this chair's about over three feet wide. It's, it's a really large coffee table, are really large. Single chair. And same thing with this couch. This is almost a 12-foot wide couch. But generally, you know, you can see how quickly doing this quickly really allows you just to kind of be free. Don't be hold, held down to the constraints of SketchUp, wanting to draw sort of true to size or true to shape and locking into things. You know, just kinda take the rectangle, take the circle tool, and just kind of free form here because eventually you're going to just select all of these and delete them. But at least this is giving you the framework on where you want to do this within the model. And really to, it's really something too that you could do. You know, still by hand. I'd love still going by hand. Even here in Acrobat and just kind of marking this up, right? Maybe you have an iPad and you wanna kinda sketch out, you know, don't hesitate to use the tools that you have to help you kinda Space Plan that though, you know, here might do a little bit for organizing this leader. Whatever that might be, whatever gets you to, where you need to go for creating the geometry is really, really what we're striving for. So now that we have a direction with where we want to go for some of the furniture using the 2D placeholders helps us. But really to make it look better, we want to create or import from the 3D warehouse where we can actually bring in 3D furniture. So in the next video, we'll go ahead and do that. 15. Importing Components from the 3D Warehouse: Now that we have an idea for what we want the furniture placement to be in our space. Let's take a look, the 3D warehouse and how we can import components that other users have already created for us. So let's jump in access to 3D warehouse. We're gonna go up to a window and then click 3D warehouse. I'm gonna make the screen bigger just so that it's a little bit larger for us here, the 3D warehouse is a database or library of free SketchUp components. So the way this started years ago was when Google purchased SketchUp. It used to be a place where you can upload 3D models of cities and buildings that anyone could create. And then those would publish and be on the Google Earth build 3D buildings layer. However, that technology changed in SketchUp is now owned by trimble. So the 3D warehouse has become a repository where users can upload products. It's also been a place where manufacturers can also put their products. So it's a balance. It's a balance of manufacturers actually providing the 3D models of their products with everyday users like yourself, sharing and distributing models and objects that they've created. So there are a few tips that we can use to make it easier to find the right thing that you want. So let's first start in the dining room. So we need a dining room table. So let's just do like we do any kind of search. We'll just do a search. Hit Return here. And you're going to see right now the first set results, the 449 results are all from products. So these are from sort of trusted creators or manufacturers that are actual products that you could probably find off the shelf or online to purchase. So in short, these are kind of ones that are created and are clean and nice depending on what you're searching for, you might get not as nice results, or maybe you only get a couple of things that you can find. So that's where you want to sometimes searched by models. And this is where you're going to see more of really any kind of user uploading a dining room SET, right? So this could include chairs, it can include dimensions and just other elements that just maybe you don't want. You can also search different collections, which are essentially folders that people have created to bookmark multiple products or components within a particular subset. So it's a great way if you find something you like, you might find something slightly similar. There's also catalogues which work very much like collections. So for me, I tend to stay within the product Rome. If anything, I might use the categories over here, but I rarely kind of adjust these. The only time I may do is I might just the file size. Note that when you import components, you're importing all of the geometry and all the textures that are in that file too. This is where users can quickly see there file go from maybe one or two megabytes to 20 or 30 or 40 megabytes because a through and a lot of furniture, a lot of complexity. We can also two, instead of sorting by relevance, we could sort by popularity. I, you can see you get the idea here. So I'm going to browse through, I'm going to try to find a table. This one actually looks pretty nice. Let me find a table that I think it's going to work within the space. This one's pretty interesting, although I'm not too sure about the dimensions and size of it. So I can click on it to open up a preview of it. And if I like it, I can, of course click download. But if I want more information, I can click see more details. And this is going to actually bring us to the product page of it. So remember, SketchUp is used worldwide. So being in the States, we really don't work in metrics all that much. So you will have units or you will have models that are in a different unit then, then inches. So you'll see here that this particular model is bounded by a one by two by one meter object. So it's not that you need to understand conversions between inches in meters or inches and centimeters. The important thing to get here is people create thing and then other scales or other units. When we download this, it will automatically convert to inches. So you don't have to worry about it converting and sort of changing the scale or changing the size. What you may have to worry sometimes is users not drawing things to scale. But here's a good indication that this is pretty typical of a table. Also, while I'm here, we can take a look of other models by the author or other collections by this author as well. So it's really great when you find something you like by a creator, you can kind of browse some of their other stuff. I'm just going to, you can also favorite This. You can like it. And you can even create your own folder or collection to catalog things. I tend to just kind of ignore some of that and just kind of download it because I may not ever need this again for another project and it's easy enough to search. So we're going to load this directly into the model. We'll go ahead and click yes, it's going to download, and that's gonna place the object on your cursor. But see how I'm not exactly on the corner of the objects SEO, it's off a little bit. Every object that you create in SketchUp has a different inserting point. So we're pretty close. You can see we're pretty close to that size that we used. So I'm going to just use the bottom 2D geometry that I set here just to kind of set this table in place here. So I'll go ahead and click, Set it. One of the biggest tips that I can give you when you're placing components from the 3D warehouse is just get it in the model. Sometimes don't worry about getting it in the exact place. Because a lot of times you don't know exactly where that inserting point is going to be. So a user might create this with the origin point, not here, but they might create it somewhere, sort of off the model. And if that's the case, when you import it, it's a lot more difficult to kind of set and adjust. In the next video, let's further add more components within our model using the 3D warehouse. 16. Moving and Positioning Components: Let's jump back into the 3D warehouse and add more components into our space. So we're gonna go back up to window. We're going to click on 3D warehouse. It's going to bring us back to our previous page. So since we're on this product page, it's going to bring us here. So we can either click home or we can search by other models that maybe this creator has done. So I'm gonna go back to our search and type in dining table set. And maybe I'm just going to find a chair. So this chair works pretty good. I don't need to open up the product. It can basically click on this little Download button right here. And that's going to prevent us from having to go to the product page. So we'll click on that little button. It'll load it directly into the model. We'll click yes, download it, and then I'll place it on our cursor. And again here I'm just trying to kind of place it somewhere in the model in reference to the table. So right about there looks pretty good. Now with the chair in the model, we can rotate it, but I don't want you to actually use the Rotate tool located here. Instead, we're already on the move tool. And notice as you hover over an object, you get not only these and corner anchor points, but as I hover over the top, see the red plus signs that appear right there. That red plus sign is an anchor point for built-in rotate. So once you hover over, click as it makes that rotate symbol appear, and now you'll begin rotating it. The farther your cursor is away from the object, the less likely it is to snap to these 15 degree increments. So I'm gonna move my cursor closer here. So I'm right on that spot. And then I'll click this Edit in-place. Now with one chair set, I'm going to press the Control key or option on a Mac. I'm gonna copy from the bottom corner of the dining chair here. And I'm going to click again to set it. So I'm moving. Notice I'm moving in the red axis, a click there to set it. I'm going to take the Select tool and I'm going to select the base plan that we have below, and I'm going to delete it. We no longer need it. Now if you'd like to Space Plan in a true 2D plan, let's go up to the top view. And here we're still in perspective although we are looking above. So I'm gonna go to camera and click on parallel projection. This flattens our model into a 2D axonometric. If we were to orbit right now, we would see our model is in fact an axonometric and not a isometric. So I'm gonna go back to parallel projection. We go back to a top view. And what I like about this is I can select this table, I could select this chair and select the other chair. I can take the Move tool rest control, and rather than clicking on the object to copy, if I copy from a place on the ground by clicking and place it on another spot on the ground, it ensures that I'm keeping the object on the ground itself. So if I orbit, you can kinda see it still all on that plane. What many first-time users will do by accident is they'll copy this, but then click on the object and the lifted. So then you'll end up with your chairs kind of floating above the model. So certainly there are times where copying from the object or from the corner is effective. That was really good previously when we copied it over. But when I space plan for furniture, I tried to find an arbitrary point on the ground and then I click to copy it from there. So then I'll click to set it. Now rather than rotating these chairs, we can right-click and we can flip them. And we're going to flip them along the green direction. Because notice when we move this, well, you moved and copied it. We moved it along the green axis. So flipping is essentially like mirroring. The difference though is it's always in relation to the axis that you're flipping it. So if green doesn't work for your particular component that you download, just undo and then flip it by the red. Go back to our plan, maybe move it forward a little bit. And then I'll select this chair. I'll control or option on the Mac. Click and place it here, a hover over the top and click and then click to rotate it. Press control again or option on a Mac, copy it over to here, and then I can either rotate it or the Undo, or I can right-click and flip it along the green. So you can use m as a keyboard shortcut to quickly go back to move. And once you're done moving, hit the spacebar. The spacebar is a great way to get out of the move tool. Otherwise, it's very likely that you can just kind of click on an object. Forget that you had it selected, and then you're over here kinda clicking it by accident. So feel free to hit the space bar to bring back to the Select tool. And I'm going to hold down Shift actually, I'm going to select our chairs and I'm also going to select our table because I want that to move all as one piece to similar to the stair example in a previous video, I can right-click here and contain this into one larger group, because as you can see, I'm not really centered here. So I'm gonna take the Move tool now and we're going to move it just to kind of I it up and center it. In the next video, let's take a look at how we can use the component library or component palette within SketchUp to actually change or just the components and drag and drop them into the model. 17. Using the Component Tool Palette / Window: Another way that we can place furniture that's already in the model is actually using the component palette or the component toolbar over in the default tray. So on a PC, you wanna make sure the default trays open and then you're gonna open up the component tray here. Now if it doesn't show your two current components here, just click on the little house, and the house will show the models currently in the file. Now, over on a Mac, you wanna go up to a window and click on components. And that's going to bring up the component palette. Same idea here. I'm just going to drag the toolbar up and over. And I'm going to click on the home button just to show the components in the model. So once you bring a component into the SketchUp file from the 3D warehouse, it's going to show here. It will also show if you create any of your own components. For example, if I take the island here and convert it to a component using the Select tool and right-clicking on it, you can see after I click Create that it shows up in our library over here. Now this only shows up in this file. So if you were to go to File New, these will not show up here. Do you ever wanna save out a component so that it's part of a larger library. That's something I'll show in a future video. But quickly you can always right-click and Save As so that you can save it out as its own SketchUp file. Or right now, let's focus on what we have in the model. So I'm going to orbit and I'm gonna get out of this parallel projection view. So I'm gonna go up to camera and click on perspective. So let's say I had that chair in the library over here. I can now click and release the thumbnail image over here on the right. And as I move my cursor into the model, you're gonna see it appear again. I can click and release and then drop it to the model and click and release the table. Certainly drop that in as well. Just going to delete that. Keep the two chairs here. Because what we wanna do is we want to replace these chairs with bar stool chairs. So let's say maybe at first we wanted it to be a little bit lower or maybe we had an idea to do sort of a regular chair size here, but it just didn't work out. So now, if I go up to a window, click on 3D warehouse, I'm gonna do a search for bar stool, and I'm going to find one that I like. This one looks pretty good. So I'm going to download this. I'm going to load it directly into the model and we're gonna place it just kinda over here to the side. I'm not going to place it in the correct location. I'm just going to kind of place it here. So what happens here is let's say you have a new product that you like and you want to swap it with these two existing ones. I'm gonna take the Select tool and I'm going to pre-select the two existing components. And then over in your component library, you can right-click on the component that you want it to be replaced with, and you can click replace selected. So that's going to swap out these two components with our new component. Now you will see it shift slightly. And the reason for that little shift there is because these components, you can see the origin point is in the middle, or the axis origin of that component is in the middle. Whereas when we replace it, see how for the object within it, it's just kind of off a little bit. So there's really no way of knowing that right away unless you actually go into that component and kind of make the change in, sort of re-center it. But don't waste your time doing that. It, it's just unless you're using this object a lot. It's really not worth the time really to, to adjust all that. What I'll do instead is I'll delete the copy that we have there, because now we have these two in the model and I'll select these and now just kind of move them out. And also looks that I need to rotate this. So I'll rotate, select just this one, and rotate this one, this one. Another important thing to know is not every user on the 3D warehouse creates components the same way. So one thing that I always like to do is I like to take the Select tool and I like to double-click inside the object to kind of see how they organize this. So you can see it's actually, it's actually a component, and inside of that component is a subcomponent and then another subcomponent. So it looks like they actually have a couple issues here. One other way to visualize that is what the outliner. So on a PC, if I go to window, I can go to default tray and bring up the outliner over on a Mac. If I go to window, I can then just click on outliner. So the outliner is the hierarchy of an object, the hierarchy of your model to over here you'll see the filename here I have, and then the components in groups within it. So components show up as a four dot, groups show up as just a one sort of square dot. So we can see this little drop-down arrow, that stacking arrow means that it's a component and inside it are sub objects. So it looks like they have a group within a group, within a group. And then these component number ones, these I would say are likely be individual legs. Yep. Leg, leg, leg. The group here, this might be the Bar or sort of a subobject within there. Oh, it's the the support there. So what you can see here, and honestly you don't even have to change this. But what I can see here is this grouping and this grouping is unnecessary. What happened is they probably downloaded it, grouped it together, grouped it together and then named it. So I can clean some of this up. I can take this group here and explode it. And then I can take this and up here and right-click and explode that. And then I can take this group here and right-click and explode that that way. In the stool component, there's just the four legs, the two underneath sort of parts that we're not seeing right now because they're underneath and then the top. So that just kind of organizes it. It doesn't really matter in the long-term. It just makes it a little bit cleaner and easier to work with. You can also see after I did that exploding, see how that wireframe around the object is much more narrow. So that group within a group created sort of that extra sort of boundary area. So now it's a much cleaner sort of object. And because it's a component also does it over here to this copy. So again, the outliner over here is here, as well as the component library. Those are two ways to help you organize your objects within that model. Personally, I do not use the outliner all that. Often. I use it just as a quick visual check, but I likely just kinda go in and double-click around just to see. So I suggest once you're done with the outliner, you can close it that way. It doesn't sort of refresh every time you're clicking on something. In the next video, let's take a look at a new feature in SketchUp 20-20 one called Live components. 18. Intro to Live Components: A new feature in Sketch Up 2021 is the ability now to use what's called Live components. These are configurable components that allow you to change and adjust the properties within them. If we take a look at an existing SketchUp model from the 3D warehouse, you can see that this component, there are no configurations, right? I can't scale it. I can't stretch it. I can't change the material without altering and changing the model properties associated with it. So SketchUp came out with a feature in 2021 called Live components. So I'm gonna delete right now just our double-click on our rectangle that we added here. And actually I can double-click and sort of delete just kind of the rest of the furniture that we have here because we don't need it. So to find a live component, we first need to go on the 3D warehouse. So we're gonna go up to window and we're going to click on 3D warehouse. I'm going to click back on the home button or the 3D warehouse button. And you can see right away in the top here that there are some models from SketchUp labs. The SketchUp labs is that designation for this new development, which is the which are these live components. So I'm gonna go to this furniture, live components, and I'm going to click on this modular furniture here. So one thing to understand that the, this is new, so there aren't a lot of options as far as designed on a lot of these, this will change. Sketchup, adds more to these. And as live components become more of a part and integrated into everyone's everyday workflow. So without it being configurable, you would just download this and if you needed to change it, you would have to figure out how to stretch it and move it. But now you can click configure here and you can actually kind of preview how you want to configure and adjust the component. For example, if I don't want a L sectional, if I just want a street three seater, you're gonna see it change an update based off of the parameters that you put. Now I'm going to close out of this preview because I'm doing this configuration on the 3D warehouse. But you can also do this in SketchUp, Which I think that I find a little bit easier. So just download it as it is. So I'll click Load, I'll click yes. And I'm going to place it in the model and I'm just going to orbit around as well. Maybe pan this kinda get a better look at the model here. Now previously in SketchUp, what users might have a tendency to do is they would try to click the scale tool that try and stretch this. You see as I click the scale tool on this component, can't do that. Like I can hear. I can't I can stretch or irregular component but it can't stretch a live component because I need to right-click on it and go to Configure live component. However, before I do that, let's actually take the Move tool and let's hover over the top and let's rotate it. And then now we'll right-click and configure the live component. You will see the properties of it up here. And now similar to what we had when we were on the 3D warehouse, we can configure this. So because the model was done in millimeters, that's going to keep the units that it had. So I'm just going to kind of expand this, might move it a little bit too, and I might change the base color, just keep it white for right now. And I might change it to a large sectional with an Ottoman. Maybe I'd be a little too big for this area here. I think we'll just actually end up with the three cedar here. This works, but you can see how you can further kind of go in and customize this. And then I can still use the Move tool. It's still kind of adjust this around. Now I sort of have a position for it with how I like it. I'm gonna go back up to the 3D warehouse and Azure searching for objects. Be aware that over in the right, excuse me, over on the left, under Advanced here, you can actually enable the search so that you're only searching for live components to maybe an Ottoman. There's just not any Ottoman jets. So maybe living room didn't work either. Every I gotta go to models. So they're not showing up first under Products, but under models. If I type in living, you can see some stuff there. But because this is still kind of in its infancy here, I would definitely just go to the furniture live components in the curated collection here. And again, this is a new feature, so expect this to expand and maybe I'll bring in this coffee table. So again, same idea. You're gonna right-click configure live component. And you can see we can change the style of it. And maybe I want to rectangular one oval-shaped, I'll actually go oval shaped. I think this works pretty well for this current design and make this much bigger. This one, we can even add a shelf underneath and we can change the material top or we gave in change a custom color. So again, there's a lot we can do with this. And again, this is really just kind of the beginning of life components. But you can see it does make it a little bit easier to kind of stretch and movies compared to maybe a table that we found just off of the warehouse that wasn't a live component to finish off the living room furniture here, let's go ahead and just add two more chairs. And again, you can choose any kind of chair that you want here. I'm gonna go back into the furniture and maybe I'll just grab one of their sofa ones for now. So I'll click on the corner here and just maybe rotated a bit and sort of place it with whatever looks good there. So finding stuff on the 3D warehouse definitely makes it a much easier to fill up the space with furniture. But there are times where you're obviously going to have to create your own custom furniture, or in our case, mill work from scratch. So in the next video is take a look at how we can create the set of bookshelves that are gonna run along the wall here. 19. Creating a Bookcase Component from 2D: A way in which we can understand components better is by creating a series of bookshelves and understand how to create components within components and how they act and react within the model space. So our end goal is to try to do something like this. We want a series bookshelves that go along that space there. And if we jump back into our model, we can see we have this whole wall here to work with. So the first thing that I'm gonna do is I'm going to take the rotated rectangle tool and I'm going to start somewhere here. And I'm just going to create a base shape. So I'm going to click and release to start my rectangle gonna move out because I want the depth of this to be 12 inches. So type in 12 and then hit return. I'll then move to the right. And I want each row to be no wider than three feet. So I'm gonna type in 36 and hit Enter. So with my bass shelf, I can take the Select tool, double-click on it, right-click on it, and then select may component. And I'm gonna call this a twelv by 36 bookshelf and then click Create. So again, I always find it easier to move and copy stuff when they're 2D. So let's take the Move tool, let's press Control, and let's click and release. Click and release to set it will type in, see how good my math is. We'll type in 5X and press Enter. I'll try 4X and press enter. So it looks pretty good. So you can always change that value so long as you don't click on another tool. Now from here, I really just want to kind of focus on what the size of this is going to be and how it's going to look before I add too much detail. So let's just take the Select tool. Let's double-click inside of one of these, and let's push this up. And we're pushing this up really just to kind of get a sense of height. So I certainly don't need it to be ten feet. May actually put a soffit above it so we can get some lighting in there. So I would probably say the tallest wood that we should go here is going to be eight feet. So I'll type in eight feet and press return. And again, the beauty of the component here is once we model one that affects all of them. 20. Creating Cabinet Sub-Component: The basic framework of the cabinet components set, we can now go inside and create some sub-components of individual parts within the bookcase itself. So let's jump in and we can see now here, if I take the Select tool, I'm going to double-click inside of the first component here. And what I wanna do here is I just want to copy or separate the vertical piece. So let's take the Select tool, let's double-click on it. And then we're going to right-click and make it a component. And the component for this is going to be, we can call it component two. I'm just gonna call it V bookshelf. So v, meaning the vertical part of the bookshelf or bookcase. It doesn't really matter what you name these. These are just for your own internal nomenclature and, uh, go ahead and click Create. Now what I also want to do is the existing geometry. We're going to take the eraser, or actually it's a little bit easier rather than trying to erase these individual edges. It's actually easier if I take the Select tool, if I Triple-click, it's going to select all the geometry except for the component and only selects stray geometry or ungrouped or on Component ID geometry. So I'm going to Triple-click, I'm going to press delete. So now all that's left is the subcomponent of the vertical shelf piece that we created. So let's double-click inside of that, that way we're inside of that geometry. And let's push this over an inch and a half. So we're gonna type 1.5 and then hit return. So again, let me back up. So we're going to triple click to select all this geometry. We're gonna delete it, suppress dot delete key. We can't push, pull the outside of the subcomponent. So we have to hit the spacebar for select. We have to double-click and then hit P for Push pool so that we can now push this over 1.5 and then hit Enter. Here is where it can get a little tricky. Remember, over in the outliner, we're inside of the subcomponent. We're inside of the subcomponent bookshelf. So if I added a actual shelf, this would be part of the vertical piece and I don't want that. So here, just be careful when you're inside a subcomponent, single click with the Select tool outside of the object. That way you can just highlight it. So right now I'm in side the bookshelf without having to be inside the vertical piece. So then here I want to add a base cabinet. So I'm gonna take the rectangle tool, I'm going to draw a rectangle over that geometry. Now if you don't see the others duplicating, it is because you're completely outside. So if you just see this, notice I'm not inside of a component here. So make sure select tool, double-click inside, but not double-clicking inside of the vertical. You just want to be here. From there, let's do rectangle. We'll draw a rectangle around the base. Let's double-click on that, and let's make that a component as well. And let's call this cabinet and then click Create. So the cabinet, as well as the vertical piece is inside the shelf itself. Let's double-click in that, and let's push this up. So again, we're going to click on push pool. We're going to bring this up. Let's bring this up 28 inches. So I'm not sure yet on the detail that I want for that, but I also don't need a twelv inch shelf. I'm going to push this back a little bit to maybe I want a little reveal there, so I'm just going to push that back one inch and then also going to take the Move tool and press Control. And I'm going to copy this bottom line here, and I copy it up or inches. So again, select tool pre selecting the edge Move Tool, press control option on a Mac looking release and begin moving up in the blue. Be careful not to stray away from the blue axis. Make sure you're staying in the blue type in for and then press return. We can then click on the push pull tool and we can push this back to bring this back another three inches. So I'm trying to create kind of like a toe kick their basically. So this is our cabinet. And just to quickly visualize it, I'm just going to take the line tool. I'm just going to kind of draw a line that starts at the midpoint, because SketchUp allows you to find every midpoint of an object. And I'm going to click there and kind of drop it down to there. Now with the base cabinet created, we can now go in and create some additional components for the shelf's. 21. Adding the Horizontal Shelves: To create the horizontal shelves, we want to first make sure we're not creating them inside of our base cabinet. So I wouldn't want to take this and make it a component and then start to copy it because it's part of the subcomponent of the cabinet here. So just to start fresh, I'm gonna take the Select tool and press escape. And escape. Now press it a couple more times. That way I know I'm out of every object. So I want the shelf to be inside of the definition that we have for each 12 by 36 bookshelf. So I'm going to double-click inside. And now here I'm going to draw on top of the existing rectangle that I have here. Draw this rectangle here. I'm going to take the Select tool. I'm going to double-click on that surface and then right-click on it and make it a component. And let's just call this our shelf and then click Create. I'm gonna press return or enter to open up that shelf. And I'm gonna take push pool. I'm gonna push this up three-quarters of an inch, so 0.75. So again, we're drawing the rectangle first, select tool, double-click on it, then right-click and make it a component called a shelf. It return, enter again to open up that and then hit P for push, pull and push this up 0.75 with the shelf created. I want to copy it, but I don't want to copy it inside of the definition. And you copy objects, you always want to be outside of it. You want to just select that containment of it. So hit the space bar with your thumb to bring it back to Select press escape to close out of the subcomponent of the shelf, right? So you should just be able to highlight it, just be able to single click on it. Now I'm not sure how many shelves that I want, but I know that I want one here and I want one all the way up at the top. So I'm gonna take the Move tool and a press Control and I'm going to copy going from this back corner here. And the reason for that is when I click to start my copy, I can move this up and then click and release to set it. Once you have that set, type in the number of divisions that you want. So type five slash and hit return. So with five slash, I have 12345 openings. And if I take the tape measure, I can now scroll in a little bit, some hitting that wall, but I can now see that I have a little over a foot between each, which for my books, that should be fine. And I always like odd numbers. So having five shelfs, I think works. Having four, don't know that it would work that much. But if you wanted to try for just undo selected again and then do the move tool plus control or option on the Mac. Click and release at the corner, clicking release again at the top corner, and then four slash and then return. So this could work, it's more of a display. So that worked better maybe in the dining room area. But I know I want a bunch of bookshelves here. I want to put throw a lot of books on it. So we're gonna go back to the original with five. Now the beauty of these as being sub-components within the larger component is when you make a change to that one is going to change all of them. So right now I realize, you know what, I actually want. This may be it'd be flush. I can double-click on that component and then I can take push pool and I can push this out and notice how it's changing every instance. So if I wanted to be flush, I can bring that out the extra inch to hear. And for right now, I think that works. But the beauty with components here is as you make your changes, it's going to change all of them. So you still have the flexibility to change this later. Let's continue forward and in the next video, we'll create some unique components on the corner and maybe the shelf here. And that way they have their own instance and don't replicate like the others. 22. Making Unique Components: Creating unique components give us the ability to have an object not link or relate to the original copy of it. So this is going to be really helpful in our bookcase where we're starting to alter the design and have it change and not be so repetitious. So as we jump back into the model, let's do a couple things. First, let's one, take the Select tool on this one here, and let's take the Move tool and press Control, and let's copy this over to the end here. So again, control on a PC option on the Mac, we've got that extra sort of shelf there. Now let's also take this selection here, hold down shift and select the object to the right. I want these to be unique because I want to put essentially an entertainment console here or TV. So if I right-click on those two and make it unique, these two components now and any copy of it now act only in relationship to itself, right? So it doesn't relate back to these. So whether I'm inside of this one or I'm inside of this one, I'm going to double-click inside and I want you to delete this shelf and delete this shelf. And let's actually delete the bottom one here to actually we don't need that much space for a TV there. So let's undo, because again, we're gonna try and put a TV basically here. So notice as we make those changes, it's affecting the one to the left as well. However, I want to now modify this piece, kind of ignore the one to the left. Let's focus on just this middle one because it's a subcomponent. That's subcomponent. So the the bookshelf or I'm just going to rename it just so that it's easier for, for you. And if I right-click and rename it, just call it vertical. So if the vertical piece is modified, it still other locations in the model. So even though the overall component is unique, that does not make the subcomponents unique. So it doesn't make this unique and it doesn't make our shelves unique. So the tip here is be careful if you're creating components within components within components. And you need to modify one of the sub-components. Just make sure you're also making that unique. Because now with this unique, which it will be in real life, if I push this down, it's now only affecting those two objects. So now we have the open geometry that we're looking for. And if I actually take the Select tool, gonna close out of this and close out of it again. So what I want is I actually don't want be vertical here to be inside are nested in this component. What I'm gonna do is I'm going to double-click inside. And I want you to just a single click on just this component. So we're basically going to pull this out of the definition. So we're gonna go up to Edit and we're going to click on cut. So we're removing it from the component definition. We're going to close out of the component and then we're going to actually paste it back in place. So it's pasting it in place in the model, but it's not placing it in place inside of the object. Now, in hindsight, by Undo, If I were back inside of the component and did a paste and place, it would put it in every definition. But I don't want that. So we want to be outside and then paste in place. Because this left edge here, what we're gonna do is we're going to define. So I'm gonna take the Select tool. I'm going to select this component. I'm going to hold down Shift, and I'm going to select the n component, right? We don't have an end here. So I want to make the definitions of these unique because on the ends, I want to treat them so that they both have sides to them, right? Our component right now the way we've modified this is so that it only has a left vertical piece. So by making the outer 21S unique, when I double-click inside of that, I'm going to select that component, take the Move tool, press control or option on a Mac. And I'm going to copy this over to give it an end cap. But not only does it give the end cap here, but also gives it on the other side here. And that's really helpful because now if I close out of that, now I can go back in and I can modify these components, which in hindsight now I may want to remove the shelves altogether to thick in them up because I can't span this far of a distance with such a thin sort of shelf. So in the next video, let's go ahead and modify this entertainment center. 23. Making Design Changes to the Bookcase: To build out the entertainment center, we need to make a few changes to the component definition. We're going to leave some of the geometry here, but then we're later going to delete it. So the first thing I wanna do is I want to select the vertical piece. And then I'm gonna take the Move tool. I'm going to press Control, and I'm going to copy this up from the edge here, going all the way up to here. Then I'm going to click and release to set it in place. I'm then going to right-click on it and make it unique. And then I'll take the Select tool and I'll double-click inside of it. I'll orbit just below. And then we'll take push pool and maybe pan up a little bit. And we'll push, pull this up so that it ends here. And I think for this design, I think now I'm sort of realizing that I'm gonna close out of that. I'm going to double-click inside of the right component here. And I'm just going to delete each of these pieces. And then with the Select tool, I'm going to close out of it. So what I think I'm realizing right now is I want a thick inch and a half 0s here. So I'm not gonna do it inside the component definition. I'm gonna be outside similar to what I have here and here, I'll take the rectangle tool and draw another rectangle across the existing rectangle, just so that it makes it a little bit easier to kind of draw the exact same shape or size. I'll double-click on that, right-click on it and make it a component. So I'm going to call this thick shelf and click Create. I'll press return or entered, open that up. And let's push that up 1.5 and then press Enter. So now we defined our thick shelf and now we need to move it. I'm going to take the Select tool. I'm going to press escape to close out of that component because remember you don't want to move inside of the object. You always wanna move outside by selecting the constraints of it. Let's then take the Move tool and we'll move it from here up to there. And then with the move tool once again, this time with control or option on a Mac, I'm gonna click from the corner and we're going to move up. I don't wanna just iot instead, remember your arrow keyboard shortcuts up is blue, right is red and left is green. So if I press the up arrow key and release it, I'm now constrained to just the blue axis so that I can move my cursor over and have it just touch right there. And then I can click and release is set it in place. Now what if we further need to modify this? Maybe we realize now, you know what? I need, I want that bottom, that bottom to be flush. So if I take the Move tool, I can move it up, press the up arrow, and lock to the bottom of the shelf there. But now see I have that air here. I have to take the Select tool and double-click inside of the shelf and then take push, pull. Although I can't see it, I can push pull this surface. If you can't see it. You can go up to view, click on component edit, and you can turn on hide rest of model so that now I can see this surface. Another thing that you could do is if you don't want to turn on hydrous of model in turn on x-ray mode. X-ray mode allows you to see through the model so that now I can highlight this. You can see that I can highlight it. I can click and release it and bring it up until it's on this edge. So it's just going to be up three-quarters of an inch. And I can click, I don't like staying in x-ray mode, so I'm going to turn x-ray mode off and then I'm going to hit the Select tool to spacebar to bring back to the Select tool. And then I'll press escape so I can repeat the same thing down here, driving me crazy that these are off. So I'm going to select this shelf, take the Move tool, move it down, press the up arrow to lock in the blue over over until I can click on this point here. Space-bar for select, double-click on the vertical piece p for Push pool, Click on this surface and bring that down. So as you begin to modify objects, and it just got stuck in the wall there. But as you begin to modify those objects, you can see how as you make a change to one, it's affecting all the other pieces. It's affecting how you create this. So if you plan ahead, you make sure you're creating those components. It does make it a little bit easier to change and modify later. So from here, if I realize, you know what, all that I did with the thicker shelf, maybe I've realized I don't really like that design anymore. And with the support that I have here and the support that I have there, I actually don't need to thicken that out. I want to keep that thick, get my vertical stack, and I want to keep that horizontal or thin, sort of drawing too much attention. So what I can do is because it's a component. So these are the same components. I can go back and just push this as needed so I can push it back to three-quarters of an inch. And then I can double-click inside of here and bring this up or here, I need to move this down to as we did before, lock in the blue and then push this. So all of your components, do you have a cause and effect? And it's really just up to how you want that design to be and how you want that to look and feel for your particular design, your particular workflow. So if you liked it thicker, by all means keep it thicker. But for me, I think that just looks a little bit better. And then that way you have that continuity between the design. Lets continue to add more detail to this. Specifically, let's go ahead and add knobs to the cabinets below. 24. Importing an Oversized Component from the 3D Warehouse: One way that we can add more detail to the bookcase here is by adding knobs to all the cabinet drawers. So if we go to the 3D warehouse, we can download a knob and add it into the file. So the first thing I'm gonna do is I'm not gonna import outside here. I'm going to first go inside of the actual component. So it doesn't matter if I'm here or here is remember, we created the subcomponent of the cabinet. So if I double-click inside, double-click inside, I'm now inside of the cabinet component. And it's here that I'm gonna go to Window and click on 3D warehouse. Now I'm gonna do a search. Go back to the home screen here. If I do a search for knob, make this a little bit bigger. You can see just within the products that there are a lot of existing knobs here. Or I can always of course go to models and I can search by popularity. We want to be more specific to like maybe a material or texture. You can as well. I'm just going to stick within the products here and I'm going to sort by relevance and I want something pretty minimal. So this actually design here could work. And of course you can choose whichever knob that you want to. So I'm going to download, I'm going to load it directly into the model. And as I do that, you're going to see an air that happens. So why on earth do I have this monster knob here? So the reason for that is that whoever created this did not create it at the correct scale, and it's coming in at this super large object. So to verify that, we could go up to window, click on 3D warehouse. And if I go back into that object, which is this one here, you're gonna see that dimensions are in millimeters and it's just, it's off. And honestly what likely happened here is they just took a CAD 3D file and import it into sketch up without actually looking at the scale. Because 559 millimeters turns out to be like 22 inches, right. So something just kind of wrong within the conversion. So we're not going to worry about that. We're not speaking the knob. So all I wanna do first is kind of scale it. So to things that happened on the import one, even though we are inside of this geometry when we imported the component, it, close this out of it and just drop the object in the model. So if you need to nest this to be part of this geometry, we're going to have to cut it and paste it in place. This is something that has changed in recent versions of SketchUp, you used to be able to stay within the component, but now it really just kinda drops it sort of outside. So for the knob, what I wanna do is I want to rescale it and redefine it so that it's actually the appropriate size. So let's just say that the length of this is one inch. So if I take the Select tool, I'm going to double-click inside of the component and then I'm gonna take the tape measure located right here. But notice the tape measure, notice the cursor on the tape measure. It's got that little dash, dash plus signs that lets you know that you are creating guides. What I wanted to do is simply measure. So press and release control on a PC or option on a map. That way that little dash plus sign is gone. If we click and release here, move our cursor and click and release here, we can now define a new distance for this object or a new dimension for this object. And you can actually see down here it says enter distance to re-size the active group or component. So after you did that click type in two or two inches there, just type into and hit Return. And what this does is it says do you want to resize the active group or component? We're going to click yes, and you're gonna see it's gonna rescale that so that now they zoom in closer. I measure from here to here, you're going to see it's now in fact two inches. So I am going to take the Select tool, I'm going to click off of the object and rather than sort of taking it, rotating it and then cutting it and pasting it, I'm going to actually delete it. So what happens is when you bring in a component and you redefine it like I did there, deleting it, it doesn't delete it or purge it from the model. It still keeps it in your component library. So it keeps it within the model because we haven't purged or model something I can show later. So if I scroll down, you're gonna see that that knob is still here. The difference though, is because we scaled it, it took on that new attribute, that new scale that we set. So I'm going to double-click inside the cabinet, double-click again and make sure I'm inside the object. I'm then going to click on the knob, and I'm actually going to drop it just above here a little bit. I'm going to rotate it by clicking on the top surface and rotating it this way. Actually, the other way, rotate it this way. And I'm going to click on the corner here, and I'm going to position it just somewhere on the surface here. Now if you want to be precise here, it's actually knob looks a little too big, so maybe see what the width is. A little over an inch wide. That's still pretty big. So I'll double-click back inside, take the tape measure, press control or option, and let's measure this again. But let's make it an inch and a half long. Could even do just an inch. Feels about right. Again, it's going to be very low-profile. So take the Select tool, press escape, close out of that. So once we have the knob in the file, we can actually be more precise in how we position that. 25. Centering the Knob Component on the Cabinet Guide: To more precisely place a component or an object, we can use guides to help us. So let's first take the Select tool. And if we close out of the components that were in, I'm going to scroll in and I'm going to double-click to open up that component and a double-click again. And then I'm going to single click or you can just keep double-clicking just to make sure you're in this object. Also, if everything else around is in your way, just go to View component, edit and click Hide rest of model. And that's really going to hide everything except the active group or component that you're on. So let's make up a rule here. Let's say with the tape measure, I'm going to click on the vertical edge. And I'm gonna go to the left because I want this knob to be two inches away from the edge here. Then I also want to go from the top edge down two inches. And we do the same thing over here since we have two drawers. So I'm gonna go to the right, tape into inches. So we have this x, now we have this intersection. That's perfect because now we can take the Select tool, we can single click on the object and then we can click on the Move tool. The Move tool has these anchor points on an object. So you can see it's got the outer points here. If I actually press Alt in Windows, See how it switches. If I press Alt again, switches one more time. So now it gives me the center right there. That's the midpoint that we can't see it. It's the midpoint of the Barend here, and that's the center point that we actually want. So I'll click there and then pull that will that up. But notice as I do that, see how it actually didn't click on that point. And actually through it between also to Mac users. Alt in Windows is option on a Mac. So you're going to press and release option on a Mac. So what I want you to do, because we can't see that point there. I'm going to click back edges just here. So now we'll be able to more easily click through on that snapping point. You wanted to. You could try x-ray mode. The back edges, usually it looks a little bit nicer. So again, I'm hovering over it. I'm going to press alt and press Alt again and press alt one more time because I want that snapping point. You can see how, see how it changes in highlighting right there. It says origin in knob, that's what we want right there. So I'm going to click on that point and now I can move it to the intersection. If that is really troubling for you, what I find easier to is actually move it off of the object altogether, right? Get it away from the object orbit so that you can see, so you can actually see this side of it. And then that way you can move from that point to there. So with that one set, I'm going to turn off x-ray mode or turn off back edges depending on what you had on and oppress control to toggle it to copy. I'm going to copy this over to here. So notice I'm not copying on the object. I'm actually copying from the guide point. I'm going to click and release on the guide point. Up here. We're going to move in the green axis until I hit edge here. Perfect, sorry, guides look pretty good there. We can now actually go up to Edit and we can click delete guides. That's going to delete the guides within the model. And then I want to show the rest of the model again. So let's go up to view, look on component edit, and let's uncheck hide rest of model will then take the Select tool and press escape to close out. A bookcase wouldn't be a bookcase without books. So in the next video, let's go ahead and add some books. 26. Creating Book Components on the Wall: There are several ways in which we can add books within our bookcase model here, one simple way to do it is to just manually create a placeholder. And because our level of detail right now is pretty schematic where we don't have textures as much just yet. Let's actually go ahead and do that. So within the model, without being in any component, let's just kind of create a book, right? So we're gonna take the rectangle tool and I'm going to zoom in closer and I'm not gonna go all the way to the edge. I might kinda come in a little bit just to give it a little bit of space. And same thing on the other side. We want to, Actually, you can just draw this from edge to edge here, but don't go all the way to the front. Let's kind of set this back just a little bit. We're going to double-click on that surface. We're gonna right-click on it and we're going to make it a component. And we're gonna call it book placeholder. And then click return and a press enter again to open up that book, group or component, I should say. And then we're gonna push this up to give it some height. So generally, most books now aren't going to be over 11 inches or 12 inches tall. Really, honestly, it just depends on the set of books. But let's just say for placeholder, let's just do 12 inches. Actually, let's do 11. Give it a little bit of breathing room. Now to simulate a series of vertical lines here, Let's take the Move tool, press Control. And let's copy this vertical line over all the way to here, all the way to the edge and then click and release to set it. This is similar to what we did with the kitchen cabinet drawers. This time though, are the number of copies we're gonna do 20 slash and hit return. There we go. That looks like a bunch of books. Now from there, I'm going to close out of the component. And this is where depending on how we organized the file, this is where creating components within components is really effective. For example, if I take this component and cut it, if I double-click inside of this unit and then paste it in place, it places it only in the other copy of that unit. Alright, so think of this as unit a. These two is unit B and these two as unit c. But if I go a step further, so let me cut this again. Every shelf, every vertical, horizontal shelf is a subcomponent. So if I just need this to look like a bunch of books, then what I can do is I can open with the Select tool by double-clicking, I can open up the shelf itself and then I can paste that in place so that now the shelf definition has actually a subcomponent within itself. Now, the downside to this is our top shelf has books on it. Alright, so let's close out of that. And with the top shelf, let's right-click and make that unique. If we want to, we can actually rename it within Entity Info. Step calling IT shelf, we can call it top shelf. So on a Mac you can go to Window Entity Info to bring up Entity Info. And with the top shelf, let's double-click inside and I'm just gonna delete out that unit. Now because I did this. Inside of this unit, you'll see the ramifications for that too. I'd actually need to go in and delete that top shelf and delete this top shelf. And that way in my components, I can go back in, I can find my top shelf component and I can drop it back in for my other locations. So I can drop it in there and go in to this component here, this one here. And then I can drop in at top-shelf again. Now if there's too much sort of connection between components, right? Let's say you realize, you know, let's not have the top shelf be part of all the definitions, right? That's okay. You can delete it there. You could believe it here, and you could delete it here. It's just that you'll have to add this manually. On top of each one. I would have to go in and sort of move this here, press control, copy it. For the other occasions. It honestly doesn't matter. It just really depends on how connected you want the two or three to be and see how in this one it go and add that last shelf. See how in this one, because this isn't the top shelf component, we actually would have to manually go in and just click on our books just here, and then drop that into the model. So click and release on the book, then drop it into the model. If that's a little difficult, remember, turn on back edges. And then you can see where that corner's going to import as well. Of course then turned back edges off. Another way in which we could add books is actually by finding some on the 3D warehouse. 27. Importing Books from the 3D Warehouse: By bringing in books from the 3D warehouse, we're going to alter the way in which we imported the previous exercise here. And the reason for that is we want the books to look a little bit more unique and we don't want that repetitious look that we have. So if we go into our model here, I'm going to actually delete all of the existing books that I have. So you could undo this or you could go back through. Make sure though, when you're undoing these, don't delete the shelf. Make sure you go in that subcomponent and select bookcase itself, and then press delete. The other way that you could do this, although one that I don't necessarily recommend is in your component palette over here, you can right-click and delete this and all instances of it will be deleted in the model. So that's a way that you can essentially purge out a component that you maybe have downloaded are created from the model. It's one way in which you can purge the model. So because each shelf is going to have something unique on it, it doesn't make a lot of sense to go in and to place the bookcase or the books within the bookcase, I should say. So I'm going to be outside of all the objects. And then I'm gonna go to window, click on 3D warehouse. And let's do a search for books. And this set looks pretty good right here. So I'm gonna click download right there. I'm going to load it directly into the model and then it looks like the orientation is off. So I'm going to rotate my view and I'm just going to kind of place it just so that it's on one of these shelfs. So I'm gonna place it onto the shelf right here. Then with the rotate tool, I'm going to click on the bottom corner here and click and release to start. Clicking, release along the endpoint here or corner to start my rotation. And then once I get to 90, I can either type 90 or you'll feel it click so I can click there to set it. I'll then take the Move tool and I'm going to move it over just so that it fits right inside here. Now, it looks like the books don't fit this shelf, right? This long Architecture book is a little bit too long. So I'm going to cheat. It's more about the aesthetics of it looking and fitting. So I'm going to click on the scale tool. And I'm just going to grab this middle anchor point here on the top, and I'm going to click to drop this down. So this is actually skewing this. I'm actually distorting this. The artwork here. It's so small within the model that it's okay that I'm skewing this. You're not really going to see that if you didn't want to skew this, escape for a second, you didn't want to skew this. You would grab an outside corner, which would be here. If I grab this outside corner and scale, it's keeping it all proportional. And that's another way that we could do this. I could pull this in or I can grab the middle. If you grab the middle, you're distorting it into that lane or in that direction. So for something that really is generic like this, it doesn't matter scale and size. I'll sort of do that. We'll go back up to window 3D warehouse and maybe I'll just download a bunch of these books here. So even though it's a huge collection of books, you can copy and pool only parts of the books out. So I'm going to zoom out and zoom way out. And let's actually just throw them all on the table here. Ok, so it comes in as one big component. I'm gonna take the Select tool and I'm going to double-click inside. And I kinda like this little grouping here. And you can kind of see how it is it's own, that it's actually a group. Although I'd argue it should be made as a component, but I'm not going to change it now. So this sort of set, I'm going to cut it. So I'm gonna go to edit and I'll click on cut. I'm cutting it out of the component that it's in. And I'm gonna go to edit, paste because I'm pasting it on my cursor. So I'm just going to drop it here. And I click rotate and do what we previously did. And I rotate it 90, then take the Move tool, just kind of move it forward. So again, I can select a set, go to edit, cut flows out of it, control V or command V to paste. And then either rotate or remember, you can always use the built-in rotate within the Move Tool as well. So this is a little big C, it's cutting off just a little bit there. But again, I'm going to scale it down. And then I may move it just a little bit down to again, select Control or Command X and then Command or Control B. And again, I'll continue and feel free you can cut this, paste it in. Q is the keyboard shortcut for rotate. So I can rotate this 90 and then I get kind of move it forward. So control x, close out of that role, w_0, wrap it in. These books are entirely too large. So S for scale. And I can scale that down now. Take the Move tool and move it back and then maybe just kinda move it over. So adding variation definitely helps, but it does take a lot more time. So what I end up doing a lot of times is I'll just kind of load one bookcase up. So I'm just kinda moving these over. Scale that down a little bit and moving that over to few, load one bookcase up. You want to save time. Just do as we did previously. Cut the, select them, cut them, making sure you select all of them, cut them. And then you can paste it place, but see how it only does it for these two. So what you could also do is instead of cutting, you could select these and make this one larger component called books, or can't make it a component called books because one of these objects is already a component called books. So let's call it books on shelf, and then click create. So if the component definition is just your objects, you can move and copy those over to your shelves. And then that way, if you say go into that component and add changes to it, like copying more books, then it's taking effect to all of them. So this is where it is really effective sometimes of not having every object within an object because that way the Millward is separate from the entourage or the secondary sort of objects. Now once we're done with the books, which I'll leave these empty for right now. We can take this and delete it. But remember, deleting this from the file or from the model, doesn't delete it from the file here. So at a certain point, after you're done, sort of bringing in a lot of stuff from the 3D warehouse. You want to purge the model in your component palette over here, click on details, and then click purge unused. This is going to remove any component that was no longer being used in the file. So it's gonna keep that nice and clean. Go ahead and save the file. And then we can move on and really take a look at how to add materials and textures into this file. 28. Applying a Material: Understanding how to apply materials and textures will help bring your SketchUp model to life. So first, let's take a look at how we can apply textures already inside of SketchUp default material library into the model. So the first thing that we're gonna do is we're gonna take a look at the file that we have here. And from the previous section, you'll see that these are all different components. So tip number one, when applying materials is to always make sure you're applying the material or texture inside of the object. So notice right now that I'm not inside this particular bookcase, you wanna make sure that you can click on the actual surface itself. So let's do a shelf right now. For example, if I click on the paint bucket located here, also B as a keyboard shortcut, you're going to see the material library open up over here. So once I click B, you'll see that open up. Now over on a map, you're gonna see it's slightly different in that when you click on the paint bucket, you're going to see this color. We'll first, now on a Mac, what you're gonna do is you're going to click on the brick here to bring up the color palettes. And then from the drop-down menu, we're going to go to would. Now to make a material active, you simply need to click on it. And so for example, if I want to use this wood material here, you'll notice that it's active because you'll see it down here below that it's active. Now over on a PC, it looks slightly different. You want to click on the material over here to make it active. You'll see the blue ring around it, and then you'll also see it active here. So that's always your active material. Now, notice I'm not inside of the component, so this is what you don't want to do if you apply material to the outside of a group or component simply by clicking the material and then clicking on the object, it shrink wraps it, meaning it just applies to the overall group, but it doesn't define it as part of that group or definite or component. So notice even though this is a component, it's not reflective over here of the changes that you've made to it similar to what we previously done, where you change one shelf and they all change. So doing this is fine. If let's say you're, you're doing master planning and you're just kind of colorizing things, right? It's fine to apply groups to the outside. It's fine to apply materials to the outside of a grouper component in that particular instance, however, use groups and components to your advantage. So if I want to apply a wooden material to this, I'm going to first take the Select tool, double-click inside, double-click inside again. So now inside of the object you can see I can actually click on it. And also just to showcase this, I'm gonna go to View, click on component edit, and I'm going to hide the rest of the model this way that you can also just see this a little bit better. Now notice when I click on the material to make it active, and if I single Click on the surface, it's going to apply to only that surface, meaning only that surface in this component. And you'll see it applied to the other locations here. See how it's shaded and it's not the actual texture. This is just a visual setting. So know that once you close out of the component, that you'll see that texture than everywhere. So it's just a way graphically to kind of save processing time. I'm gonna go back in. And this time I want all of the sides of this shelf to be this material. So I'm going to click on the material that I want again. And this time I'm going to hold down shift and see the three little squares that show up next to the cursor that will replace every instance of the material or surface that you're clicking on. In this case, the white default material with whatever material that I'm, that I have selected. So I have this veneer selected and you'll see it, it wraps it in every single surface. So a quick way to kind of drape the entire material and all of this is to take the Select tool, press escape, double-click inside of the vertical element, press B for bucket shift are all surfaces and then click again Space-bar for escape, spacebar first select, and then escape for escape. And then let's double-click down in here, hold down before bucket or click B for bucket, hold down Shift, and then click on the surface spacebar escape. So here it's also kind of a nice way to see what is unique in the model as well. So in the previous section on components, we made this shelf uni, and we made the horizontal shelf as well. Then we made these top pieces as well. So it's also just kind of a nice way to understand what is unique and what isn't if you colorize the inside element. In the next video, let's take a look at how we can edit the color of this existing material, as well as the repeat pattern or the scale of it. 29. Scaling and Resizing a Material: Once you have a texture applied in the model, you can now modify the color as well as the scale of the texture within the model globally. So the first thing that we can do is let's take a look at what those properties are within the model. And this interface looks a little bit different in Windows than it does on a PC. So I'll go through both. First in windows, one is you want to make sure that you're selecting the actual existing material. So what I usually like to do here is let's say for example, I did some other work and I had a different material selected. Okay, the first thing that I'm gonna do is I'm going to click on the home button here. And what this does is this shows all of the materials currently being used in the file. So I'm going to click home and you're gonna see a bunch of textures here. So this is likely because of the bookshelf and for third party objects that we brought in from the 3D warehouse. So it is going to look like a mass here. So from here, I want to make sure that I'm selecting the appropriate material. What I can do is I can click on the eyedropper here, and that's going to sample any existing material. So I'm just going to sample now anywhere on any existing wood texture that's being used. So I'm just going to click. So it's gonna say wood veneer two is selected. If I actually were to scroll down, you will actually find a blue selection window around it. And sometimes that's hard to find. So when I drop and click, It's not initially visible there. So you might have to just scrub a little bit more and tc that they're, now you don't technically need to see that on Windows, on a Mac you will in just a second. But for Windows to modify this material, we're going to click once we have it selected up here, all you can do is actually just click the Edit tab here and that it's going to bring up the properties. Should this toolbar B2 small, you can expand it down a little bit as well. Again, over on a Mac, it's gonna look a little bit different. So the first thing that we wanna do is we wanna make sure that we have the material selected. So we're gonna do is similar to what we did on a Mac, excuse me, similar to what we did on a PC. We're going to click on the paint bucket. And then RPC we clicked on the eyedropper. However, don't click on this eyedropper. This is a little deceiving. This is a color picker. It's not a I drop this in the sense that it's going to pre-select your material. So let's click on the home button first, just so we can see all the colors in the model. And then on a Mac, we're going to hold down command. Now over an RPC, you could do the same thing. You would just hold down Alt, Mac command, PC alt. So I'm going to click right now on any part of this material and you're gonna see it jumps the model or the material library over so that the material actually appears and it looks, appears to be this one here. So again, as I cyclic, typically you would see a blue selection around there. But you can kind of use the reference name here as well. And you can see it active down here below. So with that material I dropped. You can reference it here. And on a Mac, you don't have the Edit tab. To get into the edit tab, you actually have to double-click on the swatch. When you double click on the swatch here now you can reference the width and the height. So let's change the scale First. Let's say we don't like the scaling of the texture. Maybe it's too tight. Let's make that two feet. So for the width, I'm just gonna type in 24 and then hit the Tab key to space out of that. Once you're done here on a Mac, you can go ahead and click close. Now over on a PC, same idea. You can just go in here, type in 24, it the Tab key and you'll see it update. What's nice about this is this is a global change, so this is affecting every part of the material that's applied in the model. Now what we can also do here, we can colorize this. So remember in SketchUp, if you ever bring in an object, you can always colorize it to make it the appropriate color that you want. So I don't like this sort of dark stain to this wood. And you can see over here on the right, I have this color picker, and then I have this brightness dial here. So I'm going to drag this down and you can see I can darken it or I can lighten it up. If you want more control, you can switch from color wheel. You can switch to one of my favorite, which is hue, saturation and brightness. It might be black in here actually, because it does go to the black here. So let's say I wanted more muted. I would pull S, which would be the saturation. And then if I wanted a little bit darker, less sort of vibrant, I could add some more black into it. So you can really kind of change any property within here if you really mess this up and you want to get it back to normal, just go ahead and click Reset color, sometimes two, depending on the material or texture, you might want to click on the color eyes box. And then that way it further colorizes, I think even the the more contrast at areas within the material or texture. So usually I don't keep that on. And then for certain materials you might want to turn on, it will colorize. It's kinda like doing an overlay or multiply on the object. Now, over on a Mac, it does look a little different when you want to modify this. So I'm going to double-click on the material. And right now I just have the dimensions of this. I don't have that color wheel or those color properties anywhere here. So that's where we need to go up. And instead of being in the brick, you need to click on the color wheel. And then now, similar to what we hadn't PC, this is changing the brightness. What I find sometimes is it will automatically go to this like black and white grayscale. So if that happens to you, go to this drop down and then click Reset color, and then it sort of finds that color and then you can kind of stay there. So if you ever get it where it sort of grayscales, that's usually why you don't like the color wheel. You can always switch over to the sliders here. And as I like to before, I like yet as brightness, not blackness. And so I like the hue saturation brightness gonna reset the color here. And then I'm going to further apply some saturation three, set that color once more. So it changed the hue here. So maybe I just have to find the u that I don't want and then adjust that. Once you're done, go ahead and click Close. And now it's important to note that this material, this wood veneer, is the, is only set in this file. So you're not like globally changing the material similar to the 3D warehouse. When you bring objects in, you're not changing it back on the warehouse. You're not changing the overall definition. You're only changing it within this file. So we have the wood veneer here, but I can always go back to the wood drop-down and click on the original color there. It's not overriding any of these subfolders here in a later video show how you can save these out so that you can use them in other files. Now that we have the texture colorized and scaled, let's take a look in the next video on how we can reposition the grain or the pattern of the texture on the shelf. 30. Texture Position: Editing a material in the library globally changes it within the model. What if though we want to change the rotation or scale of a particular surface of that texture being applied. So to do that, we need to use what's called texture position. So the first thing that we're gonna do is we're gonna take the Select tool and I want you to double-click inside of a shelf here, for example, I'll use this one. So I'm gonna take the Select tool, I'll double-click and I'll double-click again. So now I'm inside the shell. So when we took that material and applied it, SketchUp automatically assigned its orientation, meaning the direction of the grain or whether it's going left or right or up or down. That really depends on how it was created. So from here, what we can do is we can actually change the position by taking the Select tool and by right-clicking on the individual surface. From there we can go to texture and then click on position. Now when you do that, you're going to see these pushpins, that red, green, blue, and yellow pushpins, the quickest tip to remember is red, green, blue. So use the red pen first, then maybe the green than maybe the blue, the red pin. If I click and drag it, it positions at. So this kind of acts just like if I were to actually click anywhere on the surface as well. So it's just panning the material, the green pen, if I click and drag it, so I'm clicking holding, it will allow me to scale and rotate the texture. Now the difference between this here versus modifying it here is this is only doing it locally on this particular surface. So it doesn't globally change the scale. So there are times where you need to maybe change this. Then as you move this, the closer you get to the protractor to, the more likely it will snap to those elements, The blue and the yellow pins. As I click and hold them or click and drag them, they will scale, they will shear and transform or skew texture. So if you really mess this up, right-click and click on reset, also, a click and release lifts the pen and then I click and release sets it. So this is good or photographs that you can actually just do like a crop or transform on that. These are also called fixed pins. And in texture mapping with photo textures, you can uncheck these so that you can actually freely transform and stretch the material. If I ever messed up here, I'll right-click and just reset. I'll right-click again and go to fix pins. So one way that we can quickly just rotate this without messing with the pins, is actually just by right-clicking and go to rotate and then click on 90. And that's usually what I'll do. And then I'll take the red pin and I'll drag it forward just wherever I want that seam or that positioning to be. So maybe your climbed on where you want that wood grain to start. Now another big tip here is let's say I've really mess this up. Don't go edit, undo. Undo will not undo the positioning of the texture. I don't really understand why other than the fact that it's just within the texture position. So SketchUp undo does not work this way. The same thing happens with SketchUp, Sn2 match photo, you have to undo by right-clicking inside of texture position and undoing. Now because I close out of it, I actually do need to go back and undo that positioning. But watch and notice if I stretch this, I go to Edit. Undo is now undoing the position that I did. It's undoing the fact that I double-click inside of the object. So big tip is if you mess this up, right-click to undo or feel free to right-click to reset. Now once you have the grain set, you can actually then click on the paint bucket, old down. So be hold down Alt on a PC or command on a Mac. Click to make that active. Not only are you making the material active, but you're making the position of that texture also sort of copied or sort of remembered that way when you let go vault and you apply it to a adjacent surface, that grain or that pattern will actually extend down. So imagine some reason If I had a surface here, right? If I just click on the paint bucket and select this material, it may, it may not find the right position. You might get something like that. That happens. But if you paint bucket, hold down Alt or Command on the Mac, sample the existing surface, then click over. It will match your grain there. When you're done modifying that Space-bar for select escape to close out, that escaped to close out again. And, and it's important to note that even if you make a scale change here, right? If I do something like like that and maybe rotate it 90. So it's like this super long sort of grain. So if I do something like that, I can still and modify, but be aware that your global settings will still change your global materials. It will also factor in on how you stretch that individual material as well. So be aware even though you texture and position and resize it, it will still use the global settings. So it's always best to set your global settings first. And then if you're tweaking positions of textures to then go in, double-click inside, right-click and go to texture position. Now that we have a better understanding of how to position textures, we can now take a look at how to import textures from the 3D warehouse and use those as a quick way to bring in custom materials. 31. Creating a Paint Swatch: There are two ways that we can take materials from objects that we download from the 3D warehouse. One way is actually by just downloading the file and then using paint bucket. And, and the other way is using a kind of hidden property within the 3D warehouse where you can download just the KM or the SketchUp material file and bring that onto your browser and just bring in the material. So let's take a look at how we can do both of those. So the first is just to bring in an object. So I think for these cabinets, I wanna go with sort of a plywood looking feel. So I want to kind of see the sort of edge cut and have it look like birch plywood. So I'm gonna go up to a window and then I'll click on 3D warehouse. And I'm gonna do a search for birch plywood. I'm gonna go to models and I'm just gonna kind of scrub through this. So what I'm looking for is something that has sort of the material in it that I'm looking for. So that would be a pretty nice front, but I want something that also has the side to it as well. So maybe actually up top, this one actually looks pretty good. So I'm going to click download. I'm going to load it directly into the model. So go ahead and click Yes, I'm just going to place it somewhere in the file. So it looks like it's a bunch of pieces of plywood, which is fine. I'm just going to kind of click the place it. Once you place it in the model, it is now a material in the model here. So if I click home that material via, I drop it, that material will show up in your models option here. And sometimes it's hard to scrub through this, but we can kind of see it right there and we can see the Baltic birch plywood. And I think to the right and left would be the horizontal or vertical edges. So it looks like it actually brought in a couple extra materials. So now with the object in the model, I'm just going to leave it here as a reference and I'm going to click on the paint bucket. I'm going to hold down Alt or command on a Mac. I'm just going to click to select that baltic birch plywood material. I'm then going to take the Select tool. I'll double-click inside of my component. I'll double-click again because remember I want to make sure that I can click on the surface to apply it. I'll hit B for bucket a, hold down shift. So that way it replaces all of the surfaces here. And then if you want, you can now take the Select tool. I want this seem to look better. So I'm going to right-click, do as we did in the previous video and go to texture position. Or it might even just reset the position. And then if I sample it and apply it, it should repeat now. So then I can do the same thing for all of my seems as well. So you can see the created this nice little seam texture. So I'm gonna do B for bucket Alt or command. I'm going to click and make that active. And then I'm gonna go inside. I'll double-click here, double-click again, select that front surface and apply that seem. Now if you have this hide rest of model on like we did from the previous video, let's just turn that off so I know the plywood material is here. So I'm going to, even though I can't see it, I'm going to hold down Alt and I'm going to click to sample it. And that way you'll see it. Now then I'm gonna apply it onto the top surface. I'll do spacebar escape, escape again. And then I'll come inside the vertical one. So I'm going to alt or command to sample our CME. Click there, you'll see it's running in the wrong position. So spacebar and select right-click, exposition, right-click and rotate it 90. And then sample again, click on this side and that side. So now I can do this for all of the other shelves here. But what I want to also show you is another way in which you can import materials. So let's delete this and let's pretend real quick that the material isn't in the model. So what I'm gonna do is go up to window 3D warehouse. And this is the way if you want to get just the material. So this came in pretty simple, but what if you downloaded a material from this? It would be a lot of other sort of parts. You'd have all the geometry, it's just extra things that you have in the file. So what I want you to do is click on the component that you want to download. So I'm going to click on it. I'm going to click on the title of HCI, and I don't want you to download the object here. Instead, there's this hidden little hotkey right there. See that little arrow, when I click on that, uh, widgets cannot pop open, and it's going to show us all of the materials in this file. Now I know this doesn't look all that pleasing, but remember this is the material for the, for the side panel here, for the, for the cut section. So if I download that, I want you to notice what happens here, over here in the material palette here, when I click Download, it is not downloading the entire model. It's just downloading the SketchUp material file and making it the active material in my model. So now with an active, I'm going to take the Select tool. I'm going to double-click inside, double-click inside again, make sure I'm on that object. And then because it's active, I'll just click on the paint bucket one more time and click on the surface. So this way of right-click and go to texture position and right-click again and just rotate this 90. So this way I'm only importing that specific material it out have all the other stuff that is associated with downloading that component. I'll stay in the object here and I'll go back up to the 3D warehouse by going to window 3D warehouse. And then I'll do the same thing again. But this time I'll click on the virtue here. And actually, you can see there's a little air that they did here. They didn't need to create a horizontal and vertical texture. You really just need the top two. And then if you just manually go in and rotate, you can save from having to create a vertical or horizontal texture. You can just keep them all in one direction and then rotate it. So again, just saves on, on file size. So I'll click on that side and click on this side. And again, like here, you can see the patterning wouldn't happen this way. This is running horizontally. I'm gonna right-click and rotate this 90 again. And then I'll sample this because remember sampling it and then applying it also changes the position of that. So we can finish off the rest of these. So if I sample the edge here, I'll go into this little object and apply it there. I'll sample the side here, and I'm just constantly going back to Alt or command on a Mac. To change this, I'll go inside of our top shelf. I'll sample this edge because it already has the pattern. I'll sample here. I'm sorry, I'll sample here, hold down shift and apply their clothes out to shift again and click there as well. Show us one last little thing here. And even though really never going to see this and a little OCD, so this get that little seam there. Alright, looks pretty good so far. One last thing that I'll change again just cuz it's bothering ME. You'll see all my plywood going horizontally are not the right way. I'm just going to go to texture position and I'll rotate this 90% of it actually was, I was correct, might skew that a little bit. So you can certainly do something like that and then I'll just apply it onto the other surfaces. And again, not really loving how, how this is looking. So I may just go in and rotate it 90, kind of find where you want that sort of seem to be an, you know, a lot of this is just kinda made up anyway, but that looks a little bit better. Yeah. And then that bottom that was bothering me too. So now that we know how to take materials from the 3D warehouse, let's take a look at how to create our own materials in the next video. 32. Matching Color on Screen: To create a material based off of a color or paint swatch, we first need to find that either as a swatch or find it online. So let's go into our file first and let's say that the back wall here, I want to apply a specific paint color. I'm going to open up my web browser and I'm gonna go to pant town. Pan Town is a way that we can color match. So I'm gonna click Find a Pantone color and then I'll select a color that I want to use on that wall. So I'm going to randomly select something like this one here. So Pantheon does something nice in that it separates out your RGB values as well as your hex or CMYK values. So That's basically what values you need in order to actually make painter, make ink in the painting world. Let's say you're on a site like Sherwin Williams. Let's go in, find a similar color. We'll explore the colors here. And again, we'll find something that we like. So yeah, but this cheerful color, so many manufacturers, many companies will provide not only the color, but also there's usually like a details are spec and also give you those values. Perfect. We have the values as RGB and, or as a hex value here. So let's first start with the Pantone value. And I'm just going to write these numbers down, or I'm just going to slide it over onto my other screen here. Now to create a paint swatch or paint color for this wall in Windows, you're gonna open up the paint bucket. And what I usually like to do first is just make sure you click on the default material. That way the new material doesn't take on any existing property. Otherwise you would act like a duplicate texture. So I'm gonna make sure I click default. That just gets us back to sort of a white material. I'm going to click right above it that create new texture. So in that, this screen's going to pop open and it's going to give us some options. Now I know this is different on a Mac, so just Mac users hold on for a second. For PC users though that's named this. So this is Pantone 7408 C. And I don't want HSB, I actually want RGB to the RGB, or this is the first number is the red, so it's 246. The second number is the green value, which in this material is 190, and then it has 0, blue in it. There is no texture image basically there is no like, it's not like the wood where there's a actual texture to it. Think of material is just color and texture as having pattern to it. So there's no pattern to it. So there's no need to set any of those settings. This was a glass material. You could certainly change the opacity. Let's leave it at a 100, and then let's click OK. Now over on a Mac, it's kinda look slightly different. The first thing that you wanna do is you want to open up your paint bucket. So if it's closed, just hit B for bucket, it'll open back up and then there is no create material button here. So what I need to do first is I'm going to click on the default, which the default is always that first material, so it's the blue and white. And then, and then going to go up to the sliders here. So I'm gonna do RGB slider could also do CMYK, since I'm on a Mac here, MCAT. Gives me the ability to do CMYK, which we'll just do that just for fun here. So CMYK is based in percentages. So this particular material is 0% cyan, 20% magenta, and they're always in this order. It's always CMYK, 98% yellow, and then 0% black. So the main difference right here, right now is that in a Mac versus a PC that hasn't created the material in the model yet. It's created it in the materials palette. But until you click to actually apply it, it won't generate it as a, as a material in the model. So before we apply it, let's just take the Select tool first. See how I'm outside of this group. I'm going to double-click inside so that now I can actually touch this wall and then I'll click the paint bucket and apply it to that surface. And then you'll notice if I click back on the brick, you will see likely all the way at the bottom, your last material is that color. By default on a Mac, it just calls it material one. So if we want to stay in line with how we did on a PC, we can double-click on it and actually give it a name if you really want to. This is something quick. I wouldn't worry about doing us, but let's just stay consistent. So it's called a Pantone seven or 08 C. And then we'll click Close. Now over on a PC, remember let's not click right away because that's going to shrink wrap it on to everything. Never apply material on the outside of a group. Remember to take the Select tool, double-click inside, and then click on the paint bucket because the material is still active, you can just click on that surface and feel free to apply it onto another surface. Some apply it to the right as well. And then I'll apply it to this surface here. I'll hit the spacebar or select and then press escape to close out of the group. Now, depending on the color that you chose, you might notice that one part of the wall look slightly darker than the other part. This is because SketchUp has a setting called US sun for shading. And SketchUp will tend to shade the model in a way that might create a desirable look. But in other cases, it might create something that doesn't look true to the color that it is. So one little tip here, if you're trying to get color perfect models here is open up your shadows toolbar. And in our first video, I did go over how to set up use sun for shading. But just to reiterate this, you want to click on the drop-down menu to expand that. And if you didn't have this on, this is what the model would look like and it doesn't exactly look great. So that's why we turn you son for shading on. And then sometimes based on the material or color, it might be too bright or it might be too dark. So a lot of this is just based off of the color that you're using and what kind of looks good on your screen. You're never gonna get a true, a 100% color match in SketchUp because it's not a 2D graphic program that's 3D. So there is going to be some depth and some separation between the two. But you can further tweak this, particularly for interiors. You don't want it too bright and you don't want it too dark. So depending on what my export is, if I know I'm printing a hard copy, I might actually keep it a slightly brighter because typically I've always had prints that come out a little too dark. I know I'm doing just a digital like an email. I might try to keep it as true as possible. They really, if I'm doing photorealism, I'm going to try to stay true as possible because the program that I use has its own ways of interpreting the ambient inclusion and the sort of ray tracing of the image. But generally this will, this use sun for shading will just naturally set that up. If you're on a Mac, you can always go to Window shadows to open up the shadows panel as well. And it looks pretty similar to what we have over here on Windows. Now there are times where you don't have the exact color, but you want to match something on screen. So in the next video, we'll take a look at how we can color match with something on screen or in a photo or in a graphic. 33. Matching Color on Screen: There are many times as a designer that you find a color palette or a material that you like, and you just want to kind of match that color property. So in this case, let's say we have something that we found online. So this is just an image that I found on Pinterest. And maybe I like the teal that's in this color palette, right? But I don't have, I don't know what the properties are of that. So what we can do in SketchUp is we can color grab from any color on screen. And easy way to make this work on Windows is I'm just going to drag this screen over so that it's one side of the screen. And then I'm gonna open up SketchUp so that it's the other side. So that's a little trick on a PC that you can sort of dock each cider, snap each side. The next thing that we're gonna do is we need to create a new material. So I'm going to click on the little default material because I want to get back to there. And for Mac users, just bear for a moment, we're going to do this. It's much faster to do on a Mac than it is on PC in, in this particular example. So you can skip ahead to that or continue to watch here for PC users, you need to first create a new material. So by clicking the default, I get back to just a white material. I'll click on the little plus sign there to create a new material. And let's just call this loop. So I don't know the RGB values. So like in the previous video, I can't put those properties there. I'm just going to click OK So that I created this new white material. And I'm now going to click the Edit tab right here. And in that edit tab, there's a property right here which is match color on screen that has the little projector there. So I'm going to click on that and you're gonna see it's gonna, I drop. So I could literally click on any color. Like if I wanted the pink of the eraser, it would grab whatever that pink value is. But in this case, I want to grab something outside of SketchUp. So I'm gonna do the PEC again. I'm gonna go over to here, although it changes my cursor, the same rule will apply in that I want to click on this color of the image. Now it's a little tricky here is the browser wants me to actually open that. So this might actually change the color. It might make it darker yet, did it a little too dark? Because it was the hover over effect. So I'm going to click back on the color wheel again, go to the color and now that I'm in the image, and then I can click there. Now that gets pretty close. If it's off a little bit, you can, of course, slide it. So I'll tend to change too. Saturation, lightness and maybe I want it more vibrant or a little bit darker. It tries its best to grab whatever is exactly on screen. Again, this a Pantone match would be much more effective. We're actually having the RGB values. But once you have the material, you can then take the Select tool. You can close out of that material tab. And then with the paint bucket, you can go ahead and apply it. And then you might just need to adjust x1 for shading a little bit just to get that color property a little bit better. Now, as I mentioned earlier over on a Mac, it's much easier. So to create a color swatch from screen, what I'm gonna do is I'm going to shrink, I sketch up window a little bit. I'm going to then have this over on the screen as well. Just kinda pull that over a little bit. And then I'm going to click back into sketch up so that I can see my paint bucket. So down here is a color picker. So this, Once you click, acts like a spotlight and you can see any pixel value. So I'm just going to move my cursor over and until I find the color that I want, which is gonna be kinda right there. So once I click it now makes that blue material, that teal color active. And you can see that right there. So when I take the Select tool and double-click inside the group, I can then click paint bucket and apply that color. In both cases, once you apply it inside the model, it now becomes the material in the file. So if you want to name this, you certainly can get do whatever else you want with this as it is in the file. Now that we have a grasp on importing colors in the model, let's take a look at how we can import textures that have patterns to them. 34. Importing a Texture: Importing a texture or material can be a little tricky if you don't know the exact properties of it or if you don't have a good seamless texture. So let's first start and see how we can import a texture, See how it repeats. And then if we need to show how we can change the material or grab it in a way that it is in fact seamless. So let's take a look into the model first, and I'm actually going to open up my web browser. And I don't know the exact product that I want yet. Usually I'll start with just the image search in Google. So maybe here I'll do a search. Let's focus on the back wall here. Let's say we want some kind of subway tile. So in this search, I'm going to type in the word subway tile, and then I usually try to put the word texture afterwards. That way it's a better seamless texture. I'll then do an image search and then I'm trying to find a texture that's gonna repeat both left and right. So I want something that is in fact seamless. This one looks pretty good, although I like this one a little bit better. So let's give this one a try. So I'm going to right-click on the image and I'm gonna do Save Image as. So I wanna make sure I'm saving this as a.jpeg. And this is a little trick for Google. Google tens, Google Image search results tend not to save initial jpegs here. So what you may wanna do is actually open up the link to where that file is. So I might right-click again and do open image and new tab. That way you're getting down to the actual JPEG file of where that image actually exist. If you are back in Google here and just right-clicking on the search, it's something at Google Sets, not what the actual source image is. So this is usually a better way. I'm gonna right-click on this texture and click save as save images. And I'm just going to dump it in my downloads folder here, might rename it, calling it subway tile. And if we open that up, you can see it's just a really small sort of file. And I already know it's not going to be a perfect seamless texture mainly because of the way that it was cropped in this image. But I'm going to leave this here just in case. Now to import a texture file, you need to import either a JPEG or a PNG for SketchUp. Those are the two best ways to import texture files. Let's make an assumption. Let's say that the texture, since it's a square image, let's just assume that it's a twelv by 12 repeat pattern. So I'm making this up. I'm assuming that each tile here six inches and then whatever the height is. So backend SketchUp. You first want to click on the surface that you're gonna apply this to. So I want to take the Select tool, double-click inside, single click just to make sure I can touch that surface. You technically don't have to pre-select that surface. I usually like to. If it's a group that I know, maybe it's a group within a group and I'm not sure if I'm on that object. I wouldn't want to be here where I'm outside of the object because then you can't import the texture. You have to make sure you're replacing it essentially. When you're importing it has to be on a physical surface. But then I'm gonna go to file. We're going to click on import, and we're gonna change our format down here to make sure that it's all supported image types. We're gonna make sure down here where it says uses image or uses texture. We wanna make sure that we use as a texture. And then we'll go ahead and just find that JPEG image. So I believe I put it in my downloads folder. And then this file here. Now over on a mac, the interface looks slightly different. So I just want to show you that if I go to File Import or your format, changed that to all supported image types. And then just below that, select uses texture. Then go ahead and select the jpeg file, and then click Import and it'll look exactly from there on it look similar to what we have over here on a PC. Let me switch back over to Windows, will select the JPEG image, will click Import. After you click Import, you're gonna see the object. It might be really large like minus here. That's okay. Don't click, just hover over the surface. Wherever I hover, that's where the inserting spot is going to be. So I'm going to hover because I want the first tile to be starting kind of pretty close to the beginning of that backslash there. So I want my first seam there. If you don't start here, if you're getting that like glitching like I am here, don't worry about it. Just kinda move up a little bit and let go of your mouse. So notice down in the bottom right, it says the dimensions. So down here it says the dimensions and it says 14 feet six by 14 feet six. So for some reason, SketchUp thinks that this material is that dimension or that scale value. What I want you to do right now is if you know those dimensions, type them. So type 12, comma 12, and then press enter. And now it's going to repeat that so that you're tiling or your repeat pattern of it. Over here, I open this up, you're going to see it's a twelv by 12 repeat. So the problem with this material though, is it's not a truly seamless texture. There's that white sort of band here, which that's not really ideal. It's not what we want, so it's not a good texture. In video after this, I'll show how to clean that up. But just to start here, let's just say this was a seamless texture. You could then right-click on it and go to texture position. And then you could further sort of set where you want that to be. And then, and then remember, as previously shown, you can go into the material properties here and you can change if you want that scaling to be different, you can change it, make it bigger textures, bigger tiles, I mean, whatever you need here. Now sometimes you don't know the exact dimension. You're just kind of eyeballing it. So remember you can always go to File Import, select the texture, and then I can click to start my import, and then I can move my cursor to the right. And now I'm essentially manually defining the scale of this. So I could click to finish it or notice down here, see how it says with death because I'm moving to the right. So my cursor is on the right edge. So I could type just the width here. Or if it's a texture where I only know the height, I can move up top here along the top edge. As I move up, I can type in the height here as well. So I'll click to set it. Now let's say the image was brought in as a square, but it's not an actual square texture. Maybe you want to skew it. That's where over here, you can that be scaling of this. So if I click on the lock here to break it, I can make the width, say 12 inches, but I can make the height, say 24 inches or 36. It is distorting the texture As you can see, even colorize it as well. So it doesn't create a great look. But again, you can further modify this as much as possible. And as you can see here, the challenge with just grabbing something off of Google image search is making sure that it's seamless. So in the next video, I'll show you how you can take that same texture and snapshot it. So that is in fact a seamless texture. 35. Creating a Seamless Texture from a Google Image Search: So in our previous video, the texture that we imported off of Google image search didn't come in seemless. So let's take a look at how in Windows we can use snipping tools. And on a Mac we can just use the preview or a capture snapshot to actually create a crop of this texture that is seamless so that we can then import it. So let's first start in Windows. So this is actually something we can do. There's a lot of different ways that we can do this. We could certainly bring this JPEG into Photoshop and crop it. So that's one way that we could do it. We could even, I have this open right now in photos. So photos on Windows and I could actually click crop here. So I can click crop and I want to crop it so that left to right is left and right is okay. But top to bottom is not. So I want to get rid of this square that was here. So I want to start at right at that edge there, maybe down a little bit more, something like that. There we go. And then down here, I don't want to bring it just to hear because I'm going to get a line and that a double line. I'm going to bring this even closer here. I'm going to bring it to there. That is a true seamless texture because from left to right it will repeat and top and bottom it will. If you want to get even more precise, I could actually kind of wrap this in from here to here. Might just kind of keep file size a little bit cleaner to, I can pull this up just a little bit more. I'll do save a copy here just so that it keeps that copy. And I'm just gonna say this as a.jpeg and my downloads folder. Now another way that you could do this is actually in your browser. So let's say you have the snipping tools. So down at the bottom here, I'm gonna do a search for snipping tools. So snipping tools is an app that comes installed with Windows. There's also a new feature, it's called snip and sketch. I haven't moved on to that yet. So old-school snipping tools here. So when you click New here, you're going to generate a rectangle around the cropped area. So I'm going to go from here to here as best as I can. And I might have a double line there. That's where Photoshop is much better, but that might do as well. So then I can of course save this. Now over on a Mac, it's a little bit different. It's really just a keyboard shortcut. So let's say you have a texture up here. I'm just going to click on, on one here. This is fine. I know it's not actually this is the same as the other one. So what I can do with this here is I can zoom in a little bit closer on it. And then as a keyboard shortcut, it's Command Shift four. So I'm holding down command and holding down shift. And that impressing four brings us little pinpoint, which now I can drag the same type of cropping again, just trying to do this as best as I can from there to there, and then I'll let go. So you can hear it takes a little snapshot that usually saves it. Depending on how you have your settings that might just save it to your downloads and may also save it to your desktop. Or I use Dropbox. So for me I have it to save it automatically, a folder called screenshots. So now once you have the model cropped, we can now try to re-import it. So I'm going to take the Select tool, I'm going to double-click back inside of the group, select that surface and go to file import or find the crop, the version of the texture that I'm looking for. And this time because I did a smaller crop, I'm assuming that it's a twelv inch wide tile. Maybe it's a long narrow tile going to import as texture as previously done. I'll click Import. And then on my first click, I'll start a move to the right. And yet 12 inches feels right. So let's type in 12th and then hit enter. So now you can see that texture looks a lot better than our previous one. So you can see there's, there's no sort of seem. I right-click and go to texture position. You can see it looks nice and clean, nice and true. Now that we have a better understanding on how we can snapshot and crop textures. Let's take a look at how we can grab a wallpaper texture in the next video. 36. Importing a Wallpaper Texture: Now that we know we can import a cropped version or a snapshot of a texture. Let's take a look at how to import a wallpaper fabric and define the 3p pattern or that, that way we can import it into the wall exactly how it's gonna look like. So I'm gonna open up my web browser first. And I'm gonna go to this website. It's called gave birth and Paul. So there are company just outside of Philadelphia that creates some really great fabrics and patterns and materials. So let's go to wallpaper and let's go to patterns maybe. And let's find something that looks interesting. I don't know it's going to work for this space, but we'll make it look nice. And I'm going to scroll down the tensor. Pretty cool. Let's try that one out. I'll go ahead and click. And what's really important here, not every manufacturer, every vendor does this sum will actually provide a custom JPEG that is the repeat pattern. Others, we'll just define u what the repeat is. So for example, I can tell just looking at this material for this image that it's not repeatable. But I can better kinda understand what the sort of trim width is or what the repeat is in either length or width. So at least it'll give you a better idea of what that pattern is going to look and feel like. So something like this, we don't have to get it like perfect. We can maybe click on the schematic here, and it just gives a little bit more insight into the repeat width of it and sort of how that may look and feel. So like previously I'm gonna find image that I want, which is this one here. And I can right-click and save that image out. And then again, I can tell it's not repeatable in this particular file. So I may have to come in and actually crop it. So top to bottom, just going to crop the tent off a little bit, something like that. And then left array, I'll probably just use the peaks to help kind of match that, which that looks pretty good. Then I'll save this and then I'll go back to this schematic. And if I understand this correctly, and it's that it's almost 11 or almost, let's say 12 inches from each of these squares. A 12345678, let's say eight of these equals 12 without What's my image size. So I got 12345. So I'm going to try and guess this as much as possible. This is where, depending on the texture, might not always be perfect, but you can at least get it pretty close. So I'm going to say that 12345 of these, let's just see what it looks like. So I'm gonna go inside the group selected on this wall, go back up to File Import, select our texture, and I'll go ahead and click import. So I'll click once and then move my cursor up. So probably like 67 inches is probably going to be about right for this. So I'll type in six and press return, and I'll take the spacebar and press escape. And this wall is pretty well in shade, so it looks like my JSON for shading, it's just a little off, so let's break that up a little bit. And the beauty of this is as you kind of set this at all, you know, if I didn't get that scale completely right, I can always go and I dropped the material and then edit, repeat. So if any SV like seven or maybe eight inches, I can kind of change that nine. Some textures are really harder to see than others. So this is a very small detail texture. So sometimes in designs I may actually bump it up. So even though that this isn't the size that it's going to be. It just makes it more legible for the client to see. So I might have two versions of this. I might kinda create a rendering just so that we can kind of see it. And then if I am like in a more close up view, you know, I might make it to be truly accurate. I tend to try to keep it truly accurate, but then there are certain clients where I'll kind of bump it up. And the same thing with wood grain. If, if this wood grain is too small to large, you can always kind of simplify it out a little bit. You know, you can make it repeat a little bit more. Or sometimes you can just kinda completely blurred out. Have it really big and wide. Really just depends on the texture that you have that's going to work for that file. So again, it's always going to be kind of a case by case basis. Now one other way that we can import textures is by using a database of materials. And there's a great website that I use a lot called SketchUp texture clubs. And we'll take a look at that on importing textures from there in the next video. 37. Create a Material from SketchUpTextureClub.com: If you're looking for a nice, seamless textures, a good resource that you can take a look at is SketchUp texture club.com. So it offers a free membership as well as a paid membership. The free membership allows you to only download low-res images and you can only download 15 per day. So certainly if you're getting started, not a bad idea. However, if you do become a member, I believe it's the membership for a club member is €12 per year. And that gives you 50 textures that you could download per day. So quite honestly, now, 13 bucks is well worth the price here. So I'm gonna go, if you can get past the advertisements, It is a really great site. So I'm going to first go to textures, and then I'm going to scroll down. And really everything lives in the subfolders here, in the search here. And then you can see the subsections as well. So let's say I needed some flooring, you know, I'm trying to kind of figure out a nice hardwood floor. So I'll open up architecture and then I'll open up a wood floors. And then they're broken up into sub categories. So maybe in this design, I want sort of a, a light-colored finish, right? And remember, we can always colorized these later. This just kinda gets us started. So you can browse through, you can find sort of any texture that you want. I think one of the ones up top was fine. I usually like ones that don't have much in variation. So like this one, it's got to subtle variation and actually it's go, yeah, lets try this light per K. So I'm gonna click on the image and then I can do the low res free version if I create a free account or I can login to download the higher s. So I am a member here. And now that I'm signed in, I'm gonna go ahead and download it. Now it doesn't download it as a jpeg file. It downloads it. Oops, there we go. So I'm going to click download. It looks like looks like my membership expired. So let me go back. I'll download the free one. Since I have to upgrade my club membership. It has been a year since I've it doesn't auto renew on you. So good little tip to note here. If I did have the high res versions, it will actually give you, if you're doing photo-realistic work, it'll give you the ambient occlusion that displacement, specular and normal map. So those make more sense for those of you doing realistic things like for V ray or for n scape, for analogist download, the free one since I have just the free membership apparently right now. So it does save it as a zip file. So make sure that you not only open that ZIP file, make sure you actually extract it. So I always forget to do this on Windows because I worked in a MAC for so long. So just make sure you extract it and then you can kinda see that image or that file there. So with this image, let's take a look. Let's say it's 12345678910111213141516 planks. So if we have 16 and let's say typical plank, say and this May 1 be there are wide style, so it say it's 16 times five. So 16 times five is 80. So we need art with the texture to be 80 inches as we import it. So back in the model, let's take the Select tool. Let's double-click inside the group. Let's select the floor surface and then let's go to file, click on Import, bind our texture, which for me is in downloads, and it's in this folder. I'll go ahead and click Import. And then our first click is going to be here. And then I'm going to just move to the left. So I'm actually doing this backwards depending on your orientation. So as I move now to the right, I can type in 80 and press return. And now I got the floor tile here. You could see em approximately at five inches for each plank because I did the math and that looks pretty good. So again, SketchUp texture club is a really, really great resource. I downloaded just a bunch of these and just kinda save them into my hard drive wherever I can and try to reuse as much as possible. 38. Saving a Material Library: Now that we have some materials and textures that we've created in this file. How can we save these so that we can use them in another file? So for PC it's pretty easy. For Mac. It's a little bit of work, it's actually pretty frustrating. I'll show you how to, how to work around that on a Mac. But first, let's do the easy way with PC users. The first thing that we wanna do is we essentially need to create a library of materials and textures that we want to see. So over in our material palette, if I go to the Select Tab, as we click on this drop-down, we're going to always get a list of certain folders there. So these are default folders that automatically import into sketch up, but you can add your own. So before we extract materials to a folder, let's first create the folder. To do that, we're going to click on this little button here. So on that little button, we're going to click Open or create a collection. So we're gonna go ahead and click that. And right now we're basically selecting a folder directory. So a location where we want to dump dot SK.m files or sketch out material files, not jpegs with the actual mapping of that file. So it's going to be just within sketch up here. So I'm just going to create a dummy folder on my desktop here and call it Sketch Up materials. And then I'm going to select that folder and click Select Folder. By selecting that folder, I can now click on that drop down again here. And I can have it as a favorite by adding this as a favorite at Collection to favorite, I'm selecting that folder once again. But by telling SketchUp that this is where I'm placing these items. Every time I open SketchUp, it's going to show that favorite location, gonna show that dropdown. So now what we need to do is click back on the home button and we need to find the materials that we want to bring. So for example, the hardwood floor that we made, I can right-click on it and do a Save As, by doing a save as here, I'm saving this material as a dot S KM, and it actually defaulted back to the previous folder location. Now I'm going to create a sub folder in here because we might have more folders layer later. So I'm gonna create a folder called flooring and another folder called Paint. I'm going to dump this into the flooring folder and click Save. And then for the, for the wall color that I have there, I could do a Save As and throw that into the paint folder and then maybe the wall covering here in sample it and scroll down and find it somewhere here, there it is. So I'll right-click on that and do a Save As. And then maybe I'll do another new folder called wallpaper. So you get the idea. You can add folders and then you can place the files into that folder. You can also place things loosely. So let's say with the subway tile texture, let's say, yeah, I'm not at a point where I want to organize it yet. Maybe I just kinda dump it loosely here. It's something I always use for projects or something who knows? Alright, so I've saved a bunch of folders. I've saved a bunch of data SAM files, and now let's say I start a new document and I'm drawing in this model, doing some things. And now I get to a point where I want to find that material library. So you'll see over on the right, the materials in the model are gone. There's no materials currently in this file. I click on that dropdown. The last folder you're going to see there is called SketchUp materials. So I can click on it and it's going to show any SAM file, and it's going to show the subfolders as well. So I drew a really large box here. I can go back and forward and I can apply any of these materials. So for me, I switch back to a pc for a few reasons for SketchUp. One was for landscape, which is what I do all my photorealistic renderings out of right now currently. But the other part was, I found that organizing a material library on a Mac is just simply impossible. I'll show a slight way in which you can organize it. But quite honestly, I end up going back to previous models in sampling from those a lot of times for future projects. And so that's one main difference. I would say Windows works a little bit better on controlling material libraries that impact us. We're talking about it. Let's switch over to a Mac and see why it's not easy to save out any of those materials. For example, if I click on the paint bucket, you'll see I can do as we previously did. I can sample the material. You'd see it active here, but when I right-click, there's no option to save as I can edit it, I can duplicated, but I can't save it out. Saving a list doesn't really do much either. So one thing that I tend to do is I create a master file of all my materials. For example, let's say on a Mac, if I go to File New, just going to draw a nice blank model here. And I'm gonna take the Rectangle Tool and I'm just going to draw a twelv inch by 12 inch rectangle or square should say, it's going to be really, really, really tiny. And I'm gonna take the Select tool, I'm going to double-click on that. I'm going to click on the Move Tool her em as a keyboard shortcut. I'll press option and I'll copy this over. Let's copy it over 24 inches, and let's type by x and then press Enter. So I'm creating basically a swatch, a select all of these and move and copy these up as well. Another, let's do 18 inches. Again, I'm a little OCD. See another 5X. So I'm gonna create a file that has a bunch of squares in it. And this I just save somewhere in my templates or somewhere just kind of loosely so that I kind of always have it. So let's pretend that there's a bunch of other swatches in here that I've had from previous projects. What I do is I have both files open and if I want to save this material, what I'll do, and this is something nice that Macs have that PC doesn't, is that from, from file to file, it remembers your material. So if I take the paint bucket in the file to the left, I can sample. So I'm holding down command and I can click on the floor sample that it makes it active here when I click inside of the right file, although there's no colors in the model here, you'll see the color or the material is still active from my selection. So that's the beauty. So that now I can click B for bucket, try not to click, or I can click paint bucket here too. And then when I click on the surface, it applies it in all places it in the model. So I can go around then and just hold down command and sample could click over here and then apply it here, click back, sample, click in here, and then apply. So if I'm starting a new file, I'll just save this file as its own listing here. And again, that's just kind of what I've sort of done as the best sort of workaround when dealing with material libraries. So on a Mac I tend to just kind of have this like swatch book of squares. And instead of doing folders, usually I'll do like one of just all would. I'll do one for fluorine, one for wall surfaces. It depends on what type of project that I'm doing. Also, a lot of times I just don't have the time to go back and organize this. So if I am working on a project, it's like, oh, I want that flooring from whichever project. I'll just open up that project. I drop it and then bring it into the new project. So that's another way. It's not as organized as I would like it to be. But, you know, time is always tired and sometimes you just don't have the time to organize your content library. So can worst-case scenario, you can always create swatches, best-case scenario switched over to a PC c value material library, and then you can reference it. But those are different ways that you can save your material libraries in Sketc