Sketchup 101 | Steven Santosuosso | Skillshare
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14 Lessons (50m)
    • 1. Class Trailer

      1:08
    • 2. A New File

      0:36
    • 3. The Axis

      1:15
    • 4. The Interface

      0:29
    • 5. All Your Base: 1

      1:24
    • 6. All Your Base: 2

      6:42
    • 7. Post Up: 1

      4:35
    • 8. Post Up: 2

      2:45
    • 9. In The House: 1

      4:02
    • 10. In The House: 2

      5:10
    • 11. Raise the Roof: 1

      4:14
    • 12. Raise the Roof: 2

      8:18
    • 13. For the Birds

      6:56
    • 14. Take a Picture

      2:17

About This Class

This is an introductory lesson in Google SketchUp. Through the process of constructing a model together, we'll pick up some basic skills that we can use in building more complex models for later lessons.

Transcripts

1. Class Trailer: welcome to schedule one on one. This lesson is going to introduce the basic concepts and commands Google sketch up through the process of building a model. Together, we learn how to create some basic options shapes, move them around on a three D environment. Sketch up his three D modeling software. Architects and interior designers use it a lot because it's fast intuitive. But there's a lot of other disciplines like this. Well, furniture makers, product makers, inventors and artists. There's a lot of different applications for it in the Satori should useful for anyone just starting out in this lesson. The model. We're going to be building a birdhouse. It might seem a little bit random, but once you learned basic concepts of man's, you'll see the building. A birdhouse is pretty similar to building a room house piece of furniture. Really any other object? During the course of the lesson, we learn how to build a base post house, roof the bird and then in the next lesson, will cover textures. So some takeaways from this lesson you learn how to build those simple shapes and navigate with the environment. You learn how to manipulate, edit those shapes create new ones, and then you learn how to explore the model as an image file that you can then take into a different program such a photo shop. 2. A New File: When you open schedules for the first time, it'll prompt you for what kind of template you'd like to use. And it's going to remember that selection next time to start the program. You can always change it later in the Preferences menu, or you can change it before you open a new file like this. I'm going to click on shoes template, and I like to use architectural design feet and inches. If you go into your sketch up for architecture, interior design and use feet and inches, you'll probably want to start with this one later on. You can create your own when you're more familiar with what options you'll need or won't need. Let's highlight architectural design feet and inches and click on start using sketch up. 3. The Axis: the's red, green and blue lines called the Axis. The axis helps you navigate through the space. The red and green parts of the Axis shows movement forward and backward, side to side. The blue access will always mean up and down. We can look around the space by using three different features called Orbit Pan and Zoom. Let's press Ofer orbit. You'll see the icon change. If we click and hold, we can orbit around the axis. You can also find the icon for orbit in the toolbar. Here we can also panned by pressing age for hand in clicking and dragging around screen. The icon for this is also in the toolbar. You can zoom in and out by pressing Zaeef resume. We're going to the camera menu in selecting zoom. By clicking and dragging, we can zoom in and out. You'll probably just want to use your most well button. Afford him back, and if you're on a track pad, it's two fingers up, two fingers down. No matter what. Tool your on scrolling the wheel mouse. Fordham back will always mean zoom or on a track pad. It will always mean zoom in and zoom out 4. The Interface: This is the sketch up in her face. These icons up top, control the different functions and sketch up. Most of them have keyboard shortcuts to during the lessons. I'll let you know what those keyboard shortcuts are. You can also access thes tools along with fracture tools in the tools menu Unloaders. My toolbar has some extra icons up here, just like in some other programs. Sketch. It has a workspace that you can customize, and you can stall extra plug ins that will enhance the program, which is what you're seeing here on my toolbar. 5. All Your Base: 1: by default, this model of a person will be loaded into the model. Let's change who are select tool by clicking the select icon in the toolbar or by pressing space bar. Then we're going to click on him just once and then presto leave to delete him. Now we're going to start by making the base for our birdhouse. We're going to start with the familiar shape. A rectangle. Let's press are for rectangle. You can also find the icon for this than toolbar. Here, you're going to click just once anywhere down here and then you can see your freedom. Make the rectangle any size that you want. Let's click again to set a rectangle you can see in the lower right hand corner of the dimensions field. They shows the size of the rectangle. We just drew these dimensions of pretty arbitrary for right now, let's make them a little bit more realistic for the size of our birdhouse, Let's say 15 inches by eight inches, we can just start typing 15 comma eight and then press enter. You can see the dimensions of a rectangle have changed. You can actually just keep changing the dimensions by just typing. Let's say we want to make it three by 10. Weaken tight three. Common 10 In the rectangle change, you can keep changing the dimensions of the rectangle until you select on another tool. So right now, let's just keep it 15 by 8 15 comma eight. 6. All Your Base: 2: so the rectangle we just drew is actually made up a few different elements. There's four edges, this four points of the corner, and there's the face, which actually has two sides. Now let's say we wanted to change the size of the rectangle. What we're gonna do is we're gonna press them for move. You can also click on the icon up here on the toolbar. Now, when we hover over the edge, you can see that kind of highlights blue. This means once we click it, that's the EDS. There's going to be selected. If we click the button ones, it'll activate the move tool. And now we're free to slide the edge in any direction that we want. Now you can see that the cursor is sort of playing along the green access there, and it shows you green trail, meaning that you're moving that edge along that access. This is actually pretty big deal on sketch up. It's a concept called influencing and is gonna help you move things around and sketch up. Sometimes navigating around a three D environment is pretty difficult on a flat screen, and it can get confusing. So these inference lines are really gonna help you move things around in the direction that you want them to. Now you'll notice that because the other edges and the face or connected to the edge that we selected that those are moving around to. So anything that's connected to this rectangle would also be moving around. There's one stop that which is by isolating the object. And that's called grouping, which will get you next. So let's say that we wanted to increase the size of a rectangle by two inches, which means rectangle would be 15 inches by 10 inches. We can actually just start dragging this edge in the general direction that we want to on a green access and weaken type into and then hit return. Now the edge has been increased by two inches. And just like any other program, you can press command Z, and that will undo the action. Let's highlight the edge. Let's start dragging out the direction that we want across the green axis, then press two and then hit enter. Now that we have a rectangle, we're gonna turn into a three d object, and that's going to become our base. Let's press P for push pull. The icon for that can also be found in the toolbar here and see if we hover over the face of the rectangle. The texture changes. This indicates that that face will be the one that selected. Once we click, we're going to click ones, and now you'll see that we can pull it up. We'll push it down and squish. Pull. Once again, you'll see that in the bottom right hand corner. We'll have a distance meter. Let's pull it in the direction that we want, which is up along the blue axis Type three quarters, which means 3/4 of an inch. Chris Enter. You'll see the face of the base has been pulled up 3/4 of an inch. Now that we have the base drawn, let's group this object. What that's gonna do is isolate the objects in the group so that they won't stick to each other. We'll see why that's important in a little bit. Let's select the object that we just drew. We compress space bar for Select the Icon, for that is also in toolbar here, and there's a few different ways that we can select these one way is that we can just click a face or we can click an edge. But we want to make sure all of the elements within that cube that we just drew are gonna be selected. So what we can do is we can keep adding elements by holding down shift. You'll see that you hold out of here to get a plus minus there, and just like other programs you can add and subtract your selection. So because we want to select everything in here, what we can do is we can actually draw a box around these objects like this. And now everything is selected and another way to do that is if you draw the box from right to left like this, you'll see that you get a selection line. This is called a crossing window, and that means anything that bees dotted, lines cross will be selected, but anything that they do not cross will not be selected. So you can see here that these blue edges and the faces here selected, but these edges and this face is not selected. So you you ever used a crossing window. You want to make sure that all of the elements that you want to select are either inside of that box for our passed through by the dotted lines. So if we select left to right, that's held a bounding box, anything inside the box will be selected. Anything outside will not be selected. And now we're gonna group these objects. There's a couple different ways to group This is Well, the easiest way to do that is to hit command G, and you'll see that the texture changed. Here you click off of it here and then click back on. You'll see that everything is selected here and now. One advantage of this is that if we wanted to move the object, we compress m for move again. The icon for this is in a toolbar, and when we select it, we can actually move the entire box around. Don't worry. If you actually put in a place that you don't want, you can command Z and undo, or if you grab it and you found you've selected the wrong thing, you can your Chris escape, it will snap back to where it originally waas. Now, another feature of the move tool that you can use once and grouped. An object is you can actually use to rotate. Now you see if I hover over this object, you'll see these four. Red Cross is here. If I hover over here and then I put that the entire piece will actually rotating along the axis again. Don't worry. You grabbed the wrong one. You can escape. You can grab a different one and also rotate this escape. Also select this entire thing and then move it in any direction we want again. The inference lines are appearing to show us which direction we are moving it that is on the blue, access up and down on the green, access left to right and along the red access back and forth. 7. Post Up: 1: So now that we've built the box for our birdhouse, we're going to create the host that goes in the middle. Now we want to make sure that the post is located in the middle of the top of the base. And there's two ways that we can find the center of the base here. So first, let's press see for circle. You can also access that cop here and now when we go on the edge here, it's gonna snap to the midpoint in the group. Any line that you hover over the iconic using will snap to the midpoint. No, we're not on there. We just drag our circle tool along the red accesses. See, It creates an inference point, which is that red line Now, the same time we want to get the horizontal midpoint of the base. So we're gonna do is let's forget about that edge for now and without clicking anything, Let's hover over one of the side lines here. This will also snapped the midpoint. Make sure it's blue. We're not green there, and that is the midpoint of that line. Now, if we drag the cursor over, we'll see that we've received a green inference line. Now, Sketch was gonna remember that we also had previously referenced the other midpoint. And when we move over here, it's going to snap, see where it says from point. We can click there and start drawing our circle in and out in the same way that we draw a rectangle. So again, like the rectangle, it doesn't matter how big we make it. You can just click here and then we can enter in our radius. We want to make a one inch diameter poll, so the radius will be 1/2 1/2 a 0.5. And now we have a circle that is located exactly in the middle of this base. Now, the other way that we could find the center of this is because be using the inference points required. A little bit of a mess is even see it also you. The tape measure to draw guidelines, wanted to press T for tape measure to see a tape measure I caught up here. You can hover over any one of these lines, start dragging it out here. If you hover over the opposite line, see, it says five clicks. Go one of these lines here. Start pulling up again and see the inference line. And if you hover the cursor over the middle of that point, impress and we receive two guidelines off which the intersection is the center See center, and that's exactly where we do our circle to begin with. So those are two different ways that you could have found the middle point of that box. So now we want to pull this circle up into a cylinder. Right now, it's just a circle. So we're going to press P for Paul. And just like rectangle, we are going to hover over the middle texture here to see a change in texture. We're going to click once we're going to begin pulling up in the direction that you want to go and again in the lower right hand corner. You'll see that we have this distance box messenger in 48 or four, and then be what symbol we're going to turn and then we end up with a four foot cylinder. So, just like on the base, we're going to want to group this as one object and again, there's two different ways we do this. We can use bounding box like this and to see because the base was not completely encapsulated within the bonded boxes not selected. If we tried to encapsulate the post with a crossing window, See, it's actually capturing the base and this guideline, which will make that part of the group to so just be careful of that. It will actually capture anything that again is inside that crossing window. So we're going to make this. A group will just use a bounding box here, make sure the entire object is captured in the press command G. And now it is a group. You'll see that the base and the cylinder are two different groups. 8. Post Up: 2: So just a quick note about groups here. You're probably wondering why I had you make these two separate groups in. The answer is really that when it comes to revise thes if you ever want to change your model, it's much easier if these pieces aren't independent groups you saw earlier how we were able to rotate a particular piece. You can only do that for a group if we were to redraw our base here and just make this much as the 1st 1 we made. Okay, so we have two bases that look fairly identical in terms of dimension. They are, but they do operate a little bit differently. If we wanted to rotate for whatever reason, we want to rotate just the base. Uh, we really can't. And it wanted to move around. Just the base. We really can't try to use a bounding box, and so we have the base there, and it's really not going to move. Uh, that way was trying group it and then movie. But you see, uh, the bottom of our sellers actually left behind. So I really implore you to group as you go and you'll save yourself a lot of revision. Time leader Um groups also worked as a nesting function, so we can highlight one object in the press shift and add to that selection and that we compress command G. And now these two objects have become its own group, and we can move it to rotate it just as any other object. And if we want to edit the individual objects within that group, we can double click. And now you see, these are two separate groups, and if we wanted to add it, just one of these pieces. We double click again, and now we can edit all of the's surfaces and lines within this group without affecting anything outside of it. And as your mom has become more complicated, that is going to be instrumental and not affecting the rest of your model, but on Lee working on the object that you wish to add it so we can press, escape or click outside of these dotted lines which represent what were in and then get back to the outside 9. In The House: 1: So now that we have our base and our post, we're gonna want to make a house for the birdhouse. And this house is going to be the floor and four walls were going to draw the roost separately. So the house is gonna be the same footprint as the base here, and we need to locate it 48 inches above the base here so that the top of it is flush with the top of this post that we just drew. So we want to make sure it's a line with this base down here. So I want to make sure the same dimensions. And if actually in the same exact spot, there's a few ways that we can go about doing that. Now one is to use the copy and paste function, and because we group these two together, I'm going to double click to get inside the group. And now you see that the post and the base are two separate groups that we can manipulate individually. Now we want to make a base that has the same footprint. But we need to sit up here so we can copy this by pressing command. See, we're going to edit copy and then be pace functioning familiar with his command be. And now we have our base here. Now the problem is is that we want to get to sit square on top of this post, and we can try to do it. But it's really see how it looks like it's sort of on top of it. But when we rotate down to this view, see that we're nowhere near so for a more accurate way to do this, let's delete this one here. We already copied this to our clip or the original base. So what I'm gonna do is I'm gonna go up to edit and hit paste in place, and this is pasted a copy of the base in the exact same spot. The old one waas It's already selected for our use to move around rotate center. So I'm gonna press m for move and I can actually don't actually have to click on the obvious. I can click anywhere on screen. It's selected. It'll just use wherever I'm clicking from as the getting reference point so I can click anywhere really and start dragging it up along the blue access. There are inference lines. It tells us that it is on the blue access I can type in 48 and now you can see it has been brought up 40 inches and is where, On top of their and just one of the things I want to show you two is If we didn't happen and know that measurement, for whatever reason, let's go back and let's paste in place again. Number based, Their breast em we're gonna do is I'm gonna hover around this corner here. Let's sketch. You know that this is my first reference point. Well, where I want to move it, highlight that corner. I'm going to click so I can start moving it with indifference point. And now, when I start moving it up, if I actually press the shift key, you'll see the inference line had gone cold. And that means that this object that I'm moving is actually locked into that inference point. And any time you seen inference line, you can actually press shift to do this. And then there's no chance of it going along as the other axis lines or anywhere else. So I'm actually gonna pull this up and as I get near the top, I'm actually going to hover a little bit close toe the line that is parallel on the same plane that I want us to be. CEOs, Lineup Says Constrained Online from Point That means the top plane of that new base that we're constructing is going to beaten up. So it sits flush on the top of that has opposed. I'm going to click again to release it, and now I have a base for the house. It is perfectly aligned with this one down below. 10. In The House: 2: So now that we have a new base for the birdhouse in place, let's make some walls. In this case, we're going to want to make the walls five inches high in 3/4 inch thick. Now we could construct four separate walls, each five, and it's high in each 3/4 thick and the move them into place. And in some cases that's going to make sense, especially if you think any of those walls will need to move around later on. But for this exercise, let's assume we won't have to use that, so we'll use a different method. Let's double click inside our birdhouse group, and we are going to highlight the base in double click it and let's press F. The icon for this is also here. This means offset and we're gonna do is when you hover around this base, you'll see the cursor sort of clings along the lines, and that's normal. That is going to define which edge that you're going to offset. Those edges are lines and lines, the only things that could be offset, not surfaces. So when we've had it hover and cling onto one of these sides here, we're going to click once, and we're going to draw this line in. It can really draw only two ways out in in, and we're going to draw us in. And because we want the walls 3/4 in traffic, we're actually going to just start typing three quarters distance box. There's return and I switch my cursor here. You'll see that these are actually two separate surfaces now the outside of stippled here and then the inside surfaces stippled here. So we are going to draw these sides of Bieber House up. So let's highlight and the outside it is here, we're going to breast people push, poll my confidence here. I'm going to click once, just like we did on the other objects. We're going to begin pulling this up in the direction we want, and we're going to just type five in press enter and now we orbit. You can see that we have, but the structure that has five inch walls in 3/4 inch thick walls, and now we're going to need to draw a hole in the front of the house so that the bird can't get in. So let's go ahead and find the center point of the face here again. Let's do this like the previous lesson press see for circle and we will over again over a midpoint. Start moving down to the inference line that blew in friends line there again will hover over this one here. Well, over two green inference line where they meet, that is center. You click once you're going to start pulling this out here, you're going to want to make a two inch diameter hole in the front of that house so we can just click, and then we compress to this gives us a four inch diameter circle on the front of the space . So now we have to carve this circle into the side of the wall here. So instead of pulling, we're going to push here. So push pull. Getting the icon is here. This is Ari selected here, Control. But stippling, we're going to click ones and we're going to start moving it back in the direction that we want now because we know the thickness of the wall. We can start moving in this direction than just take 3/4. Know that it's 3/4 and return and you see here we have the pole in there. But what? We didn't know the thickness of this wall here. Press control, Z people push, pull high like this again. And now when I start pushing through, what I'm going to do is use the influencing system here, and I'm actually going to hover my icon along one of the edges that is flush with the same plane that I want to push this towards. So, you see, I start pushing through here and in the bottom right hand corner says minus 3/4. And you see the front part that actual the surface of this plane here turns sort of and broken up, um, texture there. That's really just to indicate that's flush with another with another surface and that it will be disappearing. So I'm going to align it with this back bench here. I'm gonna put once and now we see that service has disappeared, just like before. We have a clean hole punch through on both sides, and this is just another example of how you can use outside objects and edges to inference and reference the object that you are moving 11. Raise the Roof: 1: So for the second is exercise. We're going to assume that the eaves of the roof are going to be 1/2 inch thick and overhang these side of the house by one inch. So let's go ahead and back out of our groups here. You see, we are outside of the groups here, so cannot affect objects in them. And what I'm gonna do is one start by just drawing a 1/2 inch way here and you'll notice I really just through a window measurement there right now. All that I'm concerned with, that this measurement here is 1/2 inch thick. Something do is group this and the reason why I'm doing that is so that I can rotate it 45 degrees. We're just gonna be each of our Ruth. So I'm going to use the move tool by pressing them. Yeah, con for this is up there. Go down here. I'm gonna hover over this cross here and you'll see the inference Protractor. Turn red. Meaning that it will be rotating along the red access. No, but once and we'll see in the bottom. Right hand corner mentioned box turns into an angle. And I'm gonna just going to type 45. And I've already started to rotate it in the direction that I would like the object to rotate in 45. And it has been working 45 degrees. And I know that I want this toe overhang by one inch from sides. So I'm gonna do going to use the move tool, and I'm going to grab this end point. That's what I want to use his reference. And I'm going to hover around a corner of the house here, you know, source Snap there will say and point. Now I know I want this toe overhang by one inch. So you've moved to what, president m actually click anywhere on the screen. I can start moving the edge of this roof here, out the direction I want to go in one one inch. And now the task will be to lower the roof line here so that it meets this endpoint. And so what I'm gonna do is actually using inference line. So I'm already on the move tool by hover over this endpoint. When I start moving it up, we'll see. I get this blue friends line moving directly in the direction off that axis of that blue axis, and I'm going to move it up until I reach the roof here. It's going to say on edge that'll tell me that I've met the edge of the object. I'm going to click once and now I'm going to start moving the object, See how it kind of wants to move in one of these accesses. So I'm going to actually start moving it down. It might take a couple of tries to don't worry me. And once it says on blue access and going to press shift, that'll lock in that inference. Directions now only move it along this ballooning friends line. No matter where I move the mouse, it will only move in the direction of the blue implants line, and I start lowering that towards the house. It will actually stop when I meet an edge or a face sketch up knows that you probably want to move this to align with an edge or face. So when I lower that down, we'll say in point group, I can click again to place the object, and now they are because in place and you see that it meets this magic. Exactly. There on the next step will be to actually copy that and pull out the eaves of our roof. 12. Raise the Roof: 2: So now that we have the profile of our roof line, we're going to need Teoh extend it to create the rest of the roof. Here, you just sort of have a profile and a little bit of the depth. So what I'm going to do is double click inside of this group here, going to press P for push, pull. You know what the icon is without been toolbar. Now I'm going to highlight this surface and start pulling back in the direction and going to inference against this plane right here. Now I know that the roof line I want to extend it one inch past this edge. So I don't really know how far that is off the top of my head so I could pull it out and see that it's one but two and 1/4 inches. And then I could type in one foot three and 1/4 inches, or I could just stop here and then pull out one additional inch here and now I'm gonna have to do is copy nous on the other side. Now, I'm not going to extend this edge out white yet. You'll see why in a moment so to make the other half of the roof here, I could redraw this into the exact same thing. But it might be quicker, another methods I'm gonna do with press escape to exit out of that group. I'm going to highlight this group and I'm going to copy it by president and C. I am going to paste it in place. Now, there's no shortcut building for paste in place. But if you go preferences here, you can actually go into shortcuts and then see that under the edit file paste in place. I have actually wired this to a key end because I find that I use that functional law. Eso You could do that if you like. You can map to whatever's key that you want. I happen to have about ends of the press and on my keyboard. And now it is pasted a new object in place on top of that existing roof. So what I'm gonna need to do is gonna press and remove. I'm going to find one of the rotation angers here, start rotated in the direction I want to go in, and I'm going and jerk in Ghana to remind us 45 or I can just rotate it. It'll snap to the cardinal directions, which we're going to be 30 degrees, 60 degrees and 45 90. So I am going to click again to set that rotation, and then I am going to the miter Cut of the roof is down here, and I need to be up here. So what I'm gonna do is I'm going to right click on this object. I'm going. Teoh, drop down to the fly out. This is flip along and I'm going to go to print screen. And now the object has been mirrored and I can actually grab this at the end point group. I can now. I don't really need to use the inference live necessarily here. I can actually just put this anywhere, just sort of move it until it links up here. It'll actually snap against another edge or another point. You see, It said in pointing group, and I'm going to click again to set that. And now you can see that I have a pitched roof with a miter cut along the top here. The and then what I'm going to do next is actually draw the tops of this in here, so we don't want to leave this open. So the reason that I didn't extend this here is because I anticipated that I was going to have to draw in the rest of this roof right here to fill that space in. And it's just easier if this is on the same plane. So if I press l from line and I sort of hover where these miter cut meats when depressed once and start drawing a line down here to the end point in the corner, we want to draw another long back here, Another endpoint group and where ever a set of line meets is actually get automatically fill it in with surface. I'm gonna pull that up here last endpoint and you'll see that it has been filled in. Now this actually isn't a three dimensional thickness. You can see here by zoom in. It's actually just the surface going on here, so I'm going to need to pull this back to create a thickness, and you can rotate back around to the other inside of the house here you want and pull it out. We could have also just by comparison. If we were here, we knew that this is a 3/4 inch thick wall so we could have pushed back. Reporters were resulted in the scene results. Now I want to create a group. All of these. So, Aiken, use a bounding box here. The problem, you see, is that it's actually grabbing this piece right here. So what I can do here is actually use another way to select all of the materials. And because these are individual groups that will not grab that and that's another good reason for grouping individual objects. I can actually right click and go to the fly opuses select. I'm going to go down to the one that says all left it. And that means any open and points edges or surfaces that are connected to each other Open meaning they're not in groups will be selected. And so then I don't have to worry about whether I've gotten the back phase one of the back edges. If I missed anything here, I'm going to group that by pressing man she and now I can simply copy It's a man. See, I can pace it in place. The edit paste in place or use my shortcut. And now I want to bring this back. So it's flush with this back edge here. I can use my M move tool, and this back uses inference line to make sure I'm not going track here and pull it back until it's flush with this. Now it's going toe overhang a little bit by exactly 3/4 here because that's the thickness of where I started. So I can really just grab the end, she or move tool and I could move it back with an inference line to make sure it's lined up . Will say on edging group, I can click again to release. And then if I just love it by hammer around, I can see that this has landed correctly here and I like I can group all of these now together, man, she and now these are all individual elements again could see the larger group that we made earlier. I could look inside there, and what this is really going to do is just keep all of the group's nice and separate so that their creditable later without affecting another piece that you do not want to effect and If you find in the course of your drawing that you've built up too many guidelines, don't worry. That's going to happen. You can always looked at it and go to delete guides, and then they're gone. 13. For the Birds: now. One really great feature that Skechers has is that it gives you access to a free warehouse . And what this is is a library of three D objects that other users have created and uploaded . Oftentimes, manufacturers will upload furniture pieces. You'll see these published on some of the higher manufacturer sites like Nolan Herman Miller. Um, and they will be in a sketch of format, which is the extension escapee. Now, what we're going to do is access the three warehouse by going to file, read warehouse, get models, and a bird would be very difficult and painstaking to create. So what we're going to do is we're going to find a bird that has already been created. So we're gonna go to get models and this is three D warehouse. And so it really works just like a little anything. Just typing. Urgh! And see, there's a lot of selections here. Some of these well under, uh, helicopters, Um, angry birds. Eso Let's get a bird that looks somewhat realistic. So let's go to this hermit brush here and see there's some descriptions. Uh, there's information above the model here. We're gonna go to download and you have the option of loading this model directly into your existing model, and that's what we're going through. Okay? And you're going to see here that the bird is really out of scale with a with our birdhouse and with actual bird. Um, So what we're going to do is we're going to need to scale down this bird. So we're going to do is looks like there's some extra information over here that we can't see. It's just more for that right now, So we'll double click to go inside of this group. Yeah, you can see that the bird is one group here. So what we're gonna do is highlight that group. What we're going to do is use scale, tool, Look up the tools impress Gail menu. You'll see that this group has been given. He's sort of handled points here, and that's going to dictate how the model the group that you're scaling is, um, if you connect with any of the corners that is going to be full of scaling the model equally, you can see here this some fly out menus they're there, tell you how this model will be affected. So let's scale down the bird to something approximating the size of an actual bird, and you might not be able to scale it down beyond a certain point. But that's a pay you can always continually scale afterwards, so have it down here. Let's click to our select tool oppressing space bar. Let's move the bird by pressing M. Well, this approximately want to grab him by his feet. Here, um, you put it somewhere along one of these points so that we have a point of reference here. You see that it's still a little bit large for a real bird. So we're going to scale again by going to tools scale. Let's bring this down to about that size and see here. That's probably about the size of an actual bird. It looks a little thin. We could actually go to scale again by going tool scale and grab one of these side points here, and this will control how wide the bird becomes. Now. You can create escape if you find out you're stuck in a position, their escape go back to beginning. Um, the scale works on percentage. It does not work on measurements. So if I actually just pull this middle scale here and start going out. Uh, and then I start typing. One means 100%. 1.5 would mean 150% etcetera. So I'm going to type 1.1, meaning 110% just to give the bird a little bit more within what we started with the breast . Oh, just orbit around, See how that works. Still looking a little thin. So let's pull the thickness out slightly more, Another 110%. And now we have a bird with a fair amount of thickness there. So I'm going to exit out of this group. You see, I have only grab Bird here. There's still some information over on this side that I don't know what that is, and that's OK if that ever while there's you, sometimes it will interrupt your camera flow. Sometimes that does happen. Um, and that's really just the original creator of the model. What we can do is double click inside of this group High like a bird. You can use our copy function. We can exit out of that group by present escape and actually just highlight this bird again , we can delete him. It's OK because he saved our clipboard by using paste in place. He will reappear, but it will just be the bird because that is the only group that we selected. So now we're going to place our bird and we're going to grab. Here's the point. Somewhere on here, on his feet there, Yeah, See, again. It's very difficult to sort of place incorrectly, so you'll want to use a point of reference in the point of reference. Values is somewhere along this open here, So I will look against set him, and now you can see you have our bird in the bird house. And next I will show you how to export this as a J peg or PNG images that you can then bring in further to an image editing software program. 14. Take a Picture: So now that we have our birdhouse complete way are going to export this as an image file. You can use these image files just like you would any other. You could send it directly to a client. You could also bring it into photo Shaw for him, for any of the image editing programs for further editing and facts. So I'm just going to show you a quick thing just to kind of clean up the drawing. Here. Let's go up into window and down two styles. Those style editors really powerful. There's a lot of really cool things to do here. You poke around this on your own, but I really just want to show you under the editing tab, there are five. Setting is here for edges faces, background watermarks in modeling. Uh, we're gonna go on the edge setting, and we're going to untracked profiles, extension and end points. You see, this really makes a very crisp line, dear. If you create your own template, actually set this that schedule. Remember your settings. And it does make working in modeling states a lot easier while you're actually modeling this. Well, so what we're gonna do now? is going to go up to file export TD graphic and you can choose your image format. Whether you like to work in PNG or JPEG, PNG will retain any transparencies in the background. Set on. It will be a lossless format where J. Peg is and trust. There are also options here in terms of home large. The resolution you'd like it to be etcetera quality. Believe it defaults. Things are fine, so we can just give this a titles Bird house and export. And now, when we go to our desktop way, have deeper host J Peg and that we can use as a regular image.