The Complete SketchUP Guide II - Advanced Editing & Modeling Techniques | Brandon A Gibbs | Skillshare

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The Complete SketchUP Guide II - Advanced Editing & Modeling Techniques

teacher avatar Brandon A Gibbs, Innovator & Parametric Architect

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

22 Lessons (2h 41m)
    • 1. Introduction to Intermediate SketchUp

      2:15
    • 2. Class Project

      1:32
    • 3. Advanced Modeling Concepts

      1:30
    • 4. Offseting and Editing Entities

      8:21
    • 5. Follow Me Tool

      9:17
    • 6. Sections Cuts

      9:32
    • 7. Controlling and Saving Views

      9:30
    • 8. Managing Styles and Shadows

      9:16
    • 9. Working with Layers and Animations

      11:30
    • 10. Importing Images into SketchUp

      10:51
    • 11. Importing CAD into SketchUp

      14:05
    • 12. Importing 3D Files Into SketchUp

      8:29
    • 13. Exporting From SketchUp

      0:38
    • 14. Exporting Animations from SketchUp

      11:04
    • 15. Make An Advanced House Part 1

      15:13
    • 16. Make An Advanced House Part 2

      13:26
    • 17. Layout, Scripts and Useful Extensions

      11:35
    • 18. Congrats on Finishing The Complete SketchUp Guide Intermediate

      1:13
    • 19. Top Ten Tips In SketchUp

      8:57
    • 20. Free SketchUp Resource and Course Materials

      0:46
    • 21. Free MotionFORM Resources

      0:44
    • 22. Congrats!

      0:59
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About This Class

Get to the next level in SketchUp the right way with a professional guide, learning advanced techniques, working on practical everyday exercises to one of the best and most powerful intuitive modelers out there. 

 In this course, you get my 15 years of experience with SketchUp, top 3D modeling programs and industry experience, as you learn advanced techniques and tools in SketchUp helping you make and customize quality models all in SketchUp. I've designed, modeled and rendered dozens of winning project entries, built projects and just crazy ideas, and I love helping young designers get the best out of their tools.

 

What you get with this course:  

  • Learn how to import and export with SketchUp
  • Learn how to work with layers, scenes and animations  
  • Learn how to make Architecture and buildings with SketchUp 
  • Learn the best SketchUp productivity tips and techniques

If you want to learn SketchUp so you can ace your 3d modeling, then this is the course for you!

Cheers,

Brandon A

Meet Your Teacher

Teacher Profile Image

Brandon A Gibbs

Innovator & Parametric Architect

Teacher

Hi, I'm Brandon Gibbs

I am an established innovator, designer and speaker on mission to help dreamers and makers achieve their most ambitious goals. 

My design training was completed in New York at Pratt Institute followed by a Master's at the Architectural Association. I've have worked with some of the biggest firms and independently pushing the boundaries of Architecture. I regularly teach and mentor with Architects designers at several stages how to succeed.


I have spoken at several design conferences, media events, network groups and have gone from consulting a diversity of clients to professing the secrets of design, branding to listeners at all levels.

Designers of all shapes and sizes have learned and succeeded from my programs... See full profile

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Transcripts

1. Introduction to Intermediate SketchUp: sketch up is a great program, but it has so much intricate parts to it that it makes it almost impossible to learn all at once. However, in this complete sketch of guide, I put them into a simple bits of step by step methods that help you learn both the concepts and the ideas. So this course please sketch of guide for intermediate. We'll help you get from these beginner place of knowing about the basic interface to actually doing things really advanced with a good professional work flow. This course is set up in two models that go into some of the advanced tools from advanced models and doing something with sketch up that will help you as a professional whichever way you want to use it. On a more advanced level. This course is for those who have understanding of basic sketch up or who might have you scheduled for a little bit. But don't really get some of those more advanced tools. I'm Brandon Gibbs. I've been in the architecture design in truth for more than 20 years. On In that 20 years, I've made all sorts of progress learning sketch up and also to be mild software, working on projects, working and also the things. And I want to bring that to this class, and I put it in so that you can learn the concept as well as some of the great things that be done. It's ketchup that you could do have taken this course. This class project is made to do a little more advanced methods, but it's still folks you taking some of the knowledge to put into your projects bit by bit . So it starts off simple when you're making house at some extra detail to it. But after that point, you're free to add on and do some more interesting work. And I love to see you work so shared in the clash or any question. If you want to do something interesting, I love to help you figure that out. This course will help you understand what it means to use move more advanced pools, you only making beginner's mistakes, and you be able to do a lot more advanced. Show off to where you work. Drop your colleagues, whoever and wherever you're going to be much better at sketch up. So if you're ready to get started with that advanced Molly, then let's go 2. Class Project: for this class project for a complete schedule. But intermediate, you will be modeling from a CAD version with Villas of Law. It's by the architect like a boucher. It's a modern architectural masterpiece, and it's really complicated Teoh someone who is just starting out. But because now that you have a skill to both import cat to extrude to do a lot of more advanced function, this coming to you. And if you don't make sure Teoh either go back to the lesson or actually questions you might have Villas of Law motto will be pretty pretty basic when you get started. But again, there's a lot that you can actually drive on. Act afterwards, actually, because I tell you how to model the exterior. But you go ahead in the class after class to model the interiors, maybe even do a rendering inside, maybe even sketch on top of this. But this class project will help you to figure out how to take this idea, and you can take a lot of your own idea with similar blood because working with great models does help you increase your skill level. There's also a great model on the warehouse I'd also recommend getting some plans and elevations. If you're into that, that also furniture that you just look and see how you Kamala those. So this exercise as well some of the importing skills you in this class will prepare you to master any project that work with schedule. 3. Advanced Modeling Concepts: as the basic concepts of intuitive use, stickiness service, smiling two D and three D geometry and more basic concepts should be in your head from my first course. Here are some advanced concept to take that Ford for iteration and refresh yourself check the links for the course will go to my profile page. The first new advanced concepts plan out your customization. That means if you're going to change your model, set up a style first off. Definitely test what's already available in your model. Then try to put that in your into what you work with. The next step is to test before you import. There's a lot of issues out there with models so that you learn the concept of importing. Learn how to also make sure that you're gonna import properly next. You want to model so you can have easier view workflow. Pretty much if you're going to work on one part of a model, you might want to set up animation, and then number four tell a story with animation. Animations are just like the one you're seeing there really nothing unless you really are telling a story, so make sure you can plan that out. As you learn to work with scenes and animations, finally have fun with all the sketch of features, I'll be going through a lot of different functions that you can put into your model and that can help you as you become better in your sketch of development. 4. Offseting and Editing Entities: sketch up is very powerful with working with surfaces, working in line, and that's part of the greatness of it. So let's look at some of the things that you can also do with e services in lines. We're gonna look at the entity info as we do this. Um, right now you see some services. Any cheese morning. Strange thing about it is it has the same outline. So what's the difference? Well, when you create a surface with, like, the surface tool or if you automatically create three lines in the same plane, if you just click the surface delete, you actually retain the lines. And so, um, that's one wayto see these similar thing happens if you click on a three d surface. Um, you retain those lines, I'm gonna escape and put them back. Um, now we saw the push pull. There's also a function called the offset offsets right here. And one way we're gonna use offset in this push pull with same time just to make a really quick model. Be very interesting. Um, if if when you're offsetting upon a phase, it's very clear, you know, it will offset a certain distance. You can type that in like you can put in 0.25 or something, or she were selecting that one even do 0.5 and be mindful of the scales that you're using. So this isn't feet. So you know, Monnet, um, however, and depressed F for offset, you can offset a line, so you sort of have to make it a surface in order to offset. So that's Ah little caveat. Um, however, while we have this, we'll offset each of these shapes. Um, and that net caveat is what happens for lines, however, if we go back here to our free hands free and is also a surface But, um, if we make a surface, But if we don't, you actually can offset freehand lines. And if you look too the into the infill, you'll tell you what type of object you're looking at. You click on it. It's a curve here and tell you how many segments in the length and the visibility options, as well as the layer or tag click on the circle. You'll tell you it's visibility as well as all that to stand information. Also, the segments which you can go in here and change it at any time, and you could make it more precise. Uh, like having 64. Or you can make it less for size, depending on what you're trying to dio, um, when you click a surface pretty much it has information about the material on both sides. In addition, this area and as I've divided these surfaces with the offset each one can have a different value. And now no one thing you're not going to see with ease, You know, I click this three D object, you're not going to see the volume. And if and this is something I want to show you, um, with a offset, um, where you can actually come over here and offset of face. Now, when trying to get interesting forms and you press space bar, you quest p and you see the surfaces there and you can use it in front of that face. So even right now, we can be offsetting three D spaces as well. And I'm going Teoh, undo that one or I'll move it. Actually, when they go on this axis and you can offset any face on the object, and that's not of course, smooth curve surfing's That's only offsetting, um, flat faces. So you see how you can use these tools very composite with each other. And while I've shown you a little stickiness such as new click aligned to object how it divides it. I haven't gotten into intersections yet. And there's a whole section about how you intersect different objects. Um, these three D objects are starting Teoh Paul up. Um, Now we're gonna triple click. And actually, we're going to start with a more simple geometry. Maybe we'll make another copy of it and you copy by pressing, like, move, you click the organ point, you click the second point and, uh, gonna make this a group. We're gonna make this three d object and they're both groups. Have you look into the yeah, into the info. You see the type of object or group it is, says one and model. And we'll groups are each and individual instance, um, solid group. So if we ever copy a group, I guess had pressing and moving, um, pressing control as we move, it actually does recorded. The group is similar. However, if you go into one group, you change it. It makes it unique. We'll talk about that in the next section, and one way that people, of course, make walls is you make a shape and there's the architectural plan. You make that offset and you already have your walls here. If you want to make Windows, you just died along the the face. So everything is already intuitive. And as we offset into this object, Um, no, just me use a push pull offset. So it's like a three d upset when it goes to the other side of the face. It, um, immediately release the face behind. So that's a great way making windows. And when you're doing to make sure you're you hit that face, use the inference to make sure that's parallel to the back. And that's sort of how we can use that offset and also just drawing on that surface really quickly, and we get a very interesting form of them. And, um, as we look into these ah, these groups again, um, we can immediately see that the information about this group is, um, very useful in terms of, um, finding out a little bit about each time where using it and I'll talk about components which this becomes very, very easy to use. 5. Follow Me Tool: Now we're looking at how to use one of the most popular tools on sketch up, called the Follow Me tool. You find it on the large tool bar and it's run under the bush pool. It's called Follow Me and in the window you see several different forms and we're going to show you how follow me works with them. Actually, I'm going to even do another profile line. I'm going to show you first. What follow me is I'm going to draw these lines and I'm going to draw a profile. So you see that the profile here, it's just me doing a line and makes the surface. If I click this line, um, and I click. Follow me. Click on that. It's extruded, and this is the back face, a triple click and verse faces. That's a shooted face for a follow me. Um, so if it can extrude it, need profile along a path. What other limitations? Well, the limitations first is these have to be exploded. So if this was a group will go back that make a group out of this. I can't true the group. They can't follow me with agreement, and it looks like a stewed. But when you start to say I'm going to explode this I want to do this, Um, you Kenbrell oath, click the line first or you can click the surface So those both work. And if we say we want to copy this profile to this form, you probably want to rotate it. So moving the way we want that click on the path and I click on Follow me So it follows that bath right there. And, um, right here, you'll see that it's gonna follow that path all the way down. Uh, you know, follow it up. It will follow it everywhere. So we click on are Actually we're going to triple click on the the line, which is our path. That's what it's called and they will click on the Boolean. Sorry, the follow me which click on that surface and one reason why it showed up over here is because of where the profile Waas. If you wanted to go along this axis and not be moved, we probably wanna do something like this so it's perpendicular to the line. So now we're triple click and will make sure not just like to profile, so they're actually would be attached by sketch of stickiness. But I'll be separated them. So now I just click that and it follows that path. There you go. So now the question is you've seen that you can actually make a follow me without actually being connected. Um, for instance, if I took this profile and I said, I want to use this arc So I said I wanted to be more resolution, and then if I said Okay, let's Ah, it's elected. Let's do this curve. See, it's it's not even all in there. So that gives us even more applications. For what? If you want to do a curve on a curve and this be familiar. If you've seen some of the cool ways like sketch up doesn't really have, ah sphere function. But if you do this where you're clicking these on, actually, we're gonna make our profile, uh, click. We'll delete surface inside will make its probably 48 resolution, and we'll do our same. Follow me and note that something you get a little warning message, but we have created a sphere using the Follow Me tool, so I would often naked into a group. So if I want to cut it in half or something, just simplify it. Because when the jam tree starts affecting other jam trees, they can get sort of walkie. So ah, let's also say if we want to do something, like making a the path on this top of this surface And what if we wanted to maybe come out a little bit? Now you have to be also mindful that, um your profile touching this is going to affect how it operates. I'm gonna make sure to include this line. We're gonna do fault again and nice. It's it's made this little cap Have I undo this and I forget to the fact that it intersects and ideas. Sometimes you wanted to be close. Um, you do this, you see, it isn't complete. So you mind that when you're using your follow me what lines you've chosen Also, you could simply, um, start on the profile and it automatically understands you could even go down. You'll be careful again, like careful where it goes. You have to be careful on that Waas. We'll try that again. So there's their ways that it can just click it once. It will only go on that line. But you click it, hold it and make sure you're not selecting your You're not selecting the wrong geometry. So that's a great reason to use a group in this situation and hide the rest of the model. So nothing interferes. And, uh, we want to go around, and it's just like riding a bike. And if we want to do this on a curve or just copy that profile, you want to put one of the edges going here with the same thing as we made sphere, you can select that path. Click this and there we go and you can use any profile at the profiles. Had to be flat, but it can have any sort of, um, form in that ways. It doesn't even have to be closed. Have you seen a have done close profiles? Um, but if we took this backwards, um, we can also just, um Well, it has to be a solid, like you're saying, um, but it can get pretty close to looking like a line that was just the line. So that's the something you can do. It's and again it's good to make sure you're making a profile in one axis, you can get it really thin. You select your uh so it looks a little closer to being very thin. But it does have to be a surface that you're using to follow me tool, and it takes a path. So that's some of the ways to do and to not do a bullion, which is a great powerful tool. 6. Sections Cuts: for those of you who want to know how to do one of these cool features that I showed in my intro it's called the And I use it a lot for my mulling. It's called the Section Tool. And the second tool is accessible from this toolbar. You right, click and click on, um section. So a section is pretty much a cut through any geometry. And one of the cool things about sketch up is that it gives you some functions on your section. So you see one. Currently, this is one of the section planes, and we have object that made object inside of it. And you can see that it highlights this section. So we're gonna start from from the beginning, and then we'll go on to what you can do with these. So I modeled a house little house form and inside I have a box and some going to add that right back. And so you see both of these air these air, not groups. So I'm going to go ahead and make it a group and which is not necessary. But I'll show you why. That's important in a minute. And so, if you want to make a section going through vertically would just click it, give it a name and a symbol if you'd like. And so now this is the active section plane, and you can move it by pressing M or, um, and you can see different sections to the house. So what can you do with this section? Well, from the view port you created with this creates sex and plain. You can also hide it if you want. If you want to make a diagram, you could also display the cut or just leave the plane in there. Another thing you do is you can display feel. So one thing about feel that's important is if you make a group inside of a group you want to try to fill. It won't work, so they would have to be in the same group without being in a layer. So that's Ah little caveat for working with section planes. We're just going to, ah, explode that And so what can you do with these section planes? Well, I'll get to some fun animation features, but you can rotate them. You can also right click it first if you want to make it active or if you want to reverse it, gonna line it with the view with a line the view to the section cut. And you could also ah, create a group from the slice. So I'm going to turn on this display section, Phil, that it creates a group from the slice. Now, while I have that view, I could go ahead and hide this object, and I could bring it back up in the outline. Er so now I have a section cut, So this is obviously not as cool with a with just a simple box. I'm going to go to the outline, er, to re show that. But when you start thinking about a complex object, for instance, a building with many rooms etcetera Um, excuse me. Uh, yeah, and when I add object to the stage, this section cut goes through everything, you might want to turn it off so you can see things. And also, if you want to make it straight, you just sort of make a line. We're gonna change that to the inference, and you can make multiple section planes as well. Remember, I made that cut. So when I hide this, you can see my little cut. Let's make another section plane. We'll call this vert too. And both of these can actually be active. Um, and so one wayto have that clearly operating is Teoh set that in a view we're really going to start with, um, there. So the interesting is they can't both be active except for in a um actually, if you pretty much cut the view so I correct that statement, one could be active if we save it as a scene and then our next scene, we make another one active, and we'll flip it when you see how section plane can update to that one. So that's one way of using scarce section cut. Um, if you think about when the geometry of the model gets more complex or if you start saying , Oh, you know I wanna have two houses, you get all them in their relationships with that simple feature, and so you can do ah, very interesting animation. Also, if you have animation of one section plane update that out of you where I am going through to even if I just go to the edge. So we're gonna actually, the way to do this is actually to make a copy. Okay, so we will make this the active cut update, and you'll see it going through. So a cool way to to make this into an animation, get with a particular view set. Hide this. We at our 1st 1 you might want to name it something unique front. And then we'll go to the killer. Few section cuts and will make that an active cut. And we'll at this, uh, and I just call it back. It will hide our section cuts again. And while I have all these scenes up, if you want to, export isn't as an animation. You probably want to delete the extra scenes, just testing it out. And maybe, of course, to edit the animation in the settings the B 15 seconds, it's transition. And all we need to do is press export animation. And it will export that animation for you to, um, show how cool you are with sketch up. I hope you've enjoyed the section. It should be a very fun addition to your modeling 7. Controlling and Saving Views: controlling your view in sketch of was an important part off really enjoying your model and keeping control of the process. As you can see in this window, one of the houses we made, we have a perspective drawing. That means that all these lines that are parallel are going toward a one axis. You know, like these Go to that access these go to this axis, and so anything parallel to these, we're going out that access. So if we took and drew a box, um, that was really long. We see that it's going all the way. It seems like a zit goes further out. It's going to a point. We see that point there, and so that's an important thing. Exeter as now, I will show you also some of the other parts of the views. I'll go ahead and take the large tool set for some of the demos here, and we'll talk about how you can view and control your view to get what you like. So first, Ah, we're using the basic orbiting with the middle mouse button click held down and moving the mouse, resuming with their stroller and then using the shift key and holding down the middle mouse button. We're panning. But how do you do some other more complicated or complex zooms and, you know, changing the view. Well, you also have ability to zoom, too, just by clicking that it, you know, you have another command. You want to get to zoom, Um, or if you don't have a middle mouse button, um and then you can also say, Hey, if I want to work on this particular part of this model, I could click there now if you noticed you, your order, it is doesn't like it's really center for some time that that's something that could be really inconvenient. Um, also, if you're very far away for your model, you know, you see where your mouse is will control where you're moving toward, and it's good to make sure that ah, surface that you're going toward is going to be when you're zooming. Another thing to do is you cannot zoom extents. The zoom extents shows everything as close as possible with that view. Um, and then we also have, uh, previous you. So that's what he called it. You go back to what you have it for and thats useful tools that are going a little bit beyond the basic basic views. And also one great thing with sketch up is, you know, they can just do perspective, which is air useful. You can also do working in or Sagnol or parallel projection. So that means that this is all these lines are exactly you know, there's not going toward a point. It's just like going. I want a sheet of paper here. You see this, this little icon bar, you'll see different views and you get it by right, clicking on this icon and gray area here and you click fuse. So I turned that on, and it pretty much has some views from side from the top from the front on the right, the back no left. And so whichever view you have, if it's perspective, it will show the perspective of it. You can see. And another thing you can do is, um, which I don't typically use. But if you you know it gets a better drawing for you, you can also do a two point perspective. We'll just use this to get to our view again. So you look at a two point perspective. You look of the, um it's this two point perspective. I think the record perspective, it will change it just slightly and I never use that. But now you have these these understanding of the basic views. Now what happens if you you want to sort of choose of you like making a camera some 30 programs that you make camera? You have that here as well. You congee just place anywhere in the model. Just click the starting point and you click where you want to go. So I've actually I draw a line That's really helped me I say where I wanted to end it And I say, You know, what I wanna do is look at the house. It has me immediately right in front You see, on the status bar on the right that says the eye level. So I put 1.5 meters it goes up And if I want to stay like really right in this same zone, I can either zoom out, um which could be useful, or I can actually use here, which is just walking back out. And it keeps my view centred here and walking its course very much lower than, um, much lower than, of course, using the mouse zooms. Another thing we can do is we can look around, so that keeps us at the same tradition where we put down our camera. I mean, look everywhere we want to see and walking is is going to be a lot faster as you get closer to your model. You know, like we could walk into the house with this. No, you see there, shoot it. And we took out surface there, and now we could just look around, see how things look from the inside. You can also walk backwards then another great thing about walking is you see, if I move back, it detects the surface. You can go through the wall, so that's useful thing. You want to really simulate what's really happening in a model, you get the reality of it. So those are some of the views and below. So now, just as we've we might like how we're seeing this. I'll show you how you can add that view and save it. And that's what the camera menu again, where we can go down and just like the standard views here. He have your projections? Um, some of the options for movie. Uh, you can now say, um, actually, with the animation. So the sexual interview, This is where you manipulate your camera, but you can save your camera view. He goes in human, you and you go down to animation and add scene. So now, even if I want to go back to a previous view like this, no one I look up. And if I want to say this and say this here, but I can also just go back to where it was before, and it does a little transition that you can change. Um, with us, the settings, um, that will go on to later. But in general, now, you see how you can save you. You can make that view. Um, even if you do any sort of changes, you can always delete anything you used to show yourself where everything is. Um, you can always just come back around and said, Hey, I want to see this again. And so that's where the useful and one of the thing will show about with our views. So this is our front on view, sort of an elevation. You want to see more perspective, and we would have changed at eye level to back to two point or 1.5 more Cuban level on view up. I want to say that there's also depressed zero zoom. There's a field of view down here, and right now it's 35 degrees. So if we make it wider, will have a much larger field of view. And if we have more, things will be able to see a lot more. But if we have a smaller field, if you it's it's going to hide a little bit of some of the things that are in the camera. So as you have more things in your model, Ahumada gets more complex. You see the benefit of this there's more. There will be more prospective visible. If you have a wider through the few you see, so that's controlling your view and getting a lot more out of your models, Officials 8. Managing Styles and Shadows: There are lots of different ways you can see a three D image. Currently, you can see I don't have my model on anything. And so it's pretty much does a floating in space. I'm gonna draw a rectangle. I'm going to make some grass, make this a group so I can edit it individually, going to materials. You know what we're gonna do After we add this grass, make a little place in front of the house for bit of a sidewalk, and then we're going to start looking at How do we make this? Well, showed up a little bit. She will shoot the site down point one. And you gotta be careful sometimes. These So, um, we're gonna move this up instead. We're gonna first make it into a concrete polish country ports. Well, I should come up 0.1, move that whole element down 0.1. Well, actually, increase this little pad, we'll exclude it. We'll push it all the way back to the back of the house. Come actor are seen to, and we have ah, little moralistic, um, grass. So, um, we'll start looking at our styles for how we can have our model So again, you see, our home tab would see things that on the model you only have one type of you so that you see the blue sky and the way the houses. But we can also look at very steps. Styles from a couple different varieties even link it. How they draw the lines. Materials are here. No, it could be more sketchy. It could be more so. The computer ah, is, um you can be a little more like watercolors. And also, it could just be like a way of showing, like, various colors with the color sets. Then there's no default styles. Um, looking how you do three printing and, uh, to even being transparent. Uh, wire frame. Um And then also you can look at some photo modeling where you just really seeing the lines on to being very sketchy, sketchy styles and then also to dis regular straight lines. Then you know you have different thickness. And then you could also look at some of the style builder window winners for this competition. And so they work that different of the paper, and you actually can also customize some of these styles or make your own style play around with it, um, using the edit command, and I'm not gonna go into that. But there's all sorts of, ah, ways to change the background of how lines are as you get into it. You know, it's something you can play around with and also mix up for our purposes. We want to look at the pencil edges. This one of my favorite styles. I've used it in my firm's a lot and one note about styles. Styles can be saved, just like of you. Um, so right now I click back on scene to it will revert to the previous style like click on the home button. All these little style that I just looked at are all saved my model, but I don't need all of them actually could probably delete most of them. Um, except the dumb one. Uh, so you can just go through and delete ones that are not needed, so it's a very efficient process. You want to be able to the efficient and intuitive as part of your working and schedule. Um, you can actually load them again. Don't worry. It wasn't completely deleted of us. Made a little easier. And so now I have some beautiful lines. And actually, um, I say that as a new scene. So, you know, I don't see the difference between the old one, the new one, And as we see this little transition, now we'll go into how you can actually change that. Going into view and animation. We're not gonna really do any animation, but you can sort of see that you can change from views of use. Um, but we can actually go into here and, well, quick disabled the same transitions or enable it. Um and it's it's it's really, really quite basic. When you're doing this, I'll go to walk through a little bit later, but we don't take it off for our view purpose right now. And now we can just click and see the difference between a style, and we could go back to our and the model styles and add something like this. So now you see the beauty of styles. Now, one way to empower styles is used to the sketch up shadows. So shadows are a powerful way of how you can actually look into how the reality of something in sketch up with shadows just clicking here You can change the time of day So the sun is that one generating the shadows Um, you can rotate around the sun will be in that same place. You can also change the time of the year and the sun access is actually if you look at when you click down, the north is always toward the top. So if you want to have a different set of shadows, you rotate your model and you can also have an accurate uh, well, quick looking to Google Geo locate. But if I wanted to have a a different set of shadows, realistically, I could just rotate my model if it's in a different access to what The sun. However, we're just gonna stay with this one, and there's a lot of fun things you can do. So this is in the impressing escape out of this click on like space. Um, if you cook story starts in your shadows, there's option right here where you can show this shadows on the faces or on the ground. So I said, I have this little lower than ground. I took that off right here. We can also decide how like we want credible lights, How dark we want the shadows. So we see a little shadow, a lot of shadow. It's all edible right there. And so now that we have a bit of shadows, what happens when our shadows air on and we see I'm the style? What? What sort of style combinations? Can we? What you do, um, we take back and add a little darker for our shadows. You see, also inside of the building is going to be dark. That's moralistic. So we you know, we can see how it looks and what might be better for showing our project. So after we've got this styles set up and have our shadows, how we like it Ah, we can always save it. And we're ready, Teoh, um, share that are developed that. But we can always of course, go back to dis regular editing of anything we need. And you know, we can see any of these edits for for instance, if you want to push out our our ive little or brake on this side and, um, go back to our our render, we can see that it's going to still be in there we can undo. So you could actually work in the style where you work in the default report. 9. Working with Layers and Animations: when we work with sketch up and we want to get a little bit further. Um, with our views, it's useful to have some of the abilities of using layers. And also that's sort of part of the views. And layers are how the built in animation works. So let's start by looking at our layers and they will go into a little bit about both animation, um, and also, uh, looking at working with views. So we're gonna get three different things when you look at the, um, layers, which actually sort of split between tags, tags and between out liner and tabs air. What used to be layers and out liner is looking at every single object and the in the program you double if you click on it inside of it. It's the same thing is clicking inside of a A group or a component, and so you can and it really individually take something off for on. So right now we have no um, no tags in the model. But if you want to start saying, Can I make this a group? And I say I want to put all my trees, um, I want to have them relate to each other and have the ability to turn them all off at once . Could easily just say Let's make a tag for trees and, uh, turn all these into the tree tag. Well, now we open it. We can have that. And unfortunately, there these items that were, um, part of the exploded tree aren't included. But I could just select them just like that. Really? We have our trees. Well, they're not actually even put this on archery layer, and it really be just a vegetation layer. So if you ever just want to see the house by itself will do that. Then we could do the same thing for any of the elements in our model. For instance, if I wanted to. Right now I have everything the same layer. But again, I was speaking about before. What if I took off and had the roof separate? What if I just made that a zone component or group press control? Now, Teoh? Um, no, I got actually use the materials and when a right click, use the out button. Sorry. And that I driver picks up the material and no, I'm going to come in here now we have a solid roof. I'm gonna make that right there. No, I'm gonna make the house solid. We'll hide everything else again. We see that now we have ability to maybe take off the roof because we have it in a layer. It's still there. But I said, if I want to make a tag for the roof And so, like that roof right here, we can always say, Well, we want to see our inside of the house. Or we could say, You know, we I only want to see the roof itself. Now, one problem with that, if is the default layer. You know that fall tag, Uh, the one that's currently selected? You can't hide it, so you'd have to double click on one of the other layers. So then you could see, you know, if you want to look at our isolate the trees or if you want it to isolate the roof. Now, one note you probably don't wanna make geometry on other layers other than a ntags is right now. Obviously the every antagonist everything. But if I come back in here like it's recommended to tag the groups don't tag the individual geometry. But I come back in here and make this actually, the health we have that. Then I had one for the windows and doors. We could keep things from getting too confusing. So and, uh, he's when those indoors could all be in the when those indoors tags. So now I've see you turn this off. It's not going affect that because these entire objects are on this layer. Um, that's bit bit unusual that works. In previous models you couldn't leave on on tag. That base layer would turn off everything, um, but in terms of having everything on its individual layer, that gives you a different control over your model. Um, but you're what Whatever is the current layer can be turned off. So all right, so that's looking at our tags. If we look on the layer of the working with this house and canned are out liner, the outline er shows all the groups in the model and the value this is of the post to a layer, which has a lot of objects with the outline. Er, you can choose the object explicitly. So if I want to get to this window right now. I can okay this windows here. You know what? If I can actually look at the element I want to choose, in case it was hidden and I can work on it right there. No, I can do this. I could break into it in terms it and make it a just operate with it. You know, that's that's what you can do straight. They're using the outline. Er now let me help you organize your model in case you want to say different groups. Uh, well, it's not a component that I will repeat. It could be a group set that I want to have unique. So I could come in here and say front windows when I could come in here and say, Make this a group. I double just conflicted twice windows, and you can already see. Actually, it would be even easier if I by, uh, I had the windows first. So they go to the Model X, say, Oh, I'm gonna look at the front windows. I would like a side windows you outline or lets you see the generals of what's in your model, and so that's a very useful way of working, and that's using outline er, and that's using your tax. Now let's look at scenes. So right now I have four scenes and I have a transition set up that go to view animation. Um, so you'll have to have a transition, and it will stay at each location for one second. I'll go ahead, but that the point, uh, you see, you can't put it lesson that that's Ah, it's only Onley full numbers. So mind that we're gonna do actually, two seconds transition. So with this, you see that I have set up very far out view. I said a closer in for you instead of you to the side and I said of you high. And while it's nice, it's sort of seeing a view. You know, there's also spread option of just playing your animation. That's what they call it, and he just click play, you know, start from scratch. You know, just keep repeating. And so that's I usedto wave dealing with our our scenes. This A. It's not full animation where I just select the path, but it's still very useful. And one thing that whereas we can incorporate looking at these different views is we can always at another view where we might say, Let's change the tags, Let's turn off the roof here and we can say that view And now we get. Now when we click play, we could have a diagram and have words and such. So it's, um it's a very useful tool, and you can also have layers with different styles. The animation process for this is not, um, precise. So I update the scene play and it moves to this. You see, it changed the tag that turned it into another view. So, um, that's a useful way of how these Ole integrate together, help you control your model, and oh, really get some very interesting views for sharing, exporting and understanding your model. 10. Importing Images into SketchUp: sketch up is very powerful. Not just because of what you can do in it, but because you can bring in projects and images and match them in your model. So here's on example. As we import some fouls fresh go to import and we'll talk about the tipping types of things that you can important to sketch up. So right here I have a few from the models we've worked on have some different items. Um, that you can import. Uh, and we look at the all supported types you can actually see. You can download three files files from three. The Earth auto cat file. So it's two D three D and quite a variety of other, including other sketch up files. Um, so we're gonna start. We're done first. Look at a Phyllis of aw J Peg to import it. We can place it anywhere. And you wanna have a setting between these columns of five meters. So if we measure now, this is not to be too precise. Um, we see that this right here is 0.37 meters. So if we do times three, it's gonna be about a meter. Okay. Ah, come back down a little bit smaller and then we actually skillet to five. You'll see that Ah, person in This is about 1.5 meters. So it's from that we have Teoh test skill a little bit so we can make sure it's correct. And that same thing you'll do when you're important. J pegs and we'll see this. He wants to be about 1.1, and so it actually is pretty accurate. It's a big house. It's a very big house. Um, might be a little bit too big. We look over here, so you're import. Sometimes it's easy to make it bigger, So this is still a bit large. We're gonna actually make a five by five. And, uh, can you can I think, a more precise Um, but for this, this is this really trying to make a quick model. So, um, we'll make a ability. Well, put it right here would make this a component from the start. And that's the same thing as a column. No, we'll just move it. Well, actually, Ray, it's move it to the other side, divide by four and they will come back around and we'll do the same thing down this way, but before to have that five by five grid, we're going to so to trace its outline just a little bit and again, like, make sure you reminding how you can get more quality images. This one is very basic. Um, but having a center is one of the important parts for me. Because if I can get the center, I could be more accurate with my model. It doesn't matter the joy and, uh, now going to come out of here. Yeah, well, the 0.8 and I move this up and move this out 0.8 will go up, but our focus would be probably This line comes across and you actually do arc, though, obviously, having a good center, we'll see. Actually, a little more precision. Um, we'll change the resolution of that segment. Maybe 32. We'll delete this line. This line will move this up and we just want to shell. We're not trying to make the whole drawing from there, but in terms of now, what can we do after this? In putting very little information from a three d plan that's ah made red on top of a JPEG and we can just either typical thoughts of how how high these things might get. We can put about three meters up. These are now. Well, shoot this part of our building group and we'll come over here and we're just gonna do the outside shell. Well, come from here to here. Yeah, well, shoot that up as well. Make that a group and, well, rest that straight. On top of, uh, actually, since it's not get to make sure that we have our center. This is a little bit broken. Now we can do it. Take that center of their match this out of here. We're almost there. Yeah. One thing this model has also is it has our little corner pieces. Well, look at a a picture of this Phyllis wall. See what we're looking for. So now we see that we're almost there. You probably want Teoh a little strip, and we're just actually, for sake of of, uh, the speed just put it on here and make it maybe a one meter Hi. A little strip make were to come and make it a material that's probably darker than the rest of the model. Yeah, well, it centered. It will make sure one move. Come back here. The midpoint. We'll come out. Maybe 0.5 meters. You come down two meters now. We'll take this location. We'll come back here, make sure we're copying it. Press control on the same face. We'll move it in 0.1. And one way to you. Make it easy for herself. Is, uh can I copy this? Figure out the size on this face to probably just be take it from this point above. See, It's and rotates on degrees. Yeah, to orient for this, we're gonna put a center line, go straight down. We'll move our find. Our center line for centerline, for our, uh, but a window bar. So not we have an ability toe match the center points. We don't need that. Everyone, I need this. You see, it's a little bit too much out. So we're gonna actually measure this one 1.43. This one is 0.16. So we just go ahead and move this 0.35 one point 35 She 1.25 Some over here. 1.20. All right, So with this we see our basic of our villas of wall Just looking at a mass. Um, nothing very complicated. And you could do this from anything you important to the sketch of. Just scale it, make sure it works. And actually, all the Google Earth also imports. So the answer it's We can always to say that after we finish with it. Villa J Peg and it saved. 11. Importing CAD into SketchUp: we can also import into sketch up from, ah, a wide variety of other cat programs. One thing will import as we've seen the image. That's maybe not so precise. It's a more precise Phyllis of war in CAD. The important note. Tell some information about the import that we can use or maybe probably often will not. And now this is a lot more precise to really get this model. We can see that, um, probably have a more accurate sizing that since 1 91 20 a. M. 21 points, five years. So that's that's really helpful. That helps us from one to work on this model. And one great thing about this as well as you find different models online. Sometimes you have the joins with a section, so you can also get accurate information about how that building is working together. So from here, all the great things is you actually can go in here, you some of the direct lines because you gonna access each individual line. And, you know, though, may challenge, of course, is to you. Make sure you're when you're making this model that you're not going to be selecting every single line because that's that's a mistake some people make, um as we important this you could trace it a lot more accurately than our previous model. And as you can see with this more, uh, curvy roof structure, one thing we can dio is, uh go ahead and just a copy out that area. We use the top to you. If you look at the height that is in the model for that area, that's going to be about three meters. You just go ahead, delete everything that's attached to it, not the model itself. You could, of course, at some of that Later, as you can see it, Zall complainer, It's immediately made into a surface. We know how to keep this one. Just make it by itself. We can take out some of the things that air in here. We just come up three immediately. We have a part of our model that would be otherwise more difficult so we can import anything, can and used geometry directly. And, um, we can come over here and say that we if you like some of the the lines we see here, we could really just start to draw and create services. Yeah, and come back over here so the same rules apply. You have to really be going in bit by bit and inspecting the sketch up model. What? Things are accurate. What? Things were not you see right here. We actually are taken away. Some of the sides, and that's probably not good, because if we look at our reference for this, usually the side has this ribbon window. So, um, one way that I found useful. That's just drawing a circle. What? You could just really just measure. It's about one meter out. So if you look at that as a reference on both sides, you see, that's there. You could've this double click this particular portion. I think that's a good way to do it. Did you quit this? Now you have this separate from all the other geometry. Come back over here, Jordan, Full from the draw, your lines to separate out. You could take everything you have here. Did you get it over here? And another just school. Little tip is you only have to make a few sides. Everything else you could just duplicate. I'm gonna turn off using hide. We're gonna go ahead and, uh, select minds here and I'm going to use circle. So until that I love to use We have Ah, little 45 degree. And we knew that our top was coming up three meters. This will probably three meters as well. I would bring this up one meter in this school. Be up three meters. A little thing. Take this one. Bring that up. Three meters, actually. Without up two meters. Yeah, and way. We'll do this one. We'll come back over here. I don't need that one. Come up. Press control. That'll flip those verses. Three, Come up. One. Take this. Come up. So we have two of us sides. An easy way to just get the other sides. This, uh, you look at the top of you Double click that again. Select this and well, actually, use a little reference line for work on this. We get that besides point. Just take all that and come back over here. So now we have that this duplicated. Just clean up any extra lines. You can also use this. Make sure you select the proper line that you're running. Delete. We're only concerned with ones on the outside because it just they can that do our above for you again? Yeah. For our reference, we're going. Teoh, draw that top line. Yeah, I get that selection. No, this go on access to get there. You see something there? Well, the disappearing. All right, we're gonna fix that. Do I make sure that we're straight and we are Race more the duplicate geometry on. Should we have all the missing geometry? I got this line coming up. One reason why this is not hitting properly. It's four lines. It could be It's not even so. Probably do that again. And, uh, just simplify this. You definitely have things precise. You can actually go above, Take this entire bottom side. Copy it, huh? Rotated 20 degrees. They will have, like, a perfect joinery. I mean, I didn't lose anything, anything in the process. So we have a lot of duplicate geometry, find the top of lines be aware of. And this is again a that that challenge of working with these. So be prepared Teoh work. When you import a cat plan at the same time, you're gonna be come saying so much more than what would have happened if you were mauling everything scratch which, uh, a lot of architecture, students and design students probably remember very well. Um, all right, so now we have our sides, and it's going to get this last little corner come back here. Deletes possible conflict lines, which they're probably almost in front, which is a great reason to start from pure geometry. Note it's itself. Well, actually, even just this line directly, it looks like that will. So I problem. But, uh, move in this. It's in here. Put it straight back in our proper location. Yeah, construed each layers in the same sort of way that you might wanna actually started using your own geometry, drawing on top, rather using theirs for most of this. But, of course, when you look at more curry shapes, you can use those for reference point 12. Importing 3D Files Into SketchUp: another great addition to your schedule. Models with importing is importing three D, which is could be the most fun, all of the most dangerous. Like I said before, important components is also importing three D. Um, I've looked on the treaty warehouse and for some items to import. Um, and in there I saw and some interesting chairs and tables If you can see it's well. And while you could important your model, go ahead and show you what happens. You import from another location. So the import just like you would imported, Um, a graphic. So this is ah name from three warehouse. So one of the great things about some things are there to scale. So this box is, uh, us about 12 meters, almost about four. It will solve feet about four meters. Um, and then I want to important some of the cheers. And so what? What one thing happened when I import the chairs and import, uh, spectran a club is this is all out of scale, so I'll have to do the effort to get it back to skill. Um, and knowing that my seat height and us is about 18 inches and That will be about 40 a 0.4 meters. Um, I'll use that as a reference so I can scale this down to a more reasonable science. But after that, you can explode it. Or you said, as is, I'd like to probably use this one. Probably used plan for you. Look at these. Be careful. What plane is normal? Because every object point, you know, it could be the right accents with Rome. So be mindful that rotating 90 degrees. Yeah. And, uh, I left my seat hiatus Good on that table height me used are measuring tool t about 30 inches. So that's that should be correct. Now, we're a little bit in the wall. That's, uh, get back to a better location. Okay? It's about 30 inches. That's good. Let me make sure that our seat height is what we want it one foot for Okay, it's be should be a lot to be a lot of I'll make this group should be a lot higher. Uh, that's the one thing you never know, what sighs these imports will be. But, you know, if you when you get it to right scale like some product manufacturers, they'll have there models in sketch up. When you get it to the right size, you can have a really nice scene. And one thing I'll do now for this, I'm gonna go to the top. I'll get a little bit of a center point. Are you the top of that table? And one of the things about the table invalids actually made nice. And so you can't see the geometry, but I want to see that geometry. And that's again, another little interesting thing about working with these, uh, imports. That's how they're made. Are they really super smoothed? So you can't see the lines. See, now I double click that, and I see all the lines Triple clicked it and I could select until, like, lines, you know, Um, no. Uh, now that it have that I can get my centrepoint pretty easily go above. And because they're not precisely centered, go ahead and, um, move them to the other side. You see, we can do is make sure we just put this our chair for ages about chair to our little bit point Can Precision is decision is pretty valuable for a lot of people. So that midpoint So now I would just come down or any point the blue accents on the face. We know that cheer is centered. Pull it out. Put over point. Well, we're gonna make a copy. 25 with over 0.5, Actually, I just go ahead and move it over. We are working and feet for this model. Go ahead and move this over on a way to make this easier is get our accurate CenterPoint. But again, this is furnitures. We don't be super precise, but you can see you can. You know, that's something that could make it very useful when your model okay on its there now have imported said furniture, you can import any three demonic and import buildings. You can also place an object which is done by, uh when you as as opposed to just, you know, regular importing it. It's already in the model. You can always right click and, um um make these different components if you have not edited out of the object where exploded these so it's no longer referential. Um, you can always go back and reload it so it can make it back to the original settings. So the line's going again, and you could do that. Of course, if you have multiple buildings in a model, etcetera, etcetera, that's how you can use importing in three D gone from several programs. 13. Exporting From SketchUp: So now let's look at our animation exported. See what we have that's MP for its click on that. And as you can see, this is something that could be put on a video. You can narrate to it. You can do anything you want to it. So it's nicely exported. That's a sketch up animation straight built into the software. 14. Exporting Animations from SketchUp: After all the modeling and different geometries are created. You made your lovely model. Of course you'd be thinking, How can I get this out to the world? Of course, you could just show your screen and sketch up, which is a nice thing to do. You know, when your three D, but also you can export and exporting options and sketch up are pretty great. Um, so let's show you how you would export a model like this. We go to the file menu and from the file menu, go ahead and go down to, uh, export. So you have options of exporting a three D exporting to D or exporting animation. So let's export our three d and look at the different forms that we can use so we can explore to quite a few formats we can export three DS that's going through your studio, Max Auto cad. Um, some other programs that can use, including Google Earth. Um, so it's best to, ah, look for which program you want to bring it in to see what's good. Steel lithographs are for three D printing. VRML is for making it live on the World Wide Web and um, you can play around with where you wanna take it pretty much You'll be looking at it from those programs. Um, also these air for your, um three D. You have some options you can choose if you're going to, um, export the different elements in your program. So this is very useful in a lot of contexts. So we exited no export anything but pretty simple little audit anything before it exports. And then we have the exporting off graphics, which is where I'll show you. Could this easiest? Um, because you're just gonna export it. Anyone could look at it. So if we would ah, you make a folder for exports. Sometimes I make multiple folders and we can export in any different, um, export formats that you could see here. We can export a pdf E p. S or some of these some J peg some raster some vector, um, in terms of cad. So you can actually edit the lines if you export to some of these formats. Um, let's export a j peg this scene. I'll just call it seen one, and we'll look at some of the options now so we can change the different size of the image . So here you can choose. If you wanted to have a resolution that's higher or lower, the screen size will limit you. If you click, use view size or you can make a custom size and pretty much it will go to the extents of your drawing and, well, export one of these. And it will change the size of the line. So that's really nice. So your lines aren't gonna be too big, but you make it larger or smaller, and you could choose your quality right here from really will. Go ahead and export that we can look at that with my father Fewer. And we just go to our expert folder and there we have it, um, the render we have. So this is a bit of a low resolution. So maybe if I want to have this bit bigger and nice, we're looking, might want to go back here, change the resolution of of the export, maybe two. I might even just used to view size. Um, actually, for me to make it a little bit better, we're going to go ahead and make it 4000 because this is pretty much just built in render. You're automatically going to get it very fast, even if it's a big resolution. So it's not a ray trace, which is, ah, more complicated set of rendering. Um, so here we have it, you can see it looks pretty nice. That's high resolution, just like the view port you've uses in your project. So in addition to, of course, rendering the native format, we can, of course, render in one of our styles. And as I really love this style builder competition penso with edges and set up a Sadow, and it probably won't make that little close to the house. Ah, you can see a little of that. Maybe. Ah, a little lower perspective. And so I got my view poor, that's going to render. And I'm just going to export that the two d graphic. I'll just say front. Just say that and I think we'll just cute those saying parameters we just export time. Yeah, and go back to our export folder. I see you have a lovely render, and you could take this in any program you need. And one of the great things about when you export like This is if you say that view setting , um, you can actually export the same view with different styles. Or if you want to add an element, you can pretty much control. What's things are in your export layers, like you can put sketch up shadows on one layer. You could pretty much hide them, and I'll go into a little bit of that as well. Now, um, so there are some options, Of course, when you're working with, um, different styles, um, you see the scenes here, um, that you can add it, but you can also edit those from the view menu. For instance, if I just wanted to see the shadows could turn off edges and also, um, with the style you don't really see any profiles. So you got a hedge style, You see that they're also profiles that you can see. You guys have changed the face style, but right now, I think we're fine. But you could also it'll make it wire frame here, but I like I like to shade it. Um, sometimes the actually I probably will go back to headline and you could see it reset the edges. All I need to do is come back here. Click I just and now I could export the's in different layers and take them into the program off choice for editing. All right, so we've looked at some of this exporting, Um, she turned scenes back on. I'll delete this new scene. Um, so this was set up. He's seen an order of an animation where you're coming back. Then you go in and then you change views, and I think I'll take this one off, but you end this way and I think we can do an animation of that. I think it's looking nice. So ah, let's go ahead and choose out exporting for animation. And if you are, remember, you can work on your animation length between the scenes going down from your view animation settings, and you can choose to have transition. That's two seconds or four seconds, and it can stay at the location or can keep going, for instance, if you want to stop it of you for a second or so, all right. So we did that. That's explored as an animation. You can see we have options now for exporting the frames or exporting actual movie, and I think we'll go with the MP four. Look at the options now for this. You can export it HD 10 80 p. You also can to preview your frame size, and there's a funny little sketch up team preview. I think that's works for us. You can choose the frame rate and some of the options for the export. So was export this, but to say basic, walk through press export. They'll take a little bit of time and you'll notice that as we started scenes, the first few scenes were basically with the standard style. But the last one was a different style, so I'll show you. How does transition between styles? And, as you know, that you can also select the length of the transition or remove the transition, You could actually just make a slide show using sketch up of different images. There are some plug in that will talk about it when we talk about the extension warehouse, where you can actually do some animations and that goats definitely into the intermediate in advance. But it's something that's ketchup can do. There's a lot of great things. Schedule has capabilities off 15. Make An Advanced House Part 1: A lot of people want to answer a simple question with sketch up. Can I make my simple home? And the answer is absolutely yes. This model is a home plan. What you can find online if you're looking around for home, plan to say, Oh, you know, I want to have a type of home It looks this way. Um, you could also make your own home and rev it It's very simple. Um, I'll issued this one. It's really but pretty much it's it's just saying how large you want the space to be. For instance, 10 by five and you're going to offset. You're it was in a proper distance. So it's like point to for meters and know you can draw your rooms. You know, maybe this is in half. Um, but there's a lot of different ways to to find out what use for you. But the ability to say, Oh, you know, Well, this is now my room, and you start saying Okay, maybe if I add another wall here, you just take that. One of the things that, uh, you want to do is probably just copy this lines. Maybe I want to add a wall here. Maybe I want to add one here, and it's just really fly free flowing way of organizing your spaces. And then you could come in here and say, Okay, now that looks good. Let me take out some of the in between lines. And, you know, I sketchbook is also well recommended for figure in these sort of things out. But you could go in here and turn off this geometry press K Kale, that you see the geometry that's hidden. He's okay. This is my my set of rooms. You could say I want to come in here and make a door 1.5 meters tall by one meter. Let's do that again. Sorry. Um, maybe two meters high, but one meter, we go ahead and maybe even copy this store. Click it to other spaces in this project. And there we are. We a little bit of a crash, so I recommend to save often. And I say this as sample else. And one thing I like to do I love to tell people toe, make sure you make groups. Now that I have this is a group and come in here underneath and make a floor. I'll do 0.25 for that floor. And now I have a little little room. Um, I can start to put like, little couches or benches. They come in this part as well. Maybe this is the bathroom. And maybe I don't need to divide that. Maybe I just want to come down. And so, you know, you make a little space and interiors, so it z pretty simple. Ah, also, you can make your windows punch out some holes, make some copies of those. If you want to use symmetry, you can go to the center point, get this distance, copy that line and use the little inference to make sure it's on the right location. And maybe we have our door in this area right now. A little 0.5 the distance. We want the door on each side. Send it on there and that's our walls will fix the model. It's great when you can take that. You can also, if you're trying to fix the motto, go to window, um, model info. Um, actually go down and look at some statistics Can fix problems. Purge unused again. That's from your window in your preferences. It's going to, um, actually, look it Scuse me. It's gone a bit slower. Um, yes. If you go to your window in your model info and that's you, fix your model. Other preferences is a another command. But if you want Teoh now, now that we have our our walls, I want to make a roof for this. We could just go ahead coming here, shoot that up. I wanna make a simple roof. Maybe this comes out and maybe do 0.5 to have a simple little house and maybe come to that same 0.5 on each side. It remembers the entry, and it's coming out in the right direction. So we're good 1.5 year. So it made of simple house plan, and you can always just go to our outline. Er, if we're trying Teoh and if it's not visible, we can discuss our default, Trey, and make that visible. If you want to. You ID that we can just do that. We can give it entitle. That lets us control that. But if he wants to a larger plan, maybe even go through with the profile like this house, we want toe, maybe have a large living room. Um, going to have a kitchen on one side Adamia bedroom, another bedroom and bathroom in between. And we probably also but maybe have a closet or something. Well, if you have you to deal with your plans and you want to get it to like this But you like this profile of this roof, um, you couldn't go in here. My recommendation is to, like always recommend start with groups, come down a good distance, make that group. So now we want to get our walls up and we can actually use the walls. He's This was made in sketch up. So it's much easier process on just taking out little in between lines so we can shoot it, trade up. We're gonna come back down, um, and deal with the the openings, and we're actually going to deal with openings by using a boolean that's going to help us out tremendously. Now we just need to click on it, see if we select everything and we'd does. We want to come up three meters to the same for these little walls. So we have our wallets we ever floor and Now we're saying that our height for that door is probably two meters. We come down and we'll do one meter down will make this a group, and we're gonna use Boolean. But we know that this is, um, not going to be a boolean on the inside. So we do is you come inside, make each of these a group, then we could copy little component areas that we like. We want these probably a little bit water you might even just say we wanted have fight. And this actually is a little bit bigger than I want it. So I can even do here. Come in. I want a little more modern Make this a group. Now we can just copy our little while implement make sure toe press, uh, cop control when we're doing that move that we just can come in here and do the same sort of thing. Each is little for us all. Go ahead. Make this a the group and something to talk about with solid groups is you want to make sure your you don't have any excess lines and this model probably has lots of excess lines that we're going to deal with, um, this method is Ah, it's very, very useful. Um, before we fix it, we're probably just going Teoh, go ahead and separate Samara walls. Just make them groups of their own. That's that. That's one quick wayto solve this problem. Gonna make this a well, first of all, keeping walls separate might seem a little bit counterintuitive, but it's gonna help out in the end, we're gonna take this down. Do not do that grouping when he came down and it deleted it, So we're just gonna actually select it like this, Make that a group and over done is extruding it. We're gonna do the same thing for these. So we'll have, like, one object for each interior wall, like should we're gonna start deleting the other geometry around it. So we're trying to delete and keep the object. You can just do it that way. So right now it's not identifying it as a solid group, so it's important for us. Teoh, finish this process. Um, making group solid group. Sell it, make it a group. We're actually, uh, for the sake of time. Ah, just going to redraw these. And so that's one of the productivity tips from professional that sometimes it just Is this worth it to just this Keep doing things from scratch? The schedule is pretty intuitive. The worst thing going to do is make things more complicated when they don't have to be all right. So we're read on this that we're dealing with a lot of solid groups, and there's probably lots of other ways out there. I don't do with a lot of in my practice, a lot of interiors, but when I do, when I do work with interiors, I'm dealing with this. 16. Make An Advanced House Part 2: now that we've extruded all our walls and made these headers above the doors. Um, now it's It's very simple to go from here to, um and we made way had to redraw the model. It's fine. Happened sometimes made these all solid groups. So now when I select everything, they're all solid groups. I can click, um, the outer shell button. So now you have a solid model here, and, uh, I want to make a roof. So we can, um, also do a tracing of this form. And one thing you probably want to dio is we want our roof to go over a little bit. Maybe a little bit of an overhang. One way to really simplify your making a roofs when you're going to use two sides that are same. Just just make one side make life easier for yourself. And I just extended that and you're just gonna copy this And we wanted toe probably offset . Maybe 0.1 meter. This is very basic. Very automatic. Leave it like this. Now. Um, we want the roof too. Cancel. I want that roof too. It's It's got amount of some. Okay, we don't need that profile anymore. We just use this, go to the other side and probably want to come out. Oh, just a little bit. Maybe 0.25 on this side. Maybe come out, Uh, 0.25 on this side and then because we probably want you the same roof offsides. Ah, just make this or to a component roof one. And just take one of the edges while we couldn't mirror it. If you mirror, it doesn't reflect the change. So we just do it like this. Yeah, it's but to use that center point that that is the center for the roof as well. We just aligned these now to deal with this little area between the able. It's actually not that hard. Um, we can simply ah for drawing on this face. Sometimes it will pick it up sometime. That won't. But we can just take one of these lines, copy it out and mind that this wasn't rotated. So you copy from a group. It takes the group's orientation. Um, so if he rotated would change that. But now I have that mine. It's all I need to do. Let's take where it intersex. That's when two lines reach the middle. That roof comes down here, and then this. Make that. So that's connected. Now, I don't need this anymore. Yeah, I could do that. Same sort of thing. Make this a group on this. This will. This won't need to be very much edited. I just rotate that 1 80 and then come and pull that to here. And we could just They're both solid. This isn't yet. That's all that group. So we're gonna come in here, find out what's what's the issue. Maybe we make this a group. You come back out here and make this 0.2. Now it's solid group. Yeah, I guess. Uh, Well, actually, choose the center point to make it even easier. Make life easy, make life even easier. So we have a solid group here, and we want to actually put this on the other side as well. It's on one side of the house. It's place it on the other side. We're trying to look at it in the middle, and we just moved here and they will move that. Just make sure we competent 0.2. So now that's being a solid pick. That house, you know, we just use another show since there might be an issue Click on here. OK, we have something that's not a solid object here. Oh, and that's another thing about Saleh logics view group. Solid objects, only the inside is this all object. Okay, so now we have it as a solid object and we'll go ahead and not make that once another solid , simple, solid surface and want to extrude this little roof as well. And I think that's is complicated as we want to get that. Well, just get that face little shed roof. All right, Now we have this little object and it's a group. We're gonna make it a component post on Probably when I go up to this line on, maybe you just see the control times for comes and there we go. So we've made little house plan. The inside, of course, is not really visible. Um, so we can just turn the roof into a tag and it's hide that when we get to see what we need here we start adding, if you want to add another window, solid group could do that. We want to add maybe counters or something that you have your house and you can go from sky being the limit. And because solid group you have all these the capability of just making more solids. That what Jesus says a reference line you make just you can actually even, um, you make a solid group, you can make window. You want a copy in several places and sleep it to the side and five. And this pretty much do one at a time. That's other. These things work, or you can make them unified by adding another mass. But I won't go into that. And now we see the middle line is a little bit. The middle window might not really work, so we just do this one and there received a we just turned over, pick on. You know, we're just making our house to design, and this is a way to make very simple house. Ah, you just start my basic plan and make it simple or you won't make it more complex. You can really benefit from using things like solid lines. And if you just sketch a few lines for I have a house you want, you know, I think that's another great option. There's no reason Teoh start in three D, especially when you start saying, If you want a house that's a particular dimension, that you can be more accurate, I'll use it. The mentioned tag here, you know, if you want to be, where this is eight feet, you know, or if you want a bathroom, that's, Ah, eight meters. Ah, you can get like some pretty precise to mentions just by drawing lines. You know, there's no rush to make it three d. When you finally have ah, configuration of lines that you like, you can start saying Okay, now is the time to start making my walls se which configuration are really makes you happy , being able to be flexible, You can even live it as a surface hopes you figure that out, and then when you're happy I need to do is make that a group, Then start drawing your loss and probably want to come into year little plan. Keep it dagga Matic. Just offsetting these and probably destroying each wall one by one, just coming out the particular length. If you want to make openings, could also do that and you see the surface here we want Avoid using the surface. Um, but again, come in here and start saying we want a particular size door on one door here. Using circles is a great way to, um, make door openings and you choose the center and it gets to the exact size you're looking for. And I want this to be maybe 0.4 for, um, 0.4 for our usage right here. So maybe this is a closet and a bathroom, So, yeah, I would look at some resources. I'll share some resources for figuring out different plans. Um, that help you as you if you want to make your own house or make something more modern or even if you want to make a glass facade where you're going to be even larger amounts of glass, I'll give you a resource for that. 17. Layout, Scripts and Useful Extensions: sketch up has a lot of power in itself. But it also has a lot of power in terms of the type of ad ad owns and plugging that you can put into your project. So, um, I'll show you some of these add ons. Also, some programs that has to come with sketch up, Um, and you can decide if you want to learn these. These are more of advanced concepts, but I'll definitely show you how you get started with these. So, uh, we'll take out the little model. Um, one way we can actually start to see some of the built in tools is by going to our a window . And we could look at our extension manager or the extension warehouse. You click Extension manager. You'll see the different types of extensions that come with sketch up. And these ah, some of dynamic opponents used to be a separate app. But now it's part of sketch up. Um, and I'll show you love that, Um, but also, there are some things that you can actually find on the extension warehouse, and the extension warehouse was right near the three d warehouse. You click on that and it'll take you to all sorts of extensions to do some of the types of things that we typically have done. For instance, if we're looking for an extension to, um, make some architectural features, click and you could see different types of ways to work with the camera. The subsume makes sections, and so some of these air simple somebody's air really complex. Um, there's also extensions for curves. You want to make better geometry. There's some extensions to help you make, um, different types of curves. Oh, curvilinear surfaces. Um, there's also extensions for, ah, different energy analysis, you know, interior design. Um, pretty much something to help you have a more effective program. Um, experience for whatever you're using. Sketch up for that for businesses, for construction. Um, you can find extensions. Do that. Um, now built into sketch up. There's also a way to sort of make your own. Uh, this is extended manager this way to make your own, um, plug ins. Ah, and I'll show you layout, which is another built in. It comes with sketch up, but we go to, um, the ruby console and from the window, um, foul job down. You actually can type in your own code. And, um, that's of course, a more advanced concept, but, ah, if you want to do Ruby, that's the sketch of programming Lehman language. Um, just gonna type in ruby programming sketch up, and you just put that in your browser. You know, there's all sorts of tutorials, and I also do a course upon that, um, but sketch up pretty much gives you some basics to making codes. And, um, you can see some example scripts, uh, here and there is, ah, wide variety of things you can do with both sketch up. And this ruby language also works with layout. And we're going to look at, um, lay out next. But you can do anything from pretty much anything you model. It's ketchup. You can automate with Ruby. Now, let's look at layout. So layout, if you have an object, will just open up one of our previous projects and say, for instance, we want to take this model and start generating some views. Uh, Mawr, maybe on the construction level that we can do some things already. If you want to go a little bit further, we can go ahead and pick on layout for this. But load, um, have to monitor so it doesn't show the layout screen directly. But Layout has a similar start page to sketch up where it talks about a template. You can choose any size that you want. You can change this later. Make title block. If you're working for a company, can custom customize it. Um, so click the modern and layout has pretty much similar types of tools to sketch of. Only it's built, um, with its canvas for a printable file and as posted, this pan three D You actually are dealing with a, uh, sort of a box of the model, and, um, they'll be making a course on layout. But pretty much layout has its own set of tool bars and its own set of functions, where you can import export, um, sketch up models and work with all the views you have all the functionality you have for getting a visual. You can do that here, and you can also add texts and other, um, dimensions, anything to help build your model a za communication tool. And so lay out. There are other plug ins, but this layout is made by the same people of sketch up. Finally, a definite want to show you, Um, as we looked at some of these objects, Do you want to show you the some of the built in power that you can go through? Um, and dynamic opponents and dynamic opponents? Like I said, it was a plug in at one point. Um, but dynamic opponents is another way of some of the objects, and sketch up can be programmed. You right, click on any object you can see at the bottom of this little, um, pop up. It says dynamic opponents and a dynamic opponent is pretty much something component that you can pretty much make dynamic. You can make the size dynamic so as opposed to go in and stretching and pulling. You could put that actually in the object. And that's also ah, much more. Ah, heavy set of skills. Um, but I'll always show that in a more advanced course, but one benefit of making that if you don't make your own, which is something that I learned how to do, you can actually always look for them in the three d warehouse. Uh, we'll go ahead and click through the warehouse to get to a dynamic window. And so you click on one of these, you download it straight into your model, or you can make another model. And so I wanted to make this, um, be closer to the this window, Um, and what I wanted to do, probably two make a opening for it and one of the options here. Do you actually see that? Sometimes we have to check out if there some options. So this that number Cuando doesn't actually seem to have the much dynamics or some some dynamic things or duds. Um, so that's something to watch out for. Um, you probably want to save your model as well before you download these cause some Some dynamic windows are not well where some dynamic objects are. Not well, uh, programmed. So we're gonna load this one in, and this one will just take a look at it. And so now you see, it's actually in Russian. So, um, but the idea is pretty pretty clear. It says the sizes that we're making. So there's a lot of ways to ah, get confused. If you go to the city, where else um, so you might have to shop a little bit around to find what you're looking for. Yeah, this story, it's it's it's a normal process. Um, U um See, some things get to the top of the list. Something's air a little clearer. So this dynamic window is probably a better tool to load this end. So this comes with how to use it. So that's great. Um, pretty much it has all these options. Do you get your the type of window you like? If you right, click on it. The ligature, your options. You have all these options Hominy dividers. You click now on to apply. So you can also change how high the window is. Um, so we see right here we have 200. We could make it 400 and all these things are just built strayed in. And also, of course, very beautiful. Is that, um pretty? Pretty much see that this wall is connected with the window so that parametric removes us well. And there you have it. Some of the plug ins and different third party apps that help make sketch up a tool and a multi faceted resource 18. Congrats on Finishing The Complete SketchUp Guide Intermediate: Congratulations on finishing the sketch up guy. This is the how to for the fundamentals. And this is how you can start a program and go really far learning how to do models just like this. Um, with the basic from zero and sketch up is one of my favorite programs. And I'm sure it will be one of yours as you have more time. Don't worry. If you were just starting and something like this is still hard to figure out entirely, you'll get there. You go back through the sections of this course, Aziz, you figure out how to work the interface, different exercises. You can figure out how to do pretty much anything and even start new things for yourself. You can be excellent at sketch up and taking this course with a great first step. Thanks for taking my course. And I wish you the best checked the website links in the course motion form dot com, four new content and also anything You have his questions. Put it in the course. And I'm happy to help you as you get better and sketch up 19. Top Ten Tips In SketchUp: Now it's time for the final top 10 master techniques for this guy for sketch up. So these air a list of some things I think will really help you go further, much faster, as you are learning, sketch up as you're starting. Using it will make you more effective at you. Keep in mind some of these ideas and also find out similar ideas that could really help you be more productive, make better models and so on. First tip is start with basic profiles in Masses. This can't be said enough because the ideas even the most complicated forms, start with simple geometry or simple ways of doing it. So why start in the very complex way when you could start very simply and you could work your way back? Whereas if you start super complex, it's hard to go back. You have to restart from the from scratch. It's it's the same thing, is writer's block, and it's still useful and sketch up. Just start with basic profiles, basic masses, basic geometry and then just build up from there. Use groups. This is something I always do because step sketch up stickiness while helping you make some unique geometries and so on it. It's useful at the beginning of a project. But if you don't make groups sooner or later, you'll have to come back and edit, and you'll have to select the surface again. And it's just easier to start by using groups and using groups, even mawr than layers. Um, I think groups are definitely effective. So obviously this is if you're making a building, you know your walls are one your floors or one, uh, your trees one. But this could be with furniture if you're making one part for the seat, one part for the structure or, you know, however you doing, if you're doing different types of French or different configurations, using groups can work and also with layers would use those ways so you can organize your model more effectively. Use working views. Now. This is critical because I put down some some views that were really useful for me. Ah, and industry work. But the idea is, whatever you're doing, there are some views that could really help you and go to your animation than you, where you can make it into a scene and you can go back and forth. You can take away the transition but thinking about something like the whole view, saying everything, having a view that you want to render or reference view what you could just see what's going on in your model, maybe a detailed view and then your top down view. Of course, you can use the bill 10 views, but make sure that you have control of your model cause you don't want to lose yourself in your bottle. Next one is be precise. So I put some ideas about your precision. Um, but the concept is that you can get things really close. You can use your points to, um, the inference points of your moving things. You can have a clear size, precise size. You can also scale things precisely. Sketch up allows you do that. And it's if you're just, you know, just making something really quick. You might not have to use as much. But the inferences are there to help you be fast with that. So you know, having different dimensions, knowing exactly where things are, you know, just pretty simple, you know, like, how long does it take to attached to a particular point or put in a meter or three meters, and it will be much beneficial down the road. The next tip is used and reused. Components of this is so powerful because why just continually re make new things? It's It's cool toe, have custom parts. But no, if you make a really good component, you can just use that again and again. For this course. I made some new components, but when I'm using my work, I reuse a lot of components and I find good ones on the treaty warehouse or and different groups. And you can use that, you know, just like for walls or for doors, windows, furniture, roof, mirrored forms, raid forms. You know the ideas. The component helps you control your motto, and it helps you get further because you can use things rather than remaking them again. Remaking things could take a lot of time. Next is testing your imports before placing them your model. Um, this is really important because it helps you make sure you get something that's really good quality. So you're inspecting your important you can adjust the scale, you know, make it so it's fitting toe what you're uses that you can customize it. And you can also edit that import in a separate file. And finally, from this is you can use that import again and again. You could just change that basic file. And when you never that updates, you can always update the the reference in the file. So keeping it separate for certain objects is very effective. Next, we want to think about creating a support folder, and this is simply just thinking about how you organize what you're working on. Um, support folder. Essentially, you think where you have you remain sketchy fall, which I would not recommend saving to death. Stop, make a folder. When you have your sketch it file, maybe you save it as a version. If you're, um, editing it again and again, you won't have to support much folder that has where your materials and things you want to import in. Then you wanna have output photos, we have your renders and different things they're exporting. And then you wanna have a template folder where you can have, like useful setups, maybe views that already set up. You can just use that again. Maybe you have different libraries for different types of things that you want to use, um, for many projects. You can do that by having a support folder having a good structure. Next utilized valuable plug ins. This is so critical, I think you need to understand that there are plug ins that already part of sketchy because they were so good. But there's some other ones out there, so I recommend taking a look at the extension warehouse. Um, there's a lot of free things. They're paid things, but there's a lot of free things. I definitely take a look. And there's also free trials. If you want to do things like rendering or energy working on different types of geometry estimation, there's even, of course, for scripting your own or some plug ins. So take a look at that and find the best ones that work for what your purpose is. Next, you'll really benefit from finding the most valuable resource is this is critical because it's it's easy to just really struggled with a problem sometimes because it's so easy to use ketchup. But having good courses, good books, good forms and community to help you figure out new things is something that could be really helpful. And so, you know, you never know when you're just trying to do something quicker, Um, taking some time, learning it, your own trying out. But there's also some great purpose and finding different resource is, Yeah, one thing I would say for sure is make sure that you are even, um, just, you know, keeping your own particular notebook and that will hit my Knicks. Top 10 is you keep learning new techniques, so this is just keep playing around with it. Don't give up on it. If something's hard, there's an ability to figure things out again. Try new things. Share. You, work with others, get their opinion, look at their work. Give your opinion as well. Then, if you're working with this in your school, your work is your company. You know, try new, different things. I learned a lot of things that I do because there was someone who tried something. I was trying it, and you just become really fast and creative. That's one powerful thing about sketch up. It doesn't get in the way of you being creative. And, of course, we play this course. This is a fundamental guide for sketch up. I've made a certification course, I think find out what other things are out there. Output and links in my sight. But if you want to be really good, you're gonna keep going on. And just to make you excellent at using this and other software and finally Ah, actually, at least this number 10 you should just have fun with sketch up sketch. It is an incredible software. And if you keep some good strategies and concepts in mind, it will make your modeling days incredibly effective. 20. Free SketchUp Resource and Course Materials: four additional resource is from the course you can go always see some of the included material that I'll put with each section. Also put any material that was separate from a section in this course on my website motion form dot com. Thanks a lot for taking the course. Um, you can ask questions in the course if you need any additional resource is. But I pretty much trying to put everything as much as possible to get you started with sketch up. So you do excellent job. So check check the website for new content. Um, also for new ways that you can be better at sketch up and design modeling. 21. Free MotionFORM Resources: If you're looking for advanced exercises and activities sketch up, be sure to check out my website motion form dot com for new courses and content. That's free. I have lessons on making towers. Parametric Architect Advanced Boolean Justin Billions are pretty much ad and attracting with solid tools. Very cool feature sketch. If you also are looking for content, you can also check out my YouTube channel. Get the latest clips and if you're ready to move forward, then I'll see you on the motion forms. 22. Congrats!: Congrats on finishing the complete sketch of guides for intermediate. You've done incredible work, and you set up your self for success by learning theater Vance tools early and learning the work clothes that will help you if you finish the project, I would advise you. It's definitely tried again. Maybe find some other projects that you can start to bring in and fabricate and sketch up. This class was focused on getting to some of those advance skills about importing, exporting, working with photo match on the other skills, like Geo locate that you can now put in your portfolio. Putting your resume as a master of sketch up. I've enjoyed teaching this class and having you as a student, and I hope that you will increase your skills and ability. Check my profile forces that might interest you in the future and share your projects. I love to see him and contribute in any way I can, so thank you a lot, and I wish you the best schedule