Archicad for Absolute beginners | Nalitect Studio | Skillshare
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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

    • 1.

      000 Introduction

      1:07

    • 2.

      001 The Archicad Interface

      8:50

    • 3.

      002 Prepare for drafting (Referencing)

      7:42

    • 4.

      003 Drafting with the wall tool

      10:40

    • 5.

      004 Add Doors and Windows

      9:23

    • 6.

      005 Roofing

      10:04

    • 7.

      006 Add Interior furniture

      4:29

    • 8.

      007 Create topography in archicad

      8:45

    • 9.

      008 Add Roof Details

      2:16

    • 10.

      009 create Elevations

      4:16

    • 11.

      010 Place On layout

      8:33

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About This Class

In this class we create a simple pod house from start to finish using archicad.

We learn very important concepts along the way that will equip you for even bigger projects in the software.

If you want to learn more, I post regulary on my youtube channel: www.youtube.com/c/nalitectstudio

Meet Your Teacher

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Nalitect Studio

Graduate Architect | Content creator

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Related Skills

Design Graphic Design
Level: Beginner

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Transcripts

1. 000 Introduction: Hello, my name is Alan Amara, and I'm very excited to introduce to you a beginner's course into the use of AKI cat. Now these costs has been tailored for those who are looking to get started with our ticket as a modelling software and false as well who have not used aggregate for quite some time and are looking to refresh themselves and to get up to speed with the software. Now you can expect that we shall go all over the interface and how to familiarize ourselves and be able to navigate across the software. And by the end of the course, you should be able to make yourself, you're very fast plan that you can share with your friends and as well make innovations that go along with that you can share with the rest of the world. You're very fast work. Now, during this course we are going to be using aggregate version 25, which is the latest by the time of recording of these tutorials. But if you are using an audio version or in later version, a few things might be a little bit different, but you should be able to follow along just fine. So let's go ahead and get started with the training. 2. 001 The Archicad Interface: Alright, so let's take a look at the ICAD integers. So this is what you would probably be interfacing with most of the time. To the top right corner we have the predicts Nim, which is just after the aggregate logo. And then you have the etiquette version that you are using. In my case, I can get 25. And below that you have this menu bar, which is present on almost every application you will open your windows. Not familiar with it happens in Mark, but you should also have the menu which has File Edit View all the way up to help. These contain most of the things that we shall be looking at in this interface. Just below that we have the standard toolbar, so the standard tube but has some of the most commonly used tools which include undo, redo, finance, evict, beaker for limit, does inject parameters and the rest of the things as we shall be talking about them during this course. And if for some reason you cannot see your standard toolbar, you will make need to go to Window tubas and go to standard. In this case, we have standard advanced and standard basic. Well, just standard advanced is what we have and that's what you need for this interface. Then after that we have the info books. Now the info box contains information of anything that's being selected right here. If I select the arrow, you can see that now we have the information about the arrow that's being displayed here. The different methods you can use the arrow, it's the same thing if I click the MCU tool here, you can see the different shapes, the different ways in which we can draw the MCU, something like that. If I draw something here, you can see that that's one way of drawing. And then you can see that this is another way of drawing. That my q and the same is true for these other truths such as the wall of the colon, the beam. Whenever I do select them, you can see the different parameters that are being presented to us. The infant books shows us the things that we select in the toolbox. This is the toolbox and it has the design, the viewport, and the document, and all of them have different things which have a look at the viewport. We have we have sections and elevations, and those are just markers that we bring in. If we wanted to create different kinds of views as we shall be looking at during training. And then we have the document tab as well, which has the different things that we can use such as the dimensions. And then this blind the different kinds of lines and fields, which we shall take a look at. Now to the right, we have the navigator pin and this navigate up pen or palette, wherever you want to call it, E is found in window tablets and you have here the Navigator. If I select that, you're gonna see disappears. And to get it back, you can go back to where I removed it from or you can click on this icon here. This shows up, and right now it's not permanently this or you want to right-click onto the tab and click here on Navigator, and then it will be embedded to the right. Just like that. That's the navigate a pin, which is going to help you navigate from d 14 to the Flow Plan under the roof. I swear to change different flows, which flows we can access by right-clicking and go to stories settings. You can see that shortcut right there. And you can see that we have the 14th floor plan and the roof. That's it. That wouldn't be majorly in the project map. After the project map, we have the Vmax which saves different views and we shall talk about it later. After the view map we have View Layout book. So the book is where we will put the things that we will be exporting, for example, in terms of PDF. And then finally, you have this publisher. Which publisher is going to help us when we wanted to publish these things too, like the beam, the beam outlet. But most likely we're going to talk to dwell more on the layout book and the predict month. So we wanted to stick onto the project map. To the bottom here we have the a quick options menus. These Greek options allow us to navigate much faster. For example, if I decided to click and hold the middle mouse, scroll most if I click and hold, you can see a hand pops up and I can take these to the left of the screen. So sometimes you just can't see your walk and you want to navigate to it. You might need to just fit to window using just that quick options. If you click on fit to window, it will be put in the center. And if you want to zoom in a particular section, you can just click on the increased Zoom and big box around that. Area. Once you release, it will be zoomed into that. And that will be also the same as the previous zoom. If I click on previous Zoom, we can go out if I click on next Zoom, that one. This helps to ask to toggle between those two zooms we just created. And we have a bunch of other options that we shall be looking at during the course of this training, such as the scale. If you wanted to increase the scale to 150, you can see that that becomes bigger, but it's the same Zoom and everything. But at 115 becomes bigger. One to 200, it becomes smaller. It is something like that. So let's go back to one, to 100. And well, we can decide what layer those things are going to be put on. Let's see it about the 2D layout. But then again, we also have the different views that we can look at. For example, for this case, we have the south elevation. If we open this off inhibition, we will be taken to here where we're looking at the sort of different of these motor that we are going to be looking at during the course training. And you can see the different tabs that help us navigate quickly to where we want. For example, if we go to 3D, you can see that now we are in the 3D window and we're looking at these things. How do we navigate in 3D? The most common one is you need to press all to obit, such that you can be able to click and hold your left mouse button such that you can sort of move around very position. And you can scroll in or out in order to move it around and sort of see what's happening. Like we said before, we have the hand with you hold down the middle most you can. You can take it to the right or the left view code. Click and hold. You are as well. We have the 3D Explorer. If you have played games before, you can use the navigation with that, usually use the WASD. As you can see this, if I say 3D explore, now when I move the most, I am looking where I am going, like I would in a game. And if I breed WE front, if I express SI group backward, press a goes sideways or the other side with D and C will go down and specify will go up, C and space bar. Now if I press W as I move them, most can see I can go around. These have been or something like that. Actually to them with g hat. Not sure why they did that. All right, That's the quick overview of the interface. Now let's get into the process of creating these Muji hat. 3. 002 Prepare for drafting (Referencing): So in order to follow along just fine, you may need to download resources folder which I have attached below in the comments, find and download these images that are going to help you in terms of reference. So we want to be able to input in a floor plan and look at the front view, side view and the image which are going to guide us. And in order to improve the flow plan, we might need to prepare for it here in aggregate. So let me go under project map here in the navigator pen, you wanted to go to V worksheet and right-click and create a new independent worksheet. This independent worksheet, I'm going to name it as Flow Plan reference. So I will say Create and it will be created. And in here, I will bring back my folder here. Just pick the image and drop it in here. Now, I will minimize that and begin to position this. I would like to position these as close to this X mark that you can see here, which is the origin, which is going to help us organize our work that it's not so much sprint on the outward. Now, once I have it here now the pot is to scale it because it's an image right now. And we don't know whether it's the right scale or not. But we are able to do that because we have dimensions on this thing. So in order to scale it up, we're going to need some lines for reference. So I'm going to pick a line and make it red so you can see it. And I need that line to indicate for us dimension like this one which is going to be 3813 and that is millimeters, 3835 sick. Okay. And you can see that if I move this across a bit, you can see that we have, this thing is supposed to come to, that it's supposed to be much smaller than it is in the image. If you prefer using other dimensions, you can do that by going into options per predict preferences. And here you can go to dimensions are whacking units if you want to change the dimensions or the rocking units. And if you went to work in other dimensions, you have an bunch here. Depending on where you are. I believe the Americans use the feet and inches, you can choose that. So for now, we'll keep it the way it is and we'll walk like that. Now let's go ahead and scale this up. So in order to scale this up, you can go to Edit, resize, reshape and go resides, or the shortcut, which is Control K. In order to work effectively, you may need to get to know these shortcuts of Head. And I think for that I have also attached a common shortcuts PDF such that you can get to familiarize yourself with these commands, shortcuts. If I click that, you can see this dialog box approximate. And we want to be able to say, okay, the first clique that you want to make is supposed to start where you need this point to be. Then let's make the next clique. So hold down Shift such that you have, you can see it's in a single line. So we put where we want V's during two slopes, so we want it to stop here. The final click is going to scale this thing down to where we have our red pin, and here is where it is, and there you are. So now we have re-scaled this thing. Now we can say, drag this to here, to exactly that point by right-clicking and say move and drag the shortcut right there. So you may need to formulate that as with most of these shortcuts that will make your life much easier, Control D, click that and bring this and put it in here. So now we have something to work with here. And we can delete knew we wanted to go back to the ground flow and show that floor plan right here. So how do we do that? We wanted to do that by enabling tris reference, the standard toolbar. When we click that, we should be able to see it, but we can't see anything. And that's because this brings the palate, which is here on the drop-down. Click Trace reference. And it will be, this will be the data books we agreeing to work with. And in here we want to browse for their reference. So I wanted to tell R that we are looking for this WE floodplain reference that we created when we say, Okay, it's supposed to show, but it's not showing. And that's because now we need to go here. If we click on this arrow and look for figure, because by default figures at turned off. So now when we click OK, you can see that it is right there. And now we can adjust what it looks like. We can change the color to something like that, maybe that red is good. You can also reduce the opacity depending on what you want to be able to see. Through that. Let's say eat both V reference. Now we are able to trace over this k. Now we can get rid of this and now let's also reduce this workspace. So I'm going to Control D to bring this closer here. Control D Doing this cross. Again, such that we create a smaller tax base of sorts that we shall start to work from. If you wanted to also change the way they look different, go to the settings by Control T, or by clicking on this icon here. When they selected, we can get that data books or we can get the same dialogue box by double-clicking on that icon, which is the elevation I equals. So now when you double-click, you can still get the same thing. So under the moniker symbol, text and text, you can get the default, which is a triangle, and we can make it what we want. In this case, I like how this looks. It's a minimalist. And as well, you can adjust this thing by using lipids, but it which comes in and you select this image in order to stretch these to fit whatever shape or size or form that you prefer to see in your drawings. That's the first step that you can take in order to create your own sort of kind of walk environment. 4. 003 Drafting with the wall tool: First of all, we want to be able to draw these worlds. Typically we need to pick a word true here. So let me expand this so you can see it. And I think just that they're bits. I said we have the names right here. So let's pick the node tool and we are going to start to draw. So you can see that it's easy to actually pick and draw. But let me undo that because we need to first sit our wall. So we're going to go to the settings by clicking here or that shortcut today or Control T. So click that and we should have this dialog box. Well, at the beginning, you meaning no need to worry about all of these things that you presented because it can be overwhelming, especially if you're just starting and you don't care about all of the parameters. But as we get into the details, you will understand why these things are unnecessarily. Here we have three icons. One is for custom shapes. If you drink customer shape, you can be able to bring it out. For example, you can see the ones which are already there. And then we have these four composite structures to structures which have different cavities. And Dan using this option here. And then finally we have here where you just put in one single material. So for this case, I'm going to try and make it simple. We will use this for one single material and we'll pick something like the timber because our cabin is probably made out of timber. I could be wrong, but let's just consider timber and meiosis are going to be about 150 because that's what I did notice. You can put the thickness there just where I put that and then you can see that the wall is going to start from the ground flow and it's going to clip onto the story. One is the first flow and you can see it's three meters high, so this is where you adjust. The defaults are fine. We can leave it the way it is. And under here you can see those things are what the world is going to be represented. But let's just jump to the model because we want to concentrate on the 3D. So let's override these ones. It's easy. Just click on those three. And here you can link the surfaces as you put in one material, which is going to show on all the surfaces. Or you can just put different material on the outside and the inside looking at our model. And by the, let me pull it out. As I said, it's easy for us to follow and I encourage you to get something like pure riff. It's software you can download online, so find it. It's pretty free. It's free. You can download it for free and helps to display the contents. So let's select all our images here. We click and drag them in here, so that it's easy for us to look at them simultaneously as we are doing is it's just a side note. So don't worry if you're not able to see it. You can open an image at a time with just the default window static and look through. It's just that I do love to have them displayed here. So now we have this going on. And we want to look at what's happening. For example, here, inside here, we have a different material from what is on the outside. That's what we want to do here. So the only outside we're going to choose something like the flow board. I liked the look of these because it's horizontal settings. Let's use flow board or one, Flow bot O1. And then also use would get any kind of word I would use would find green horizontal for the insight. Can still, okay, and we begin to draw, when you click the first to you though is see where the wall. So here you have the option to change the reference. So when you click that, you can see it's being drawn on the opposite side. Now we can do that sets that we created on the other side. So let's put in the first dimension so you don't have to do anything as long as you have this icon turned on, which is the snap points. It's not guide points. Yes. When you have that ten, don't then you can see the dimensions there that you can put in. Just they've been D 38 verde, which you can see on the screen. And when you say Okay, See that is being placed on there. That's the interior dimension. Then we can begin from there and draw the 3510. So put in 3510, say, Okay, and now it's placed. If I measure, you can see that that goes to the outside, but it's supposed to go, it's supposed to be on the outside. So this dimension here, so we need to bring the wall in. And like we said, you can read Greek and say move and say drug, such that you drag this point which is on the outside to the inside. So now we have a more correct dimension because the dimension is supposed to come from the outside to their 3830. So simply that's how you draw those. And you can create another copy by move. Drag a copy, then you bring these. Then I'm holding down shift in order to keep it in straight line and snap it to the end, which is somewhere here. In order to clean out the walls. You can see that now there are two different words, so you can select them by clicking one, holding Shift greater than either one, shift, click another one, and you can put on intersect. So when you click intersect, they are intersected. So for now we see the reference has changed. So this will cause a bit of challenges. And the good thing with using our kcat is that whatever you're drawing here in flow plan is being shown in 3D. If we navigate to the 3D panel here, you can see that we already have it going out here. First of all, we have a few challenges. One is that the surface has been put on the other side and then this one has been put on this other side. So we can easily mirror this one and this one. All we have to do is to just pick this wall and move it to this other side, like we said, right-click move drug or Control D, As you can see there. So I'll grab that and put it at the end here and then mirror this. How do we mirror? Read Greek, Move, mirror, mirror, nautical, PPAD mirror. And in mirror from here, all I want is to have that surface on the inside. And that's what we will do for this one. Save time. Let's Control D to drag. Then would it there? And then Control M to mirror. And then we put it like that, simple as that. As you get along, you will need to master those shortcuts because they make your life a whole lot easier. So let's go in 3D. Now that's more like it, more like it. Now thing is that right now we need to have a different material for this one here. If we go back to our pure reference here, you can see that we have some things going on. We have the black material also on these porch here. So how do we achieve that? We may need to split this wall. So how do you split a wall in aggregate? We have it and acts here, which is called split in the standard toolbar. Remember, if you aren't seeing standard toolbar, you go to Window toolbars and then you can see the standard there. So this is the standard toolbar. Click the Split, come here and draw a line. Of course, make sure to click on the outside. We would do that again. So click here and draw a line on the outside. Now the second, the third quick is going to show you where to cut all from. I'll click there. And now we have split, split. And in order to know where we have split from, let's pick a line in the document. Can pick a line. Just draw that line to show sort of act as a guide. So when we click here, split, just click on the line and show where it's going to be cut. And now these two can be given the material that we want. So we have gone to settings by Control T. And we can also change these material to the floor board or one that's K, so that you can see that we have a change in material on the outside and on the inside. We can close this shape. Pretty easy. We can make a copy here. So control shift D to make a copy. And we'll bring it up to here. But of course it's placed the other way right, wrong. So Control M to mirror. Remember, you have to get familiar with those because you will need to use them as often as you can. Control D to drag things into place. Of course, be sure to put the thing in the right position. So to double-check, you can take this war, although it to the end. Then drug it backward by the age 70. So Control D and then drag backward by the 870. There we are. We have ourselves these walls. So what have we done? There? It is. 5. 004 Add Doors and Windows: Let's put some openings in this thing. Do not mind about the reference because it's just showing us what's happening. I think let's just even move it to the side. Let's bring the reference thing. You can pick the drug to this one is helping us to drag it on the side. You can take it even further. Let's just pick a door here. This should be about 2.5 to 550. How do you place in a door in this thing? So under design, we have doors that are present here in Africa. If you're a big window here, you just double-click and you will go into the store here you pick the door which you want. So looking at the reference which are put out here with this pure ref, I am seeing that my daughter is a double leaf, which is a sliding door perhaps because I do not think there's enough space for it to swing around here. Let's pick a sliding door. When you come here in our kcat, the different categories that dose you can choose from sliding though, is one of them. When we choose sliding door, we can see that we have transforms and we have also edges on those transforms. So we can go down here and choose something which looks much like what we have. And they think the sliding door 25 is much, much closer. The default height is fine for what we are going to use it. We can change the size of it to be around 250 because that's what it's about 550 for the width of the door. Now what it's go here in the settings I deemed or settings in the settings is where you choose what it should look like. And looking at my reference, the default is fine because it has no grid and looks just like that. And we can pick the kind of handle that we want to put on each. So you can choose any of these which you deem fit. I think it looked something like that. Of course, it's easy to also make your custom. You can make it. But for the purposes of this video, we are going to do that. And also by default, we have some casings on these doors or you can remove them because looking at the reference, I do not have any casings. It's just inset into the world. Be sure to remove those and also capacities of representation go in openings, opening lines, and under 3D prediction we can check that and uncheck the opening lines so we don't have opening lines in 3D. You see in a moment. Why? So let's place the door in here. How do you place a door? Just click on to the wall and specify where the door is open from. I think the default is fine. And there we are. Looking at our reference. We have some space left, so about 50 or even less. Yeah, I think it's about 25 millimeters thick Of GAAP lift at the outside. So this is pretty cool and I love it absolutely. And looking at our reference, the door almost starts at the beginning there, so we can have it in that spot right there. So let's look at what it looks like. When we go to 3D. And first of all, you can see that it's not touching the ground. Sometimes you won't need, sometimes you don't want to do so. You can change that in the height here. So seal height diagram routine 0 and let it touch the ground here. So now we have something going on here, cool. And you can also change what these frames look like. So if we go to the settings where we were, which is going there by Control T, We also have an option for modal attributes and the kind of model attributes you want to go to. This one's not this one. Model attributes. And be sure to check here on the uniform door surfaces. And then we can put in something like the black so you can choose any that you deem fit for what this case is going to look like for my kids. Metal ion we're going to do. When I say, okay, there you are. We have a door which most likely resembles what we do have as well. Looking at this, I can see that these two dose probably are moving together. So also in the door options, you have some options to change what type of door it is. So you can see that now we have two leaves, one sliding. So you can also say sliding leaves, that is it. When you say okay, you can see that now those to become sliding leaves. So definitely easy to go around and walk with what we have. So for the Windows, what's happening in the Windows tool? You pick a Windows tool which is here, and it's kind of the same process. You go in and look for a window which looks like what you have. The default one here is fine. For the kind of window that we want to do. It's about 700 by 700 and I believe we will try to check that. And how far is it from the ground? Of course, you check from here. And you imagine if a person was sitting was standing in here, perhaps, yeah, 1.7 will do for us. So the one meter here is going to be enough for now. And also has so many options that you can change and walk with. But for now, we're going to just try to keep it simple. You can go through and see the things that you might need to change. Let's also change its material here in moderate attributes, change it to metal ion. Then what type is it? So in the Windows settings here you can choose perhaps I think this window is good to work as a Taupin, so you can change to that. And also, like we did before, things like opening lines, you can remove them in 3D. I like to do that, but it's not a mass. You can leave them. For this case. We do not have casings, which is good for us, I think, let's say okay and just place that window. So looking at the reference, the window is somewhere like here. Yeah, something like that. And I believe it should also have a C a review on the wall core. You can put in the review maybe something like 15 millimeters to help, something like that. That is the, the windows. So when we go here in 3D, we should be able to see that window there. Perhaps it's not, the size is not convincing. You can always adjusted. So I feel like it should be about 900 by 900. Because it looks rectangular. Yeah, that looks more like it. You can always change the things they settings of the windows and doors from around here. Or you can go to the settings by opening up the dialogue box right there. So it's pretty easy to do. So finally here we're going to add in some slab. So how do we add in slabs? It's pretty easy. Just biggest lab from any of these places here. And draw it around. By default, we have some settings in the slabs, or we can go ahead and look at what they look like. Like we said before, this is for composite structures score, so you can choose any of these or create your own. But for the purposes of this video, we're just going to control it from here and just say that perhaps we need it to be a small one, like 150 for a single-step margin, because that's what it looks like. And we can leave everything else and just say, okay, I'm come and place it in here, just put it, place it along the entire thing. When we come here, there we are. It's pretty easy. In order to make it look similar. We can also put this color, or if we go to settings by Control T around the ring here we can put in the material that we did choose for border. There. Looks much like what we have in the reference. Let's go into the next pathway. We would just roof their thing. 6. 005 Roofing: Now it's time to put a roof on top of our building. And all we have to do is to pick a roof tool. For that, we are going to be one roof here. So be sure to check the reference to see whether you're doing the actual thing that's happening. Here. We have a roof that's kind of leaning forward to be entrance here. We want to be able to replicate that here with just the roof to double-click, to go to the settings or Control D to go to those settings. Here in diameter and positioning, we want to choose the same point because we have a composite and the simple one. So we are using a simple one so we can be able to put in a custom thickness. For now. Just keep the default there. And you also can choose what the IV is going to look like. So for now, let's make it flat in the model like we did before, you can change what materials should be on top. Something like as far to gray, should resemble closely to what we have as well. The inside can be those wood surfaces. For now let's walk with just that. And the method of construction is going to be a single plane. And we say, Okay, how do we put in a single plane? We have three methods of construction here. One is polygon or another I missed rectangle and the other one is an angled one. I like these angled one for this case, but let's just draw. The first thing you want to do is to draw the ln of the IV where it's going to sit. So once you draw that lane, you indicate where the roof is going to face. So for this case is going to face that side. And then we can draw over here like that. And of course, we haven't warning here. That's because the roof is going to be formed on the top stories. So let's continue. And the roof is not going to appear here, but it's going to appear around here. Now we can see that this angle must be very big. So we're gonna go to the settings. And one thing that we did not change, which we can right now, is to change that angle. And it shouldn't be around ten degrees from my observation. So it's more like that. And let's align it to see here. So we need to address reference and enable that. I'm going to choose the reference as the below current flow that we are able to see the things which are below and move our roof. We've offset edge and it's perfectly out there. In order to double-check what's happening in the 3D, we might need to use one of the elevations, either this one or this one. So I'm going to open this one in the node hub. And we'll sort of look at these and see what to do. Looking at the reference here, we have 3340 here, so let's put that in here. Let's use a line here and make A33, 43340 is actually referenced from 300 from underneath here. So I can make 300 and go down. And the 2095 is starting from the spleen here. Alright, so that means that our roof is actually going to stat. From here. We can try to find out what that angle is because that will help us treat our roof like that. So that's 14 degrees. That means that our roof is actually steeper than ten degrees. 14. There we are. Close to that. And if we look at what it looks like here in 3D. Yeah, more like this. Even our doors agreeing to be even our main door is going to be 2095. No problem. Instead of having the default to 2.1 dough, you can always come here and reduce that two to 095. Of course, we can do some element operations. One is that, that looks very thick. We might need a 20 down to look, to be half to be 150 because there was also an era of 50, which looks like they are. And then also the model needs to look like what do we chose for the walls? So let's go to Flow Plan. Flow Plan or one. When we say that. There you are, There it is. So crosscheck again from the elevations here, be sure that this is running from right where we need it to be running. Now let's drop off the things that we don't need. How do we make these walls stop at this height? Well, it's easy. Just select the wars. All of them that are crossing the roof. Choose this icon here, which is true my elements to share a roof. And when you do that, you click on the roof that he's going to trim them and then creek under that roof for the final operation to be met. And there we are. So of course we are having some material showing through and that's generated because the word material is a bit weaker. If we changed the default material of the roof for mode to something like steel, should be able to be stronger and subdue the things which are showing through. It's a bulk material strengths so you can choose any other material that you see. So to clean up this hindquarters where we might need to bring back the operation. Another way to do it is we can select both the roof and the wall, right-click and then we connect and trim elements to roof. And when we do that, it can trim the same opposition we did before, but now different method. So when you do that, it's clean, which is good for us. And that door is still very big. So let's go here in cell division and make this door smaller. See this dose supposed to be? Hi, this is strange. We have a problem. What we did do is to choose the wrong height here. This height is supposed to be for the inside, so the 2095 is supposed to be on the inside. So how do we fix that? Well, we need to go back here and be sure that that is on the inside. So we add on the 15050. That's that copy of the line we have done. And make sure that we make this come to this place here. So now we have the roof at 12 degrees. Let's stick the roof up here. And when it is up here, go to the settings of it and make sure that we change it to 12. And we say, okay, that should look more like what we need for this thing. Predict cool. We also need a duplicate slab underneath there. So the way to pick elements, we can do that by going back through the same process, but you can also pick an existing elements, for example, the slab. We can just pick it and go into the settings and just change a few things that this one is going to start where these ones stopped. So we have this 1150 from the ground. So we can have this one stat at negative 150, such that if we draw it under here, this one should start a little bit. We should leave a gap. Because look at the reference here. We have something going on under there. So we can use just this small slab for that. We want to be able to make it or so concrete all around just for representation. And when we do that, we should be able to get something going on under there. That's it. That's it. 7. 006 Add Interior furniture: Right, so now let's put in some objects so you don't have to put in an object easy. We need to go to the Design tab and peak object. When we double-click here, you can see that we have access to a huge library which is pretty decent, AutoCad. And let's pick a bid. We can just type in bed. And there we are. These are the bids that are present and available. For now. Let's just pick something like that. It's pretty simple and let's put in, we're going to enable pillows sets that we have some pillows going on here. Those other dimensions which you can work with. You can also look at how these things are represented and change the colors of them if you don't lake, for example, let's add some color to the pillows. Let's put like this red thing. And the mattress, which we did look like. We have a bunch of textile textures. You can choose any of those that we will surely walk for us for now. And I hope you can see here in the preview and positioning, we need eat on the ground. We need it at 0 such that it doesn't float in the air. It's one of the weirdest things to have in your model, things floating in the air. So let's put the bed around here. So contrary e, we will enable us to rotate, position this thing Control D to drag booted there. So that's how you put in objects. Pretty simple, pretty easy. Or another way is to import things within our T-account. For example, we have a, a nice lump. When we look at this model, we have an NPR. And so how do we put it in here? When we go to the lumps that we have here in naggy guide, unfortunately, we do not have it in here. So either you can go online and peak site. In this case, I recommend 3D Warehouse for SketchUp club. You can go through and see something that has a resemblance to the thing that you actually wanted to put in your models. If we click here on to download, we can say, beak, a way SketchUp, vital corridor five, I faint corridor fireworks are better for aggregate. So when we click co-leader, you can see that that begins to load. So let's open where it is. When we say extract here, we want to be able to see where the model is. Motor has opened here. And you can bring that union aggregate by just drag and drop. It's codify. It should be able to open. There you are. So we can see yeah, that's where it's going to be blessed and we can click and have it somewhere. They're less than a minute. It should be there. Alright, so we have something going on here. It is facing the wrong way. It needs to face the set aside. In my opinion, we need to check what it looks like 0, but sometimes most of these Collado files come with wrong placements. So you can see it's missing actually. So let's see it's, it was more doubled below here. So let's bring it. And it's just a matter of control D to drug and put it there. There you have it. So it's easy to Eva, use oxycodone default objects or import some of those. And you can see what is going on on the bid. Cool. Next, we want to be able to add some context to this beauty. 8. 007 Create topography in archicad: So how do we add context to the building? We want to be able to two. The first thing that I like us to learn is how to deal with the stories. By default, we have ground floor and then the first flow which we did see as we created the roof and least redundant floor here. So how do we manage our floors? We can right-click and say stories settings. Here in steady-state settings is where you add floors and delete flows. For example, this is our ground floor. We can see that this should be off first floor. We're going to delete this one because it's redundant. We don't need it. I'm going to say delete story and it will be deleted or as well. We can say insert below or insert above new stories. Let's inside the below the ground floor. And we call these our daring, which we agreed to moderate in a minute. And you can see this gets to be below the ground floor and it has its own height. Maybe hours could be even 500s or something just so it's easy to change the story heights for your stories. So that's, That's okay. When we say okay, it will get a warning because we deleted a story and it's undoable. So we'll go ahead and say it anyway. There we are. So now let's go to the ground here and put in a terrain for the Terry. And we're going to imagine a standard plot size. I'm not sure what it is in your country, but here in mine we use 50 by a 100 plot. For that we pick a mesh. So we began mesh that is going to work for us and we draw it in here. So the mesh is going to be, if we look at those dimensions, we're going to have 15 meters along that side so we can put in 15. And then we also have that which is going to be 30 meters. That's the equivalent of 505050 feet by a 100 feet. I imagine this plot to be around here in elevation where we were previously. We can take this up to have it in here in order to align with the best we might need to take it down by the 300 which we created there. Now, carbon perfectly fits on this plot. And you have the, you have the ability to change how thick it is. For now, let's give it a small thickness like 200. It'd be enough for us. I think. Yeah. That looks good. Let's see what it looks like. There we are. We have something going on here. One of the thing that we need to do for this specific video is to put in some contours because not all sites are flat. So sometimes you may need a severe to bring in the information about the terrain. So for now we're just going to assume some sort of terrain going on. Let's pick a spleen. Explained is going to help us do some contours and we're going to do very simple kind of contours. Let's also bring the reference of the things which are above. So when we do that, we should be able to see and let me remove if we go to Settings, I can remove the cover for you. Yes. When we remove a cover for you to enable us to see the things which are above. And here we just need to have very few controls. This one, another one there, but perhaps we increase, yeah, and then finally we have there. Then below here, I imagine something like that. Same height. And another one there. Great. Uneasy. So I'm imagining meter, two meters and then we have that going on and then going forth. So how do we add these onto the mesh? We have to click on one of the edges. We have to select the mesh. And specifically in order to have those, those added. Right now nothing is happening. So let's read Greek answer, select and activate tool that we're going to enable us to select the mesh and space click to add those things and receive feet to use the ridges. Pretty easy. That is done. Click on the Select dimensions basically, say, okay, specifically, have those added. It's basically those ones. And finally, this one here. Now we want to be able to create the deadline. So we want this to stay where it is going to rise, are going to stay where they are because that's where the height of the building is, where the building is sitting. Towards this other side, we can click on any of these and we elevate them. When you click any node, we sit in elevator node, can elevate it by a meter, for example. And you say, okay, that has been elevated, but now we have a challenge that VAD has elevated this this point here and everything else has not been elevated. So we will undo that and click again. And then when we put in the one meter, make sure to apply to all such that all the mesh along that, all the nodes along with these mesh has been added. So the next one is going to be two meters. Perhaps this is three meters. Why not? But this one, make sure that we do not include it on the make sure that we do not apply at all because it will take everything along the boundaries of the mesh high. That means that if we have two meters here, we need to also elevate the points which are at the extreme end by doing it does. So. You do that for that node and this one. That's what you do for this very NADH as well. One meter. This one. These ones should be at 0, which is good for us. And then we have this should be negative emitter. We want it to go down. This side is going to be done and be sure to apply to all we say, okay, and now those nodes have been added. We can add these ones as well. I got to your Meta. This one as well, negative those points which are at the extreme end. And then finally here we can take these two Negative two perhaps. But remember that we made it thin so it might disappear around the thickness, the thickness. So we need to make the thickness thicker than the D2 meters. So let's put in something like 2.1. You can see that now has been recovered. That's how you create contours. Perhaps we used very let's stick their fingers see the roofing in 3D. It's good if this is what we have created, maybe it's a little harsh around here, but that's the idea. Being able to create like a hill or something that you have on site. 9. 008 Add Roof Details: Before we get any further, I'd like us to just add another layer of realism to this thing that we have just met. If we take a look to this reference here, we can see we have a little bit of detail going on in that roof. So how do we achieve that in aggregate? Well, you may need to have the goodies Adam installed in your computer. So go ahead and loop for the version of aggregate that you're using. In my case, it's going to be 25 international version. So go ahead onto the graphene soft page and download that right here. Once you have it downloaded, be sure to install it and come back here in AKI CAD. And what we'll do first is to go to File. Library is an object and library manager. Here is where we're going to add in these things. So we will click Add Lord, in the accessories folder. Because the accessories are what is going to enable us to have that details. So choose that folder and then we can hit Reload and apply. And of course it's going to take some time to generate those items within the library. And now we're set. Now when we select this roof, we can go to design, design extras and then accessories in there we have the roof accessories. For the RIF accessories, we want to be able to use something like the corrugated sheet because that's what we do have. And here you can change the sizes of the metal that you are using. In my case, I'm going to use to stone this down. I like just as small space. Number three to be a little smaller. So I'll use five millimeters and the wrist, I'm pretty happy with it. If we wanted to see more detail, we can make it detailed, but it's a corrugated sheet. Not so much detail will be reviewed. So there'll be eat that. That's actually what you need to do and there you have it. We have more detail on top of this roof. Cool. Now let's create those elevations. 10. 009 create Elevations: All right, so let's just make a simple presentation about the things which we have just motored. So if we open one of these, Let's open the south elevation, open recurrent settings switches here. And we have these kind of drawing presented to us. And we want to be able to make it a little bit better. So we need to go to their settings and things. And the things that I like to change include the within the motor display. Let's find the modern display appearance here. So let's change to black or a producer, I will click on Uniform cut pens and I like to change everything to black to have that clear cut. The other thing is the uncut surface. So starting at 25, we have something called the texture view. So I like to use the texture film because it gives a little bit of interest onto the surfaces with the texturing of a 2D surface. So be sure to check that and we can as well override the uncut pen and the default is just fine. I'll keep it like that. If you don't want to see these things through the glass, you might need to check or uncheck transparencies as it's not seen. And as well, we can add in a little bit of distance to sort of send those things to the back. Let's add here distance and keep the defaults are where they are. We say, Okay and watch that happens. Alright, so this is what we have in, It's pretty cool. Now we have things going on here. Of course, the the distant thing stopped us here, so we need to to come back here and extended. So in the floor plan, we can move these beautiful behind the drawing. So when we go back to the settings here, we can change a few things like the way I noticed that even the distant ones, you can also add a texture feel to them. So I'll just use a sophist. Garfield, No, no, no, it's supposed to be surface texture few, non shaded. And let's say okay for now and look at what it looks like here in the elevation rather. So we have something going on here. I like it, not terrible. And as well, you can go ahead and tweak it to your liking. Just remove the areas which were popping. In another. We actually have a way in oxycodone to copy attributes. So if you wanted to the same parameters we have changed in this illusion to show up in the rest of elevations. You can pick attributes and inject attributes. So we have something here like the beaker parameters, so we can pick the parameters of this inhibition. And with that we just use the inject parameters now to inject them in here. Now, there we are. And now we can adjust this to where we want it to stop. And we can continue to inject, inject them in here, and just grab this elevation or limit to where we want it to stop. As well. You can, you can use the shortcuts which are control. Click, and there you are. You're ever injected the parameters. Now it looks a bit messy in the flow of blood, but it's not going to show so no problem about that. So if we open any other, let's open this one. No tab. Now, this is what we have and that's pretty cool. So let's export these things. Do a layout. 11. 010 Place On layout: In, Let's export these things. Do a drawing here in. So now you are pretty familiar with these predicts map, which has these options for us. Now, it's time to use the layout book. We have a view map which saves view. So we can actually save these views with these settings which we have just created. That's the use of the view map. And for exemplified, say Save view. It will be saved within the view map. And I can say that let's take this instead of coding if the north elevation, well, why not call it the rare elevation? Okay, So that will be created at the bottom of the volume up. So when we come here in the layout book, it's time to bring the things which are put on the view map onto the layout book. So delay or book is what contains the default layout. So now we have the master's here and then the layouts here. So let's collapse everything like I have just done, just collapse everything and let's create our own. So let's create a new layout. This layout, I'm going to make it an Ethereum, perhaps its output on an A3. And let's make these presentation one, say Create. And that will be created. Of course it has been created in here. We can remove it from that folder and just have it on the outside. So all we want is to being able to bring things in. You can see that we are seeing something here and this something is what is in that master layout. So if we go to a3, must have layout. This is what is there. So when we delete this, it will be shown in here. So it will be updated and it will be removed right here. Now we can put in the things which we have put, for example, this red elevation for bringing it and drop it in here is nice and simple. It will be dragged and dropped in. How we can re-size the way you can get a slab and release gave it. So it's easy, pretty easy to come in here and size for these our drawing here. So if we come back here to the south elevation, There's another way to bypass the save view. We can just we can just save and bless on the layout, which will just bypass the process of the Vmax. If you do not want to go through the Vmax, you can actually save directly onto the layout. So either way, it's the same thing. And I tried to cut out the stuff that I don't need. Well, you can adjust the scale of this thing. So if I select this stuff and I go to the settings back onto our t, which you should be familiar with by now. We can go ahead and adjust the scale of each one of these. So under size and appearance, you can change, for example here to 150. So this will make this thing bigger because the tours currently one to a hundreds and it's pretty easy. So now we have ourselves bigger drawings and bigger representation and these things are completely updateable. So you, for example, you changed anything on the floor plan, it will be automatically updated on this layout. So let's, for example, change what's being happening here on this rear elevation. If we come to the rare, which is this other side, and move these, for example, closer because I feel like we are showing too much terrain. And now when we come to these layer book, you can see that it should update here and remove this thing here. Good. That's it. Now it's completely updateable and it's pretty easy group to work with. Of course, this would not be complete without a floor plan. So we need to bring the floor plan itself as well. We can put in dimension. So how do we put in dimensions? It's pretty easy. We can come here and document and we just beak dimensions here. You can go to the settings or width before you put it into to see what it looked like. So this is what it would look like. This dimension lines are usually criss-cross and loop, funny, I like to keep them off. You can adjust to any kind of style that you like in terms of this study, like to see the text at, say it, There's so many changes that you can work on for an hour. We will just use those and say, okay, and then we can put in dimensions by clicking on the elements. So if we click on this wall, you can see those veins I've been created to click on this one. Since I've been created as click on a point C, it's been added and then we double-click to place the dimension. And you can see that the hammer, he's just waiting for us to add it in here. So right now we have it in meters, the dimensions are in meters here. We can also reduce how big they are. I think we could make it to 1.5 instead. And then we can change those dimensions by going two options, preferences and dimensions here. So in the dimensions here we can put in the millimetres by jagged doing from play meter through millimeter. Okay. And that should update the Desmos and do not make any sense now. So we can actually go back here in dimensions and extra D. Take this back to 0, so you have no dimensions in there. And we can export this file and we can do one more dimension which is across. So we click to pick these attributes. We click, click and double-click and place here this dimension, Internet to export this to layout, we can right-click and we say Save and say View unpleasant one layout. We can place it anywhere across here. And that's really how you do this. And of course, like we said before, go to the Settings and we are going to need it to likely be, I wanted to 50 drawing. The rest of the positionings times are to your test. That is it, That is it. Now we can save, consider File, Save As, and look for somewhere to put it on the desktop. Make sure to change the PDF and you can go in the document options and be sure to change to a black and white or color since it's presentation color will walk for us. And we're gonna save the entire layout. We say, okay, and we are good. There, is it? Thanks so much for being here with me.