Blender for Architecture: Create Floor Plans Quickly and Easily | Widhi Muttaqien | Skillshare

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Blender for Architecture: Create Floor Plans Quickly and Easily

teacher avatar Widhi Muttaqien, CG expert & entrepreneur

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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.

      00-01 Introduction

      4:09

    • 2.

      00-02 Exercise files and conventions

      6:13

    • 3.

      00-03 Macro overview

      5:11

    • 4.

      01-01 Preparations

      7:58

    • 5.

      01-02 Point to point modeling basics

      8:55

    • 6.

      01-03 Point to point modeling intermediate

      9:20

    • 7.

      01-04 Point to point modeling advanced

      7:55

    • 8.

      02-01 Creating walls method 1

      7:49

    • 9.

      02-02 Creating walls method 2

      7:31

    • 10.

      02-03 Windows and Doors

      9:16

    • 11.

      02-04 Adding depth and color

      10:03

    • 12.

      02-05 Workbench render settings

      3:33

    • 13.

      02-06 UV Mapping and texture

      9:23

    • 14.

      03-01 Wardrobe

      5:42

    • 15.

      03-02 Bed nightstands and lamps

      11:22

    • 16.

      03-03 Line Art effect

      9:04

    • 17.

      03-04 Adding surfaces to furniture blocks

      8:54

    • 18.

      03-05 Tables and counters

      7:05

    • 19.

      03-06 Creating a toilet using a reference

      8:03

    • 20.

      03-07 Creating a bathroom sink using a reference

      8:05

    • 21.

      03-08 Importing CAD drawings part 1

      9:56

    • 22.

      03-09 Importing CAD drawings part 2

      9:25

    • 23.

      03-10 Importing CAD drawings part 3

      11:49

    • 24.

      03-11 Glasses and mirror

      6:16

    • 25.

      03-12 Transferring data across files

      4:10

    • 26.

      03-13 Using the Asset Browser part 1

      7:37

    • 27.

      03-14 Using the Asset Browser part 2

      8:04

    • 28.

      04-01 Camera settings and adding labels

      7:43

    • 29.

      04-02 Adding dimensions

      11:10

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About This Class

Blender is a well-known free and open-source 3D software used by many professionals to create stunning 3D animations. You may also have seen a lot of 3D architectural visualizations created using Blender. But, not many people realized that Blender is also capable of producing beautiful floor plans quickly and easily. If you are tired of creating the same boring-looking floor plans. Or perhaps, you want to stop wasting too much money on expensive software, web-app, or AI credits just to deliver nice-looking floor plans to your clients. Well, look no further. In this course, I will guide you through the complete process, from start to finish, to design and create floor plans using Blender.

About the instructor

My name is Widhi Muttaqien, founder of Expose Studio. For more than 20 years, I have been involved with hundreds of projects, including architecture, interior design, master plans, and so on. I have worked with many clients all over the world. Besides doing projects, I have also been teaching 3D and computer graphics academically since 2000. In short, I have both professional expertise and teaching experience.

Why use Blender for creating floor plans?

So, why do you want to use Blender to create floor plans? There are at least 6 reasons. First, Blender is free or more cost-efficient. With Blender, you can replace a lot of expensive tools, such as CAD software, image editing software, 3D modeling software, rendering plugins, and so on. I know that some web apps can help you create floor plans, and they offer free tiers or versions. But most likely, you will end up paying a lot of money, as the free tiers are so limited in features and or furniture library. You may rely on different AI tools to generate floor plans. But those also can cost you a lot of money, as you need to purchase credits to be able to use them.

Second, Blender is precise. Unlike many 2D vector graphic software that are not geared towards architectural drawings, Blender can handle measurement units precisely. The floor plans you created in Blender will not only be useful for conceptual drawings or for client presentations. These floor plans can be used later in the 3D design process as the basis to model the digital tween of the building or the project in general.

Third, rendering a floor plan like this in Blender is insanely fast. You can render a 4K resolution in just a fraction of a second. The fourth reason is that the workflow or the process of creating a floor plan is also very fast. Why? Well, this is because Blender has a feature called the “Asset Browser”. Essentially, it allows you to create a library of assets such as furniture blocks and materials. Once you have them set up, you can quickly drag and drop the assets into your scene. So, most of the time, when creating floor plans, what you need to create are only the walls and the floors.

The fifth reason is that you don’t even need to create all of your furniture blocks from scratch. You can download them from the web in DWG, DXF, or SVG formats. And the sixth reason, you can easily generate this nice-looking line effect that has a hand-drawing feel to it. Don’t worry, you do not need to draw these lines manually. These lines are actually grease pencil strokes with a "line-art" modifier. You can easily specify their thickness, colors, line styles, and so on, to match your own style.

So join now and make Blender your unfair advantage in the architecture or interior design fields! Have fun learning.

Meet Your Teacher

Teacher Profile Image

Widhi Muttaqien

CG expert & entrepreneur

Teacher

Widhi is an entrepreneur in creative industry. He has master degree in information technology and business management from Bina Nusantara University. Beside doing business he is also a lecturer in computer graphic related disciplines in President University Indonesia and Lasalle College International.

In his more than 20 years of experience in the CG industry he finished hundreds of projects with clients from all over the globe. He has been producing thousands of CG images and animations. His deep passion with computer graphic leads him to dive into 3D visualization, animation, game development, video and motion graphic.

See full profile

Level: Intermediate

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Transcripts

1. 00-01 Introduction: Blender is a well known free and open source to the software used by many professionals to create stunning to the animations. You may also have seen a lot of pretty architectural visualizations created using Blender, but not many people realize that Blender is also capable of producing beautiful floorplans such as these quickly and easily. If you are tired of creating the same boring looking floor plans, or perhaps you to stop wasting too much money on expensive software, web app, or AI credits, just to deliver nice looking floor plans to your clients. Well, look no further. In this course, I will guide you through the complete process from start to finish to design and create floor plans using Blender. Assalam Molecu, my name is Widhi Taken, founder of Expose Studio. For more than 20 years, I have been involved with hundreds of projects, including architecture, interior design, master plans, and so on. I have worked with many clients all over the world. Besides doing projects, I have also been teaching TD and computer graphics academically since 2000. In short, I have both professional expertise and teaching experience. So why do you want to use Blender to create floor plans? There are at least six reasons. First, Blender is free or more cost efficient. With Blender, you can replace a lot of expensive tools such as CAD software, image editing software, three modeling software, rendering plugins, and so on. I know that some web apps can help you create floor plans, and they offer free tiers or versions. But most likely you will end up paying a lot of money as the free tiers are so limited in features or furniture library. You may rely on different AI tools to generate floor plans, but those also can cost you a lot of money, as you need to purchase credits to be able to use them. Second, Blender is precise. Unlike many to vector graphics software that are not geared towards architectural drawings. Blender can handle measurement units precisely. The floor plans you created in Lender will not only be useful for conceptual drawings or for pi in presentations. These floor plans can be used later in a treaty design process as the basis to model the digital tween of the building or the project in general. Third, rendering a floor plan like this in vendor is insanely fast. You can render a four K resolution in just a fraction of a second. The fourth reason is that the workflow or the process of creating a floor plan is also very fast. Why? Well, this is because vendor has a feature called the Asset Browser. Essentially, it allows you to create a library of assets such as poitre blocks and materials. Once you have them set up, you can quickly drag and drop the assets into your scene. So most of the time, when creating floor plans, what you need to create are only the walls and floors. The fifth reason is that you don't even need to create all your feature blocks from scratch. You can download them from the web in the WG DXF, or SVG formats. And the sixth reason, you can easily generate this nice looking line effect that has a handraing feel to it. Don't worry. You do not need to draw these lines manually. These lines are actually dispensil strokes with a line art modifier. You can easily specify their thickness, colors, linestyles and so on to match your own style. So do it now and make Blender your unfair advantage in the architecture or interior design fields. Have fun learning salamuacum. 2. 00-02 Exercise files and conventions: Welcome to the course. Before moving on, there are several important things I need to mention about the course. Although you can take this course directly, if you are new to Blender, I strongly recommend you take an introductory course first. This is because there are many fundamental things that I won't be discussing in this course, as I assume you already understand them. This includes navigation, UI modification, object creation, transformation, and basic TD mesh modeling. If you're interested, you can take my Blender for essentials course series here on Skillshare. There are three courses in this series. In the first course, you learn the fundamentals of Blender before moving on to remodeling in depth. In the second course, you learn about material creation, texturing and UV Mapping. Finally, in the third course, you learn about lighting, cameras, rendering and post processing using cycles rendering engine. Next, it's about the exercise files. You can download all the exercise files for the course in the resources section of this lesson in case there is a problem, as a backup, you can also download the files from the following link. Please pay attention to the capitalization of the letters as this link is case sensitive. You can download the files one by one, but it will be easier if you just click this download button to download them all in one zip file. The text you see here depends on where you are or your language preference. It says, download Samoa because I am in Indonesia. You'll see the text, download all if you are in US or UK or other English speaking countries. As you can see, the files are named based on lesson with additional chapter code in front. Next, it's about the structure of the course. I have carefully crafted the curriculum so that everything is spaced sequentially. Each lesson you take on one level will become the foundation of lessons in the next levels. Therefore, it is important that you take the course in order step by step, not jumping around. If you take the course by jumping around, most likely, you will get confused at some point. The second thing I need to mention is that you need to practice. For each video, please try out the lesson yourself at least once. The course is not just about theories. Most of the lessons are practical skills. So again, you need to practice if you really want this online course to benefit you. In this course, I'll be using a PC computer with a Windows ten operating system. So every shortcut I mentioned in the video will be for PC and Windows OS. If you are using a Linux OS, most likely, you won't find any difference in terms of keyboard shortcuts. However, if you are a Mac user, you will find some differences. I believe most Mac users already understand that the command key in Mac is often used to replace the Control key in PC. In the option key in Mac is often used to replace the key in PC. But the thing is about vendor. I found that most of the control shortcuts in PC in Mac mostly become this control key and not this command key, although there are some shortcuts still use Dcmankey. Essentially, if you are using a Mac computer, you may need to check the menu or the preferences window or the official vendor's online documentation for the keyboard shortcuts. In this course, I'll be using Blender Version 4.4 and version 4.5. So all the Y features and shortcuts are related to these two versions. If you are watching this video and have Blender Version five or six or higher, you might find some differences here and there. In such a case, I recommend you check my course list as I might have already released a new version of this course that is better suited for the version of the Blender you are using. There are at least two things that you need to have if you want to work in bender comfortably. First, you need a standard mouse with a scroll wheel. Usually, if a mouse has a scroll wheel, you can press on the scroll wheel to activate the middle mouse button. We will use the scroll wheel and also the middle mouse button a lot for viewpoint navigation. You want to avoid using minimalistic most products that do not have any scroll wheel or middle buttons. The second thing that you need is a full size keyboard. What I mean by full size is that the keyboard should have a numpad area. This is important because a lot of Werner's navigation shortcuts are placed in the numpad area. Yes, there is an option in Blender preference window to simulate the numbered keys, but that will be at the cost of overriding other important shortcuts related to TD modeling. So again, you really want to invest in a decent full size keyboard if you want to use Blender for long term. Throughout the course, I may display images and videos. Some of these contents are not made by me. Please note that I am using them merely as references or for inspiration. I never claim that these images or videos are made by me. If I can find the owner's name, I will credit him or her by putting their names on top of the content. Otherwise, I will display image or video with the URL link of where I found them. As for stock images or videos, if I don't specifically state that they are made by me, most likely the copyrights belong to the respective owners, okay? 3. 00-03 Macro overview: In this video, I will give you an overview of what we will create and explain the benefits of the workflow that we will be using. You may already know from the course cover the floor plan that we are going to create is very simple. It is basically a typical hotel room. When I say typical, I mean it is typical typical like it is everywhere. You can see this layout in many apartments and even hospitals. But don't let its simplicity discourage you because the workflow and the techniques you learn in this course can easily be applied to larger, more complex floor plan. I have used these same techniques for all my architecture and interior design projects, and the results have been excellent. What makes the workflow great is that you will have a scene that renders lightning fast. Just to prove this, if I press F 12 to render it, I'll get the result instantaneously. 0.5 seconds to be exact with an image resolution larger than three k. Essentially, you can just ignore the rendering time completely. If you wonder why this is possible, it is because we are not using cycles or EV to render the image. Instead, we are using a lesser rendering engine called the Workbench. Don't worry. This is not some third party renders that you need to purchase. It has always been part of vendor. When you use the TD viewport inside mode, you are actually using the Workbench rendering engine. One of the workbench features the di is its global shadow. With this, you don't need any sunlight object to create a shadow effect like this. You can simply drag this sphere around to control direction. You can also control intensity quite easily. As you can see, this workflow supports both colors and textures. You can use image files as textures, and with a bit of creativity, you can create black and white textures to mimic hatch patterns that you often see in a drawings. You may also notice that in run result, we have lines that look like they were drawn by hand. Don't worry. You do not need to draw them manually. These lines are grease pencil line art effect. They are generated automatically based on your scene and preferences. You can have as many variations as you like, each with its own thickness and color. If you don't like them, simply hide or remove them. The next benefit of using this workflow is that you can produce four pens with correct scales, meaning that if you set the scale to 50 on an A four paper, for example, then rendering result will do exactly that. It will have the size 150 of the original size when printed on A four paper. On wondering result, besides the global shadow, you can also see subtle shadows on corners and between furniture blocks. These shadows somehow indicate depths. For example, the wardrobe looks like it is higher than the minibar. The minibar looks higher than the TV cabinet. The desk looks higher than the nightstand and so on. Why is that? Well, that is because they do have different heights as they all exist in a tv space. You only need to set the height of the objects, and the shadows will be calculated automatically. You might be thinking, Wow, that looks complicated. I don't want to deal with three D when creating floor pans. Well, I have three answers for that. First, most of the time, when creating floor pans in Lander, that is, if you follow the workflow, you only need to work from the top view. Even when you need to adjust the height of the furniture blocks, you only need to type in the Z coordinate value here. And most of the furniture blocks, in this case, only have three height values, 50, 30, and 10 centimeters. So they are very easy to remember. Second, you do not need to recreate everything from scratch for each project. Mostly, you only need to create the wall and the floor, which is very easy to do. Drafts such as the materials in the furniture blocks are done simply by dragging and dropping them from the Asset Browser. We will discuss how to manage assets using the Asset Browser in depth in its course. Third, you don't need to draw the furnished blocks yourself. You can just download them for free, or you can produce them from any marketplace. We will discuss in detail how to convert and import CAD files such as DWG N UXF and also how to import common vector graphic files in a CG format. Okay, guys, so let's go into the lesson. 4. 01-01 Preparations: Before we start lessons, there are sew important things that we need to prepare. First, we need to install some madns. Second, we need those signs of raw custom shortcuts. Third, we will set the M German unit, and finally, we will cover the snapping options. There are four addons that we will be using to create four plans using vendor. Don't worry. These are free addons and are available in the official extension repository. I hope you already understand how to install addons in vendor. But in case you don't know yet, here is a quick guide on how to do that. Let's say you want to install the dimensions lines add on. Go to the edit menu and then open the preferences window, then open the Get extension tab in a search box by dimensions or just DN for short. Then will filter Di only show addons that have the word them in their names. This is the addon that we want. I have already installed it, which is why it does not have the installed button active. If you haven't installed it, you'll see the installed button up here. Just click on the button to install the add on. Okay? So that is basically how you can install official addons in vendor. Use the same tennis for the rest of the addons in this list. Quick explanation of why we need these addons. The extra mesh objects addon will enable us to create a single vertex object. This is essential to our workflow which relies heavily on 0.2 point modeling techniques. The second add on is the magic UV addon. This addon has a lot of features related to UV Mapping. One specific feature we will be using is the UVW box projection mapping, which allows us to use real german units to specify factual sizes. The third is the dimensions lines add on. This is essential for setting up the camera and image resolution to fit reword paper sizes and also for adding dimensions to our floor plans. And finally, the one, two, three slack add on. This add on will activate custom shortcuts so that when we press numbers one, two, and three on a keyboard, instead of isolating the collections, it will directly activate the vertex mode, H mode, and phase mode respectively. Now that we have the add ons installed, we need to create five custom shortcuts. The first one is the V shortcut to create a single vertex at a cursor location. To set this up, you can craft Shift A, then mesh. Notice that we have this option now called single vertex. Please note that this is only available if you have already installed the extra mesh objects add on. Inside this sub menu, you can find the at single vertex command. Now, this is very important and you need to be very cautious about it. You need to right click on a command just change Shopcat and then press the V letter key on your keyboard. Remember that after you press the change Showcat button, you do not want to press anything other than letter V key. If, for example, you white click instead, then every time you perform White click, then will create a new vertex instead. If that ever happens, you may need to go to the preferences window and fix the key map manually. All right. The next two shortcuts are five to show or height the wire frames, and F six to show or height the normal direction of lay. For these two shortcuts, you can open a viewport Olay panel. In the geometry section, you will see to check boxes. This one is used to show and height the wire frames. While this one is used to show and height the normal direction Olay, it is useful to quickly detect any flip faces. Essentially, you want to avoid red colored faces appearing in your rendering or facing the camera. Set the Wireframe shortcut, simply right click on this checkbox. Choose change shortcut, then press F five part away. Next, you need to right click on second checkbox. Choose change shortcut, then press F six. Now you can press F five to toggle the wireframe and press F six to toggle the normal direction of lay. Okay? The next custom shortcat is Shift Control L for selecting linked flat phases. You'll find the command, you need to be in edit mode. Then open the select menu. Then select Linked. What click on commanded says linked flat faces. Jose change Showcat and then hold the Shift and Control key, then press L. This showcat will be useful when we later need to select multiple phases that are at the same flat plane. For example, to select these top faces, we can simply select one of them, then press Shift Control L. Notice how all of these top pieces get selected. Last custom shortcut that we want to create is Shift E for extrude manifold. For this, make sure you are in edit mode, select a phase, and then press out E. This will open up the extrude commands menu. What we want to target is this extrude manifold command. So right click on it, change shortcut and then hold the Shift key and press the letter E key. All right? So what is toot manifold, simply put this extrude command is useful when you need to extrude pass in border areas. For example, if you select this space and perform the standard extrude using the E shortcut, it creates these additional edges or pass around the explsion border. Let me undo this. Now, if you press Shift E instead, which is our custom shortcut or the extot manifold and bring this space down. Notice that we now get a pre result, okay? For all of lessons inside the course, I will be using the metric system but set length value to centimeters. To set this up, you need to open the syn tab in a properties editor. Make sure the unit system is set to metric and set length parameter to centimeters. Okay. As for snapping, I may switch the snapping options to different modes along the way. But usually I always stop with the closest as the snap base and vertex as the snap target. Lastly, you may find it I almost never turned on or use the Snap icon up here. My preferred method of using the Snap feature is by holding the Control key. This way, the Snap feature is only activated whenever I need it. It does not always turn on, and I don't need to go back and forth to the top area to press the Snap icon. Give you an example of how this works. Say, we want to move the T cursor on this corner vertex. We can hold Shift, then click and react the mouse. In this condition, also hold the control key to turn on the snapping feature and then snap it to our target vertex. Again, this is just my personal preference. If you find it difficult or inconvenient to press the control key, then you may use the Snap icon instead. Use example of depositioning the cursor. You can turn on the Snap icon, then hold Shift, and wreck the right mouse button to snap the Tcursor to another vertex location. 5. 01-02 Point to point modeling basics: In this last and video, we will discuss the basics of 0.2 point modeling. The term 0.2 point is not an official name. It is just a name that I made up for a modeling technique or approach that relies heavily on vertex placement and manipulations. In my experience, this modeling approach has proven to be very effective in architectural modeling, including when we need to create four plans in Blender. For now, we will focus on working in a top view mode. So click on this Zetter icon or simply press seven on a Numpad to activate the top view mode. Before we do anything, let's first configure the snapping options. For point to point modeling, most often, you only need two modes for snapping. First, you can set the snap base to closes and then set the snap target to grade or vertex or age. You can also turn all of them on at once if you want to by holding the Shift key and clicking on the options. So this is the first snap mode you want to use. Later, when you want to place furniture, you may also want to use the active option for the snap base, and then edge center for the Snap target. For now, let's use the first mode, which is using closes for the base. And let's activate these three options, grade vertex, and edge for the Snap target, you can have the Snap icon turn on like this all the time. Personally, I prefer to use the Control key method. Basically, I leave this snap icon turned off, and whenever I need to use snapping, I simply hold down the Control key. All right. Let's say we want to create a vertex at this point in grade. First, we can hold down the Shift key and then with the right mouse button, then hold Control to activate the snapping feature. Make sure the three D cursor is at the correct location and then release the most button. After that, press V on a keyboard to create a single vertex at the three dcursor location. By default, the command will activate the edit mode right away, but it is not always in a vertex mode. So just make sure you are in vertex mode by clicking on the Vertex icon upar or by pressing the number one key on a keyboard. Currently, the vertex is selected, but it is not the active element. Notice that it is orange. You can move the vertex around while in this condition because it is selected. However, I prefer to make the vertex reactive element so that the color is white. To make it the active element, you can simply click on it. Again, it is not a mass that you have the vertex the active element. It's just that having it in white can make it easier to spot, especially leader when you move the vertex along a certain axis as it gets blocked by the axis line. All right? The first technique we are going to discuss is moving the vertex. You can move a vertex using the move Gizmo. You can move it along the X axis along the y axis or free using the zip in constraint or using the white circle. Besides the Gizmo, you can also use the G shortcut to move the vertex by default. This will move the vertex freely on the X and Y axis. If you want to constrain the movement to only on the x axis after pressing G, you can press X, and with the same concept, you can move it along the y axis by pressing Y. Okay. Now, most of the time when creating floor plans or architectural modeling in general, you want to move objects using precise measurements. If the target length is whole number, you can easily make use of the grid snapping. But if the number is not a whole number, you can use less action panel that shows up at the bottom left corner of the CD viewport editor. Essentially, every time we perform a command, the settings for that command will appear on this panel, giving us easy access to revise the values. For example, you want to move this vertex 35 centimeters to the right. You can move it like this first in an open glass action panel and then revise the value to 35. If you want a faster workflow, you can use the move shortcut and then input the value on the fly. Say, we want to move this vertex in Y axis by 72 centimeters. We can press G then Y and then type 72 then enter. Now, if you want to move the vertex on Y axis, but this way or in reverse, you need to input a negative value. Good thing about bender is that we can press the minus K before or after we input the number, so it does not have to be before the number. For example, let's say we want to move this vertex 55 centimeters this way. We can press G, X, and then type 55. Basically, we forgot to press the minus key before the number. Don't worry. We can press the minus key now. Right now, the vertex goes in the opposite direction. If you press the minus key again, the direction will flip again. So in this case, the minus key acts as a togal for the direction. If you're happy with result, you can press Enter, and if you still want to revise less input, you can still do so using less action panel, all right? The next important technique in 0.2 point modeling is the vertex troot command. To use this command, first, you need to have at least one vertex selected, and then you can use the keyboard shortcut, which is E. So yes, the keyboard shortcuts for phase extrude, H extrude, and vertex extrude are all the same in Lander. After you press E, you can then move the vertex to any location that you like. Essentially, at this phase, we can use all the constraint methods for movement that we've just discussed. For example, we can press X to constrain the movement to the X axis or press Y to constrain it to the Y axis. After that, we can click to confirm. You can also type in the distance on the fly for example, the press E, then X, and then I type 50 then enter, the new vertex will be placed 50 centimeters to the right of the original vertex, and as always in Blender, you can still revise the left action performed by Blender via the panel at the bottom left corner. If I type here -60 instead, now the new vertex is located on left side of the original at a distance of 60 centimeters. Okay? Now, if for whatever reason, you want to cancel, you can do so by pressing right mouse button. But please be aware that this can result in double vertices. This happens because when you right click, the vertex has already been created. What you are canceling is only the movement of it. Basically, if you cancel, you may need to press Control Z one to prevent double vertices. Vertex extrusion is not limited to just one vertex, meaning that you can perform it on multiple vertices at once. If you select vertices that are not linked directly, performing a vertex extrude will not generate additional phases. But if you select two or more vertices that are linked directly by an age or edges, extruding them will automatically generate phases. Depending on the situation, you may need or not need these additional phases. If you do not need these phases, simply set all by pressing A, then press X to open the delete menu and then choose only phases. This will remove only the phases, but keep the edges and vertices intact. 6. 01-03 Point to point modeling intermediate: In this video, we will continue our discussion on 0.2 point modeling techniques. One of the important features used in 0.2 point modeling is the Automrge option. You can turn on or off this feature by clicking on this icon in the top right corner of the TD viewport. Please note that this feature only exists in edit mode. You won't see it if you are in the object mode. Now, if you have this icon turned on, you can click on the option button to access the parameters. You need to make sure that both of these options are turned on. This way, when edges overlap, Blender will create vertices automatically in the location where they intersect. We'll see how this works in a moment. You also want to make sure these two options are turned on. We won't discuss these two features in this video, but they will be useful later to maintain UV Mapping when you edit the vertices. Again, for now, just make sure that these four options are turned on. Okay? With the auto merged feature active, when you perform a vertex extrude that creates overlapping edges, Blender will automatically create vertoss at the locations where edges intersect. This feature can save us a lot of time than having to create the verticies manually. But please note that this automrge feature is like a double edged sword. It means that it can easily ruin your TD model if you have it turned on unintentionally. My advice for this feature is that you only turn it on when you need it. Once you are done using it, make sure you turn it off again. For example, when creating floor plans, you may want to have the automrge feature turned on. But when you are making the building or just remodeling in general, you may want to turn the feature off, okay? Now, what if you forgot to turn it on, but you actually need to have it active. Say you through this vertex in x axis direction overlapping another edge. You were hoping to get a vertex at the intersection, or even you created multiple edges like this, only to find out that the automorge feature was turned off all this time. Fixing this issue is very simple. First, you need to turn on the automrge icon, and then you need to perform a transformation. Why? Because any transformation commands will trigger the automog feature. Of course, we don't actually need to change the geometry. The trick here is to perform transformations that do not change the geometry. For example, you can move at zero distance using G and zero or rotate using a zero degree by pressing R and the zero. All scale using a value of one by pressing and then one. Any of these will do. For now, I want to use the scale of one technique. First, the elements need to be selected. In my case, I just press A to select and then press for the scaling command, then one then enter. Osblender Blender automatically creates vertices at the intersection locations without changing the geometry. The next important techniques are vertex or H duplication. To perform duplication, you can select one or many vertices or edges, and then press Shift D, and then move the new elements to the location that you want. If you select two vertices that are linked directly by an edge, then DH will also get duplicated. You can use any access constraint while moving the new vertosis or edges. I know that this is quite basic, but if you use this method together with the auto merge feature, you can create a vertex at an edge at the precise distance or even create multiple parallel lines that are attached to an edge pretty quickly. To show you what I mean, let's say we want to extrude this vertex in the X axis direction by 1 meter. We can press E, then X and then type 100. Now, we want to create a new vertex exactly 20 centimeters from the left vertex. We can select the left vertex. Make sure the auto merged option is turned on. And then Shift D, then X, then 20, then enter. Because of the autonomous option, the new vertex will automatically intersect with the existing ge, right? Now, if we extrude this vertex down by pressing E Y, then -50, for example. Let's say we want to turn this age into multiple parallel lines for every tens meters. If we select these two vertices and throw using the extrude method or by pressing E, you get additional edges connecting the original none vertices. In this case, we only want the vertical edges. So instead of using extrude, we can use the duplicate method, press Shift D, then press X, then type ten, then Nan. To repeat the duplicate process, you can press Shift R as many times as you need. Be auto merge is active, all these vertices automatically attach to the existing edge. The next two techniques we want to discuss are the loop cut and subdivide commands. Both are useful to create vertices at the center of ages. The loop cut command is faster to perform when you only want to add one or more vertices to an edge or edges that are connected via quad phases, but you may also need to use the subdivide command when you want to add vertices on multiple disconnected edges. Let's see how to use the loop cut command first. You can find the command in each menu, but because this command is very important in through the modeling inside vendor, you may want to memorize the shortcut, which is Control R. Now, the loop cut command behaves differently when used on quad faces versus when used on a single edge. Let's see how it works on quad faces first. After you press Control R, you can hover the mouse over an edge that is part of a quad phase. Now this Blender provides a preview of the new edges that will be generated. Well, in this condition, you can rotate the scroll wheel to add or reduce the number of edges you want to add. And after you click to confirm, you still need to move the mouse who slide the edges along the face. You can then click to confirm or wide click to cancel the sliding process. If you do cancel the sliding process, the new edge will be centered or equally spaced out. Okay? So there is how loop cat command works on quad phases. Now if you press Control R again, but now you hover on a single edge that does not belong to a quad phase, you can see the preview of the vertosis that will be added. You can scroll up and down to define the number of vertices. But after you click to confirm, unlike before, you do not need to slide the vertosis. So again, recap Control R will perform loop cut and slide if done on quad phases, but it will only perform loop cut without any sliding when done on independent edges. Next is the subdivide command. This command can add vertices, e loop cut command, but unlike Loop Cut command, you need to have at least an edge selected or two vertices that are linked by an edge selected. This command will do nothing if you don't have any edge selected. For example, we can select this vertex and this vertex, and then we use the command, you can right click and then choose subdivide. You can then define how many vertices you want to add using less action panel. For a single edge like this, the loop cut command is quicker to perform because you don't need to select anything first. One scenario where you want to use subdivide is when you want to add vertices or multiple edges. For example, on edge, then this edge, and in this edge and so on. After you have them all selected, you can Rotlick and then choose subdivide. You can go back to vertex mode to clearly see the vertices. As you can see, the subdivide command just created new vertices at the center of each edge we selected before. A 7. 01-04 Point to point modeling advanced: We will continue discussing the point to point modeling techniques. We will discuss vertex bevel, the spin command, offset edges, and finally avoiding phases. First is the vertex bevel command. You can access this command from the Vertex menu, then vel vertices. As you can see, the shortcut for this command is Shift Control B. Please note that this command is different from the He Bevel command, which uses Control B as the shortcut. Again, we are not currently discussing gBvl but vertex bevel, because you will use this command a lot, especially when working with floor plans. I recommend that you memorize the shortcut instead of relying on the menu. Just like the bevel command for ages, this command will also turn a sharp corner into round shape. To use it first, you need to select the vertex or vertoss you want to target, then press Shaft Control B. As you move the mouse cursor closer or further away, you can see that by default, then that only creates two vertices. While in this condition, you can rotate the scroll wheel to increase or decrease the number of vertices. The more vertosis you have, the smoother the curve will be. After that, you can click to Confirm. Just like with any other commands in Blender, you can revise it using action panel. As you can see, the parameters are the same with H vel. The only difference is that the mode up here is set to vertices not edges. The two most important parameters are the width and segments. The width controls how far the bevel goes measured from the original vertex to one of the ends of the curve. So again, it is not measured from here to here diagonally, but from this point to this point or from this point to this point, the segments value controls the number of vertices that form the curve. This is the one we define when we rotate the scroll wheel. You might be tempted to use a very large number for the segments value. Yes, that will make the curve smoother. But remember that having too many vertices will make it harder later when we need to edit. My point is, you should use a number that is optimal for your needs, not less and not more. If the model is far away from the camera, you don't really need a lot of vertices. Personally, I usually use value 6-12 for planes. Okay? Another interesting command that can create a round or circular shape is the spin command. Please note that this command uses the T D cursor as the center of its rotation. So you want to make sure that the TD cursor is located in the correct position before performing the spin command. For example, I want to spin this vertex, so I select it first, and then I hold shave and wide click here to move the TD cursor. Next, to access the spin command, you can open the mesh menu. The next root then spin. You can also use the shortcut of E and then use spin. But my favorite way of accessing spin is through the spin tool, which is this icon ad tool panel on the left. I prefer the tool because the process is more interactive to spin. You need to drag one of these plus nodes. After rotating the plus node, if you only want to revise the spin angle, you don't want to drag the plus nodes again, as that will trigger another spin. What you want to do instead is drag the moss inside this circular area. Or if you want to use a precise values, you can use the last action panel for that. You can define how many vertices are generated using these steps parameter, and you can define the angle value here. For example, I want the angle to be precisely 90 degrees after you are done, don't forget to turn off the spin tool by switching to another tool. For example, the move tool, right? The next command we want to discuss is the offset edges. Essentially, offset will add new edges besides restructed edges in a certain distance. Please note that this is not one of default commands in ender, but it is a command from the edit mesh to add on. Before we discuss how it works, I need to mention that the command only cares about the main unit system that you set in the SN panel and does not care about length setting. It means that in my case, it will use a meter as the unit, not a centimeter. I hope this gets fixed in the future. Currently, it is just something we need to leave with to use the command. First, we need to select an edge or multiple edges that we want to offset and then Right click mesh tools, and then offset edges. We can then use less action panel to define the offset distance. Again, this value is in meters. So if you want to offset by 5 centimeters, for example, you need to input 0.05. If you want the offset to go in another direction, you can add a minus symbol in front of the number, but this method is to throw. The faster way to do this is simply by clicking on this flip icon. This angle value, we rotate the offset result into this space using the original edges as the center of rotation. So yes, you can also flip the direction by putting 180 in the angle field. But again, clicking on this flip icon is much more convenient. For creating today four planes, just leave this angle value at zero, right? The last thing that I want to discuss in this video is not a technique, but rather a tip on how to approach 0.2 point modeling. Essentially, when using the 0.2 point modeling approach, you want to avoid using phases. We will add and work with phases eventually. But having phases in the early stage may slow down the workflow as it adds unnecessary steps. You will understand this better when we do some exercises. For now, I just want to point out how phases get generated automatically and how to deal with them. If you extrude a single vertex or vertices that are not connected directly, Blender will not create any phases. But if you select vertices that are connected or ones that form edges, extruding them will generate new phases. There are two ways to deal with these phases. First, you just ignore them. For this, you may want to use the wireframe mode because in this mode, the phases do not look solid and so will not block any potential vertices or edges behind them. Second, when there are already too many phases, you can remove them by first pressing the a key to slack all elements, then press X to open the delete menu, and then choose only phases. Do not use phases as this option will delete all vertices and edges that are attached to the phases. The only pass option is what we need, as it only removes the phases while keeping the edges and vertices intact. 8. 02-01 Creating walls method 1: In this video, we will discuss the first approach of creating walls. Please note that I'll be using metric for the unit system and use a centimeter for the length unit. So essentially, everything type regarding the length or distance values will be in centimeters. As for the snapping mode, I'll be using the closest and vertex options. All right? First, let's delete the default cube seven to activate the top view. We want to start with something simple for the first exercise. So we will create a floor plan for a hotel room. The size should fit inside a rectangle 5 meters wide by 9 meters long. Make sure the t d cursor is at the center of the world. If not, you can press Shift C to center it, and then press V, which is our custom shortcut to create a single vertex at a tree cursor location. Make sure that you are in vertex mode, not the edge mode, and not the face mode. Activate the move tool and click to select the vertex, so you can clearly see later. Press E for extrude, then X, and then 500 and then Enter. Then press A to select all vertices, press E for extrude, Y, then 900. Basically, we now have the total area of the room which is 5 meters by 9 meters. Next, we want to avoid looking at this large phase. For this, we can activate the wireframe mode either by clicking on the icon or by pressing the shortcut Shift Z. Another way to avoid the phase is by removing it. We have discussed this before. Essentially, we can press A to select, then press X, and then choose only phases. Okay. Next, we want to add thickness to the wall. We can start by selecting these two vertices at this stage. You want to make sure that the automrge option is turned on. Press E for truth then X and then type 15 15 centimeters is the most common wall thickness in my country Indonesia. For the other sides, the process is basically the same. First, we need to select the verticies then press E, Y -15 then enter, and then select these verticsis on right side, press E X -15 then enter. Last but not least, select the vertosis at the bottom, press E Y, 15, then enter, all right. Outdoor walls are done. Let's move on to adding the entrance door. The door should be around this position. This is because on left side, there will be a wardrobe, and on the right side, this is where the bathroom will be. Yes, this kind of room layout is very common. You can see it in many hotels, apartments, and even hospitals. First, select these two vertices, shift D, then X, then 60. For the entrance, we will use a standard 90 centimeters wide door. So press Shift D X 90 and then enter. From this point, we want to create a letter L shaped wall that encloses the bathroom. We will use the same wall thickness, which is 15 centimeters. Press shift D X 15, then enter. X, you select these two vertices, then press Shiv D Y, then 270. Oops, sorry, guys, my bed, we should use extrude instead. So press E Y, 270, then enter. Then we can select this vertex, press E to extrude then X. Besides inputting a certain value, we can also use the mouse to define the extrusion length. Hold control to snap to one of the vertices at the far right. Then you can select this verticies press E, Y -15 enter. Next, we want to create a balcony from the top wall, as far as one 50 centimeters. We will not use a solid wall before the balcony, but rather large glass windows and doors. But still, we need to create the wall lines, at least for guidance on where to put the windows and doors. So select these vertices, then shift D Y minus 150 then enter. For the wall thickness, we can press E, then Y -15 then enter. Next, we want to add a door for the bathroom. The door should not be touching the bottom wall because later, we will use this area for bathroom stuff. I am thinking of adding wash basin counter around here and a toilet here. And then this area will be the shore, and this area will be for the bathtub. For now, let's assume that the depth of the counter is 50 centimeters, but we want to add a safety gap of 20 centimeters. So select these two ertosis Shift D, Y, 70, then enter. As for the door width because this is a bathroom door. Let's make it 80 centimeters wide. Shift D again, Y, 80, then enter. Last thing that we want to create is the opening to the balcony. For the door, we want to sliding doors, one that goes to the left, and one that goes to the right. Each of the doors will be 90 centimeters wide. For the opening, we cannot have them exactly 90 centimeters times two. We need at least 10 centimeters of the doors remaining on the left and right of the opening. Essentially, we need to make the opening 80 centimeters plus 80 centimeters equal to one 60 centimeters in total. First, we can duplicate these two vertices to the right. It does not matter where they are for now, and then shift D X and then type 160 and then enter. This way, the distance between its vertex and its vertex is one 60 centimeters. There are several ways to make this opening exactly at the center. One easy method is to divide the movement distance. For this, first, we need to turn off the auto merge feature so that the vertoss will not automatically merge together. Then direct this to the left, while holding control until it snaps to the left vertosis and then move them to the right, while holding control so it snaps to the right vertosisOpen last action panel, then divide the move value by two and enter. The opening is now precisely at the center. And that's it, we are done creating the bases for walls and the doors. Although we covered a lot of phoenix, there are actually other methods that we haven't used yet. These methods may be more suitable and useful in different scenarios. We will cover them in next video. 9. 02-02 Creating walls method 2: In this video, we will create the same hotel room layout as in the previous video. As always, I like to use metric and centimeters for the length unit. And I also use closes and vertex for the stamping options. The reason we have this video is that the previous approach is more suitable for exterior walls where the lengths are measured from the outer borders. For most interior walls, people usually measure the walls from their centers. To easily achieve this, it would be better if through pass or for vertices at once. Although the approach is different later, you can freely mix and match all the techniques depending on your needs. In this approach, we will need to start with the phase. So let's create a plane object, press Shift A, then type plane, then enter. We want to make this plane as large as dual thickness. So let's change both the X and Y dimensions to 15 centimeters. As always, because the scale is now not in its default values, we need to press Control A, then scale. Having all scale values at one is very important. Otherwise, odd length numbers that we input leader will not be correct. Next, go to edit mode and then activate the wireframe mode. For now, you can be in phase mode or in vertex mode. Make sure the vertices are selected. And then press E X 500 enter. Now, you might be thinking, are we supposed to avoid phases? As they can make the workflow harder? Yes, at this stage, phases do make our flow harder. Just to prove this, if you activate the phase mode, there are actually four phases here. Why is that? Well, to give you a better understanding, if I drag this phase up, we can see what is actually going on here. Basically, each of these edges gets extruded, creating four new phases that overlap with each other. Again, you can ignore them for now, or you can also remove them. What is important is that you need to have the atomrgeoption turned on. To clean up the mess, we can trigger the auto merge by pressing a for scale, then one, then enter. Currently we have removed two of the phases, and we still have the remaining two phases. Let's just ignore them for now. Next, we can select the two phases at the end. Then press E Y, 750. This will be the wall before the balcony. Press E again, Y 150. This is for the top border wall. Now, to connect these two phases, I'm going to cover several techniques. If you are in the phase mode, you can press E to extrude X and snap to the far right vertex using the Control key. You can do exactly the same if you are in a vertex mode. That is, if you select the four vertices that make up the pace. If you happen to be in edge mode, you can also select this edge, and then you can extrude it until it snaps to the right border edge. One technique that I want to show you is to connect to edges using the field command. For this, you need to select this edge on the left, and then this edge on the right, and then press F on a keyboard to generate a new phase. As you can see, there are many different ways to connect the walls. Before we continue, let me recap why we want to extrude theses instead of edges or vertices. Although it is a bit messy, we can use phase extrusion to quickly create interior walls or walls that use the centers as the basis for measurement. Not border to border as with the previous video. Next, let's create the entrance door. Strike this edge, Shift D, X then 60. Shift D again, X 90, you can continue duplicating the ge, but I want to use yet another approach, which is basically duplicating phases. Now, if you go to phase mode, you don't see any phase here. In this condition, you can simply use vertex mode and select these four vertices, Shift D to duplicate, X, then move and snap them here. Again, this is possible because we have the automot feature active next, we can press E Y to seven, then E X, snap it here. If somehow you forgot to hold the Control key to perform a snap and you move the verticies beyond a border edge, don't worry, as Bender already created new ertosis at the intersection, you can safely delete the excess Vertoss. You may see some phases disappear, but this will not be a problem. Okay, to create the bathroom door opening, you can use the same age duplication technique. We can select this vertices press E, Y, then 70, then press E again, Y 80. For the opening on the balcony, I'm going to show you yet another approach, but this is only possible if the wall has a phase. Essentially, we will be using the loop cut method, so press Control R, and then click here. While click to cancel the sliding process. This method will create a new age exactly at the center. To make the edge spread and create one 60 centimeters opening, you can make use of the H v command. Remember, not the vertex val, but the h vel. So you do not press Shift Control B, but instead, Control B. Make it about this wide. To make the opening precisely at one 60 centimeters, you can revise the value to 80 Remember that in age bevel, width value that you input does not measure from border to border, but instead from the center to each of the borders. So the total width is now one 60 centimeters. Just to recap, if you need to quickly create interior walls or walls that are measured using their centers instead of their borders, you can make use of phase extrusions. You can still be in vertex mood to use this approach. For example, you can press E Y Glick here. Reps E, X, Glc here, and so on. If you have stro the vertices beyond the border, you can easily fix this by simply deleting the remaining vertices. As you can see, you can quickly create thick interior walls with this method. Of course, we're not going to use this layout, but I am sure you get the idea. 10. 02-03 Windows and Doors: In this video, we will cover how to draw windows and doors. Now, before we continue, you need to know that in real project scenarios, most of the time, you only need to create the walls and the floors. Other objects such as windows, doors, furniture, foliage, vehicles, et cetera, are mostly available from the library. The objects in your library can be from your previous projects or downloaded from the Internet. We'll discuss how to create a library inside vendor later using a feature called the Asset Browser. For now, you still need to discuss the basic techniques because you need to create the library objects at least once. And even if you download the drawings from the Internet, you may still need to modify them now and then, right? The windows and doors should be a separate objects independent of the wall object. But in terms of the creation process, besides creating it from a new object, you can make use of the existing pass or vertices in the wall object. I'm going to show you both approaches. For example, we want to create a window here. You can select the phase in your object, or if the phase does not exist yet, you may also select the vertices or edges, press Shift D to duplicate and raise it somewhere else. Remember, we need to make the window a separate object, so press P and then choose selection. This way, if you press step to go back to the object mode, now we have two separate objects. The wall object and window object. Okay. Next, let's activate the edit mode and make sure the auto merged option is turned on. Select the left edge. Let's see that we want to make the left and right frames 4 centimeters, press Shift D X, and then four enter. Do the same with the right side. Shift D X minus four. To create a new line at the center, we can select the two edges, and then Right click and perform the subdivide command. To have thickness on the glass, you can increase the number of cuts value. But if you need a precise thickness value, you can perform an edge Bevo instead by pressing Control B. You can input 1 centimeter, which makes the total glass thickness to centimeters. Yes, 2 centimeters is too thick for rear window glass, but we are only making a conceptual floor plan, not a detailed technical drawing. At this stage, it is more important for the glass line to be visible. Okay, press step to go back to the object mode. Now, we want to center the origin point. We can do this by going to the object menu, then set origin and choose origin to geometry. Finally, we can move the window object and snap it to the corner point. So this is the first approach. You may be tempted to duplicate the window object to the other opening. But it will be more time efficient if we do that leader after the material assignment is done. We will discuss that in the next lesson. For now, let's discuss the second approach, which is basically creating new object from the start. Let's say that we want to create a sliding door with centimeter sick and 90 centimeters wide. First, we can hold Shift, white, click, Andre and hold Control and snap to this point. Press V to create a new vertex. Make sure we are now in vertex mode. And let's click on vertex to select it. Press E Y minus three, Enter, then A to select all, E X 90, Enter. Then while we still have both Vertocs selected, we can press Shift D, then X minus four, Enter. X, select these vertices. On second thought, let's make the frame thickness 6 centimeters. So Shift D X six. Let's revise these two vertices, press G to move X minus two. For the middle glass, you can use the subdivide command as before, but I want to show you a different approach, which is basically using H duplication, Shift D Y minus one. Then select this Shift D Y one, all right? Again, we can duplicate this object leader after we have the materials. Let's move on to drawing the door objects. Just like the windows. I'll be showing you two approaches also. First, we'll make use of the existing wall. And second, we will create a new object, select the wall object, and go to phase mode. Currently, we already have a phase in the entrance area. So select it, then press Shiv D and place it somewhere else, press P, and then choose selection. Go to object mode and select the new door object and activate DH mode. Select this, if D X four, Enter. Select the other he Sif D, X minus four, enter. Next, select this vertex. Let's say that the door leaf thickness is 3 centimeters. We can press E X minus three, select the two vertices, then E Y, and move to about here. Now, we know that the opening is 90 centimeters. We need to reduce it by four and 4 centimeters. In such a case, we can let Bender do the calculation for us. Just type here 90 minus four minus four, then enter. The length of the door leaf is not correct. To create the door swing notation, we can use the spin command. Remember that the spin command uses the tri cursor location as its center. So hold shift and right click and control to snap to this vertex. The tricursor is now on the right side of the leaf. But what we want to spin now is not the right vertex, but rather the left vertex, this is so that leader, you don't need to do any unnecessary cleaning up, activate the spin tool and rotate the plus icon. You can input 90 degrees for the angle, and then I think ten steps are enough for our purpose. Notice that 90 degrees makes the edges overlap. This one' be good, so let's reduce the angle value to almost 90 degrees. So it is almost touching the other vertex. After that, we can move the vertex using the G shortcut and snap it to the vertex at the door frame. Next, we can select these two edges, press X, and then choose edges. The drawing is done. Now we can go back to object mode. Notice that your original location is currently too far. Before we use the origin to geometric command. Now, we want to move the origin to a specific vertex. For this, you can use the control period shortcut to activate Defects only origin mode. In this mode, we can move the origin point independently of the geometry. So just move it and snap it here. Don't forget to turn off the mode again by pressing Control period. Now we can move and snap this door drawing to its opening. Okay? The last drawing object we want to create is the bathroom door. We will be using the second approach now, so hold Shift and roll click drag and snap using control to this vertex. Press V to create a new vertex. Make sure we are in a vertex mode. Press E X and snap it using the mouse to this vertex. Press A to select, then E, Y, and move the mouse to snap to this vertex. Next, shift D Y, four. Select the two vertices up here, then shift D Y minus four. To create the leaf, we can extrude this vertex on YX is 3 centimeters. Select these two vertices, then E X and move it to about here. As revised length value, we know that the door is 80 centimeters wide, type here 80 minus four minus four. And then we can delete these two ages. Next, we want to move the three de cursor, so hold Shift and while click and snap to this vertex. Select this vertex, activate the spin command and then rotate the blue icon to almost 90 degrees. Finally, we can move and snap this vertex to the vertex at the famous corner, and it is done. We don't need to fix the origin if we use the second approach. 11. 02-04 Adding depth and color: In this lesson video, we will add faces to the floor plan model, adapt using extrusion, and finally add color using materials. First, I cite everything except the plane model. Now, if you activate the solid view mode, it looks like the pass are all fine. But if I turn on the normal direction overlay, we can see how the pass are flopping between facing down and facing up. We also don't have any faces on the floor areas. The easiest way to fix the normals while creating the floor faces is by going to edit mode. Selecting all of the elements, press X, and then choose only phases. This will remove all the pass, leaving only the edges and vertices. Next, we can press A to select, and then press F to perform the field command. Then that automatically fills out all the areas enclosed by edges. And also, as you can see, the normal directions are all now uniform. Please note that when you press F to perform the fill command, sometimes Blender creates a face that covers the whole object. If that ever happens to you, simply delete the face. Currently, Blender doesn't do that to my model, so I don't have to do anything to fix it. Again, if you spot the large face that covers everything, just select the face and then delete it. Next, we need to separate the faces that belong to the floor from the faces that will form the walls. Remember to also select the faces on the door as there will be no walls in these areas. As for the windows, if the windows are not full height windows, you need to treat the pass as two of faces. In this case, because these windows are full height windows, you also need to select them together with the floors. After that, we can press P to separate the pass and then choose selection. To make our scene more organized, let's rename the floor object to floor. And that's also in the wall object to wall. All right. Now, we are going to add depth or thickness to the wall. So make sure the wall object is selected. Go to edit mode and select all the faces, press E to extrude, and then type 50 for the walls below the windows or walls on the balcony, for example, they will have lower shadows than the four walls. Therefore, we can select them so that only the four wall faces are selected. Press E again to extrude, and then type 50 then enter, the wall model is basically done. For now, let's work on the doors and windows model. Select all the objects. We want to move these objects so they are higher than the walls. Press G to move the Z then 110. Now they are slightly above the walls. Before we continue, notice that the doors and windows generate shadows in viewport. Depending on your artistic preference, you may want or don't want the shadows. If you only want shadows from the wall object and not from the doors and windows, first, you need to select them, open the object tab, then open the viewport display category. The option you want to deactivate is this shadow option. But if you just click on the option, only the active object gets affected. If you want to control all selected objects, you need to hold the Okey and only then do you click on the option to deactivate it? Notice how the doors and windows now do not cast shadows in the viewpod before we continue, let's first rename these objects. We can name this one dot 90. As for the bathroom door, we can name this one door dot 80, and so on. Feel free to give them names as you see fit. I'll just speed up the video to save time. Okay? Next, we'll add colors to the model using materials. Let's select the wall object first, and then open the material panel, create a new material, and let's name this black. Now, you need to know that we won't be using the cycles rendering engine to render the floor plan. Instead, we will use the Workbench rendering engine. What is unique about this engine is that it does not care about any of the PBR material settings or the nodes that you have in the shader editor. The only thing that matters is the viewport display settings down here. Okay? Just to prove this, if we change the renderer to the Workbench engine, and go back to the material panel. Notice how all the PBR parameters are not resb. To control the look of the material, you can access the viewport display category. Here, we can change the color. Let's make it almost black. All right. For the walls on the balcony, we want to make them look brighter. The idea is that we want to show that they are not a full height wall. Select all the faces using the linked flat faces command. I use a custom shortcut for this command, create a new material slot, assign it to the faces, and create a new material. Rename this to gray, and we can change the color to gray. This way, people will notice that the walls are half walls. We can press seven to try looking at it from the top view. Next, let's tackle the floor material. For now, we can name this material floor. We may change this to different floor types later. Let's change the color to yellow. Next, other doors and windows. Let's check the normal direction. As you can see, some of the normals are flipped, but the first door is fine, so we can give it the material right away. Name this material red let's pick over color slightly orange. Okay. For the bathroom door, we know that the faces are flip, select all faces by pressing A, then press out N and then choose flip, go back to object mode and apply the same material as the previous door, which is the right material. Next is the window object. As you can see, the faces are flip. So go to phase mode, and all faces, press out N, then flip as the starting material, we can also use the red material and then select these two faces, create a new material slot and then assign it to the faces, create a new material, name this white. The color is already white or enough white to be precise. I don't think we need to change the color. Next, set the center face. We want a color to simulate glass, so create a new slot, assign it to the face, then create a new material, name this one blue and change the color to blue. Okay. Now that we have the materials, let's duplicate this to the right side. Make sure you have the closest and vertex snap options turned on. Next, we want to duplicate using the instance method. This is because the window on the left and the window on the right are identical. So press out D X, and snap it to the right vertex by pressing the control key. The last object is the sliding door. We can select all of the faces and then class shift and to make the normal directions uniform, let's check the normal direction again. All is good. Next, we can start by assigning the red material. Just as with the window object, we can select these two faces and then assign a new slot and use the white material. Last but not least, select the center face, create assign a new slot, and for this, we can use the blue material. Okay, to create the sliding door, we can use the modifier code mirror. Please note that the mirror uses the origin location as the center of reflection. Essentially, for this to work, we need to move the origin location to the center of the opening. So press Control period to turn on the origin editing mode. Then change the snap option to target edge center. Move and snap the origin point, so it snaps to the center of the edge at the opening. After that, make sure that you press control period to turn off the origin editing mode. Add a new modifier called mirror, and that's it. I think we are done with this video. We'll add textures to the floor object in the next video. 12. 02-05 Workbench render settings: In this video, we will discuss rendering settings that work best for to conceptual floor plans. The first thing that you want to do is to change the rendering engine from cycles to Workbench. We've done this in the previous video. So just make sure you have Workbench engine currently active. Please note that Workbench engine is actually the rendering engine that processes solid viewport mode. That is why you'll find that most of the settings using this options panel are similar to the settings that you can find in render panel. For now, let's activate rendering mode so you can see the changes right away in a viewport. The three categories, you can leave them to the default. As for the lighting category, what you want to use is the flat option. Then in the object color category, you want to choose texture. This way, the textures will show up in rendering. Next, we want to have a bit of directional shadows in our rendering. For this, we should activate the shadow option. Usually, I don't want the shadow effect to be too strong. So I set this setting to only 0.3. If you don't like the shadow direction, you can control it by clicking on this Garcon and then wag around the sphere until you like how the shadow behaves. Personally, I prefer the light to be at the top left corner so that the shadows are cast to the bottom corner. All right. Next, you want to turn on the cavity option to get an AO or abnocusion effect in rendering. Essentially, Abnclusion effects are soft shadows that appear on corners or graftss which can add more depth to the overlook of our floor plan rendering. But unlike pure AO, the KVDuption also adds bright highlights on sharp corners or protruding surfaces. This is what the rich option does. So again, the rich option creates highlights, while the option creates shadows just like the AO effect. Personally, I do not like the highlight effects in my wanderings, so I usually set the rich value to zero. As for the value value, I usually go with one so that the shadows appear subtle. Next is color management because we don't use any lighting or light objects in our rendering, and we also want the white color to be white as it is in rendering. We should not use any view transform effect. So first, make sure the SRGB option is active and then set the view transform option to standard. Okay, last but not least, we want the background to be white to simulate paper color for this. We need to go to the a tab and then set the color here to pure white. To hexoismo code of FFFF, and there is basically rendering settings for creating two conceptual for pens in Blender. Because we are now using the Workbench engine, rendering time is very fast, usually in just a split second. 13. 02-06 UV Mapping and texture: In this video, we will add textures to the floor faces. Now, if you are in solid mode and you want to see textures in the viewport, you can do that by opening the option panel and then activate the texture eruption here or you can just open Vander view mode. You will see the textures leader because we've already turned on the texture eruption before, okay? Make sure the floor object is selected and then open the material panel. Currently, the floor has only one material called floor. That's first create texture for the bathroom floor. So we name this material to floor bathroom. Now, if you check the Viper display category, there is no way you can add a texture here. To add a texture, you need to open the shader editor and then create an image texture that connects to the base color input slot. To recap, the Workbench render does not care about the nodes you have except the texture that blogs into the base color node. If you have the wrangler add on installed, you can simply select the principle SDF node and then draft Control T. This will automatically create an image texture node with all the supporting nodes. Next, we can click the open button and then choose the image file you want to use. I already provided these images in the downloadable exercise files, if you want to follow along, by the way, as a disclaimer, I did not create these textures myself. I downloaded them from shar textures.com. This one is supposed to be for the bathroom four. This one is for the main room area. This one is for the balcony area. As for this unique looking texture, this is for leader when we create the hatch effect. For now, just double click or the marble tile texture. If the texture does not show up right away, this is because we haven't defined the UV Mapping for the phases. So go to phase mode and then just press A to select. Now you can use one of the default UV Mapping commands provided by Blender, but I prefer to use the magic UV add on, as it can create UV maps based on real world scale. I won't go into too much detail on this add on. If you are interested in learning UV Mapping in depth, I recommend that you take my basic Blender courses. For now, just open the edit tab in white side panel, UV Mapping and then UVW, and then press this box button. This will perform a box projection to the selected phases, so now we can see the texture. By default, the command uses 1 meter for the texture size. I think we need to make this a bit bigger. 1.5 meters should be enough. So this is the result so far. Currently, the floor tiling direction is this way. We want it to go this way or horizontally to do this, we cannot use the mapping node. Again, the work bench does not care about the shaded nodes except the image texture node. Just to prove this, you can try rotating the zero rotation value here. The texture does not do anything. Even if you type the value directly such as 90, the texture just stay still due to this fact. You can safely delete these two nodes as they have no effect whatsoever. So how can we turn around the texture then? Well, you need to rotate the UV Mapping. One way to do this is by selecting the pace, you want to rotate and then go to the UV Mapping workspace, select the elements by pressing A, then press R for the rotate command, then type 90, then enter. So again, this is one way to do it. You can also scale or move the UV map inside the UV editor if you want to faster and my preferred method to do this is by using the magic Va. Basically, after you apply the books mapping, you can revise the erotation value to 90 degrees, and there you have it horizontally aligned marble tile. Let's add the texture for the main area. We can select this face and also the faces at the door areas. Don't forget to face before the balcony. Next, material panel, create a material slot, assign it to the faces, and then create a new material, name this one for the parquet. Okay, we can create the image texture manually by clicking and dragging from the base color slot. Then type image then enter, click to place the node, and then click the open button. You can use the architecture that I provided, and here is the result. I think the sides and orientation are already correct, so we don't need to change anything. The last floor texture is on the balcony. Select the face, create a material slot, assign it to the face, and then create a new material. Let's name it floor dot ceramic or any names that you prefer. Next, you need to create an image texture node. Click the Open button, and let's use this texture by clicking on it. I think the scale and orientation are already correct. So there you go. All the floor textures are done. Up to this point, you may be wondering, what if we want to add hatches, such as line or stone patterns, et cetera, like how we do it in at software? Well, the concept is basically the same as adding texture. You just need to create or provide the texture for the hatches. Personally, I don't like using hatches in my conceptual pro plans because it makes them look like at drawings. But everyone has different needs. You may want or need to add hedges to your projects. To show you how it is done, I'm going to change the balcony wall from a plain gray color to a diagonal line hatch. First, select the wall object. What we want to change now is the gray material. I actually do not want to delete this material because I will use this material gain leader. I need to click on a shield icon to add a fake user to it. Now we can safely delete the material. Use that if you open the material list, we can see that now the gray material has the letter F in front of it. F means fake user. With this setup, then will not erase the material if you later close and reopen the file. Let's create a new material, name this material, H line white. For safety reasons, I want to add a faith user to this material also. This is a leader, the material will still be available when you download the file. Just as before, we can create a new image texture node and then click Open. For now, you can use the file that I provided. Note that I created this texture using Krita. The image size is quite small, which is only 64 by 64 pixels. This course is not about Krita, so I have to skip the process of making this texture. Notice that the texture does not show up because we haven't added any UV Mapping to the phases. So to fix it, go to phase mode. Make sure all of these phases are selected. You can also simply press A to select all, and then use the magic UV box projection command. Currently, the texture becomes horizontal because the command uses the options from less action. Don't actually want 90 degrees, but rather 45 degrees. Sorry, I don't want it to go this way but this way, so refs to value -45 degrees. As for the scale, currently it looks too big. Let's change the size to 0.1 meters. I still think this is too big. Let's try 0.05 Okay, this looks nice. Essentially, if you want to add hatching effects, just use the appropriate texture file. You may also need to just scale in rotation to get the resired look. Again, as I mentioned earlier, I actually don't like using hatches in this project, so let me change this material back to gray. At least by now, you already know how to add hatches if you ever need them. 14. 03-01 Wardrobe: Starting with this lesson, we'll focus on techniques for creating or adding furniture to our floor plan. Let's activate the wireframe mode. For now, I'm using the closest and vertex options for snapping. Let's start by creating the wardrobe, hold Shift, white, click and drag, and we'll control to snap to this corner vertex. Press V to create a new vertex. Make sure we are in a vertex mode. You can click on a vertex to make it selected, so it has white color. Press E X, and snap to the vertex at the right. Press A to select. Then E Y and then snap it to this vertex. For a single wardrobe cabinet to 70 centimeters is quite long. I think it will be easier if you just create half of length later, we can cut it for the other half, so we can add a divide symbol here, then to enter. Okay? Before we continue, make sure the automorg feature is turned on. Go to phase mode, select the pace. Then press I, then three, then enter, go to vertex mode, select this vertex at the top, and one at the bottom, press E X, and click at the bot here. Press X, and choose vertss. Next, we can select all the diagonal edges. And then press X, and choose edges to remove them. Let's say that the ward group has sliding doors. For this, you can select this edge, then shift D to duplicate X minus three, then enter, press Shift R, repeat the process. We want to split the door into two leaves, select these three edges. White click and then choose subdivide. Usually, the edges of the sliding doors are not exactly parallel, but they overlap slightly. So select this edge, graphs E, Y, then five. Next, we can select these three edges and then remove them All right. In floor plans, most wardrobe cabinets show a pole in the center and then some clothes hangers crossing the pole to create the pole. We can select this edge, and then shift the X and then snap it here. Divide the distance by two, so the edge is at the center. But we want the pole to have a thickness of 2 centimeters. So we can move this 1 centimeter to the left. Then we can shift the X and then then enter. Next, for the clothes hangers, we can select this edge at the center of the pole, Shift B, Y, and move it up here. We want to separate this edge first so we can focus on working on it without distractions. Press P, then choose selection. Go back to object mode, sect this object. First, we need to move the origin, so it is at the center of the geometry. For the hangars width, we can set it to 35 centimeters. As always, after setting the dimensions, we need to apply the scale so that the values are all back to one. Okay. Let's move the hanger to here. Create the other hangars interactively, we can use R modifier. The H does not have any thickness in Y axis, so we should use the constant offset instead. All values should be zero except the Y distance. Let's make it -8 centimeters. And then increase to count value, so it fills up wardrobe space. I think I will go with 15 move this, so it is roughly at the center. To add some randomness, we can first apply the modifier. And then go to He mode. Select this one, for example, press R and rotate it just a tiny bit. Do the same with some of the edges to make them look more randomized. All right. Currently, the hangers are a separate object from the main wardrobe object. Make sure we are in the object mode, select the Wardrobe less, and then press Control J to join them. Next, we can perform some cleaning up. Go to Vertex mode and then select all unnecessary vertoses Press control X to dissolve them. Next, we can remove all the phases, select all elements by pressing A, then X, and then choose only phases. After we are done with one warbbe, we can duplicate and flip it to fill the upper area. So press shift D, Y, and move it here. You can leave it looking identical, but I want to flip it vertically. So press Control M, then Y. Finally, we can rect Y axis arrow and snap it to this wall corner. For now, we will consider these wardrobe blocks done. Later in next few videos, we will add faces to these wardrobe blocks. 15. 03-02 Bed nightstands and lamps: Let's continue adding more furniture to our floor plan. Now, we want to draw the bed, which will go this way. And later, we also create two nightstands each with a round table lamp. Personally, I don't like drawing the bed horizontally. I think you also agree that it will be easier if you draw it vertically. Later, we can rotate it to fit the pens orientation. We can start from this location on the grid. For this, we can change the target option to grid, and then hold shift, Rod click and drag, then hold Control and snap it to this grid point. Let's change the option back to vertex before we forget, right? Press V to create a new single vertex. Make sure we are now in vertex mode. We will be making a king size bed. So for the width, I want to make it 190 5 centimeters. Press E X 195 then enter. Then press A to select, press E, Y -220 then enter. Again, the bed size is 190 5 centimeters wide and 220 centimeters long. These values are not exact numbers as they depend on the type of the bed you are making. Activate the edge mode and then select the top edge. We want to create the headboard. Don't forget to turn on the automat feature. Press Shift D, Y minus seven, press shift D again. Y. Move the manually with the mouse to above this position. This new line is for the blanket. Activate the vertex mode, select this vertex, shift D X, and move it to about here. Press E and then raise it around here. On this sub Blender automatically creates a vertex in intersection. This way, we can safely delete the outside vertex. Press E and place the new vertex here. Press E again and snap it to this vertex. We can then select this g and remove it. We also don't need this vertex, so press Control X to dissolve it. For now, let's remove all the pass in the model by pressing A, then X, then choose only pass. Next, select this vertex, Shift D, Y, and click here, and then press E X. Make it slightly overlap the tilted edge. Press X, and choose vertices. To make the blanket feel softer, we can select these three verticCs and then press Shift Control B, we need about three or four vertices, but make the curve size not too big. Finally, we want to make this line a bit curved. We can select the H or these two vertices. White click and choose subdivide, make it to vertices. Select the new vertices, press S for scale, Y, and make them roughly about this size. Move them to the left, just a tiny bit, and we have a nice looking bed complete with a soft looking blanket. But a bed does not look complete without some pillows on top of it to create the pillows, you can start with a different object, but I'm just going to start inside the existing bed model. We can select this vertex, for example, press sheet D and place it about here. Press E Y, and place it here. Select both vertices, press E, X, and then place them about here. Next, select the four vertices. White click and choose subdivide, revise the number of cuts to four. We don't actually need the inner vertices, so select them and then just delete them. The reason we need so many vertices on pillow borders is so we can sculpt the shape to make it look more puffy. So like, two vertices just before the corners and then press as to scale them. After that, we can select these upper vertices and also the lower ones. Press, X and then scale them out just a bit. I think the corners still look too sharp. We can select the vertices and then scale them inward. Feel free to keep adjusting these vertices. Personally, I think the pillow shape already looks nice. To create the pillow on the right side of the bed, we can simply perform a duplicate. You can quickly select the whole pillow by pressing Control L or by hovering on one of the vertices and then pressing L. Next, press Shift D X, and move it roughly to this location. If you want to make these pills exactly at the center, you can select both using the shortcut and then make sure you set the snap base option to active. Nope, sorry. I mean median. As for the snap target, to set it to edge center. Now we can move this on the x axis direction and snap it to the center of this edge. All right. Before we forget, let's change the snap settings back to our default settings. As a final touch, we want to add some wrinkles, depending on your style or your personal preferences, you may or may not need these details. Essentially, you only need to select a vertex to start and then perform several extrusions. I'm trying to make the lines randomized, not symmetrical, so they look more natural. This is the result we have so far. If you also want to add wrinkles in a blanket area, you can start by duplicating an existing vertex in axis direction. Then perform ephral extrusions just as before. Let's do the same with the right side, Shift D first to duplicate a vertex, press E to extrude and just add more wrinkle shapes as needed. And our bed furniture block is done. Next step, we want to draw the nightstand on the left side and on the right side of the bed because it is a different object, you should not create it as part of the bed model. The three de cursor is still at the corner of the bed, which is fine. We can start by pressing V to create a single vertex, then press E X and click here for now. For the length. I think I want to set it to -60 centimeters. Then press A to select. Then press E Y, and place them here. Let's revise the value to -50. This way, we have 60 by 50 centimeters notten. Next, we can press Shift V Y, then three. This is just to indicate the cabinet door so people can tell the front direction of the object. For now, we don't need any phases. So press A to select all, press X, and then chooe only phases, press step to go back to the object mode. Before we duplicate this to the right, let's rename the Bd Object to bed dot King. And then rename nice ten object to NTN. Now we can duplicate the object to the right using all the shortcut. This way, they are still both connected, dig this and snap it to the vertex at the corner of the bed. This object we want to create in this video is a round table lamp, press Shift A in tight circle. For the lens dimensions, let's make it 30 by 30 centimeters. Press Control A, then choose scale to reset all the scale values back to one. Next, we want to place the lamp, so it is at the center of the nightstand. For this, we can first change the snapping options to active and target the edge center. Now we can move this on the x axis and snap it to this edge and then move this on Y axis and snap it to this edge. Okay. To create length shade, we can press Shift D to duplicate, then press S, and make it a bit smaller. Shift D again, S and make it roughly the size. Select all the circles, but make sure you select the large circle last. Press Control J to join them all. Finally, to indicate the shade frame, we can select these two vertices and then press F, and let's do the same with these two vertices. Press F to create a new age. Currently, the new edges do not intersect each other. They also do not intersect with other vertices. To fix this, we can select all of the elements, make sure the auto merge is active, then press S one and then enter. Now we have a vertex at the center as the result of free intersection. And there you go. We have the table lamp model. Before we duplicate the model, let's first rename it to lamp dot table, then perform an instant duplicate by pressing of D X and snap it to this age. Now that we have all the models that we need, we can select all of them rotate by pressing R, Z -90 then enter. Move them so they are inside the room. Please note that later, we will add a study desk around this location. That is why we want to push them up just before the sliding doors. Oh, sorry, guys, I haven't changed the snap options back to closes and vertex, move them down again, and then move them up and snap them to the vertex on the sliding door corner. Finally, we can move them to the right and snap them to the corner vertex on the wall. A hula, our floor plan now has a bed model complete with the night stands and table lamps. 16. 03-03 Line Art effect: Now that we have several furniture blocks, let's discuss how we can make them visible in rendering using line art effect. Currently, if we activate the solid view mode or the rendered view mode, Blender displays the furniture blocks as wireframes. Unfortunately, these wireframes will not show up when we perform image rendering. To enable image rango in Blender, we first need an active camera, and we also need to set the image resolution correctly. Let's tackle the image resolution first upon the output panel and then change both of these values to at least 2000 pixels. Also make sure that the percentage value is at 100%. Next, we need a camera, press Shift A type camera then enter. Place the camera roughly at the center of the plan. Currently, it is at zero Z coordinate. Let's place it higher, say, the meters. By default, newly created cameras are in perspective mode. For our floor plan, what we need is an orthographic type camera. Essentially, this type of camera renders the scene flat. Just as we see the scene from the top view mode, later, I will show you how to set the camera based on reward paper of size. For now, we can just direct this orthographic scale value up to make all the objects in frame. I think ten is enough. After we have the camera, now we can press F 12 to render the scene as raster image. As you can see, the walls and floors are exactly as they appear in a viewport. Even the shadows are identical. The problem is that our furniture blocks are invisible. This is where the line art effect can come in handy. Please note that line art is actually a modifier that you need to attach to a grease pencil stroke. Don't worry. We don't need to draw any grease pencil strokes manually. The stroke object is needed only to host or to contain the modifier. The manual way of setting this up is first you create a grease pencil stroke object. You can press Shift A, grease pencil, and then choose stroke. Next, you need to add a modifier code line art to that stroke object, and then you need to set the primes, but this method is too long. So let me dead the object again. I believe that since Blender version 4.1, you can skip this manual setup to do that after you press Shift A. Instead of creating a grease pencil stroke, you can select this option, sin Line Art. D Nuri bot these other options as we can easily switch between the smooth leader. Notice that we just created a grease pencil stroke object that has the line art modifier attached to it out of the box. The object itself is invisible in the viewport because it does not contain any strokes. In other words, it is an empty stroke object. Essentially, its only purpose is to contain line art modifier. If you cannot see the line art effect in the viewport already, you may need to increase line vardius value. The value is based on the same unit, which is meter in our case. Let's say we want the line thickness to be 2 centimeters. We can input 0.02. Now, if you use Blender other than version 40.5 0.2, the line radius value is not based on the same unit, but it uses its own arbitrary unit. If it is the case, just find a value that you like, or until you can see line art effect in the viewport. Please note that this effect requires an active camera. If you delete the camera or even just move the camera off to the side. Any objects that are outside the camera frame will lose the line art effect. So this is one thing that you always need to keep in mind. In this condition, if you press a 12 to render an image, you should see thick black lines on furniture blocks. Not only that, but the walls, doors and windows also have thick black lines. Based on what you see in andro image, there are two things that we need to do. First, we want to create two types of lines thick and thin. The thick lines should be for the walls, while the thin lines should be for the rest of the objects, including the furniture blocks. The second thing that we need to do is to have surface color behind the lines on furniture blocks to create line variations. First, we need to separate the objects into different collections. We can rename this collection to thin. And then create a new collection. Rename this to take. You may create more collections if you need more line variations. For example, red collection, blue collection, and so on. For now, let's move line art object and a camera object to the main scene collection. This is not a must. It's just so that later, we can find the two objects easier in the outliner. Okay? Next, move the wall object to the tick collection. And while we're at it, let's create a sub collection inside the thin collection called furniture. Select the bed, lamp, nightstand, and wardrobe objects and then move them to the furniture collection. You can also create a collection just for doors and windows if you want to. Next, to create more line types, we need to select the line art object, and then in the modifier panel, add a new line art modifier. So, yes, we now have two modifiers in a single object. You can add more wine art modifiers as needed. To make things more organized, we can rename the first modifier to tick and then change the source type to collection. Next, we need to target the tick collection. By doing this, only the objects inside the tick collection receive line effect from this modifier. I still think 2 centimeters is to take. So let's reduce this to just 1.5 centimeters or 0.015. For the line color, we do want black. But in case you are wondering how to control the color, you can control the color at the material level. Currently, Bender uses a material named black, but with some numbers behind it. If you click on the material list, are also other materials with numbers behind their names. Why is that? Well, this is because Blender automatically creates several materials for the grease pencil stroke because we already had a material named black. The new material gets additional numbers behind it. If you remember, we created a material called black for the Wall. Although the material was for surfaces and the new materials are for strokes, Blender still does not allow these materials to have identical names. So let's just change the name to stroke dot black. This way, we can tell that this material is for coloring strokes. In case you want to tweak the material color, you can set the color here in the color field. Again, I do want a black color, so I don't need to change anything for now. All right. Let's go back to the modifier panel and focus on the second modifier. We can name this one thin. Make sure it is in a collection mode. And then we target the thin collection. Now, this layer belongs to the grease pencil layer. We don't need to worry about it too much. Just set the layer name to the same as the first modifier for the material. We can also use the same stroke dot back as before. Finally, for the line thickness, the set is to just 1 centimeter or 0.01. This way, the thin collection will have nice sharp back lines. We can try pressing F 12 again to perform an image vendor, and this is the result so far because the video is already quite long, let's continue our discussion in the next video. 17. 03-04 Adding surfaces to furniture blocks: In this video, we are going to continue working on perfecting the furniture blocks rendering. Previously, we added the line art effect, which makes the lines or edges inside the furniture blox visible in rendering. The lines look nice. But overall, the furniture blocks are still hard to read. I prefer them to have white colored surface, so we have more separation between the furniture and the floor. One approach that you can take is just adding the faces using the F shortcut. As an example, we can select this bit model. Now, if you are having trouble selecting the Bt model, it is likely because line art object is blocking the most pointer. We can hide Line Art object in a viewport. Don't worry as long as the camera icon is on, I will still be visible when we render the scene. West try selecting the bed model again. Press the board K to activate the local view mode. Go to Edit mode, select all elements by pressing A, and then press F to add phases. Go back to object mode and a sign the white material that we already created before. Go out from local view mode. Currently, the bed model is at the floor height or at zero z coordinate. Let's bring this up little, say 10 centimeters. Now, if you press a 12 to render the image, notice that not all lines are visible in rendering. There are actually lines in a blanket area where are currently invisible. In conclusion, the line R modifier does not take into account edges that are on faces. We can mitigate this issue by using the freestyle age tag. To do that, make sure you are in edit mode. Select all edges, white click and choose this option mark freestyle age. You will see that the edges are now colored in green highlights. Basically, by marking the edges as freestyle, we are telling Brenda that we want to render them as visible lines. Please note that this can only work if Line Art modifier has the correct option. If you select Line Art object, then open the modifier panel. Inside the He types category. You can find an option called H marks. This is the option that will render the freestyle edges. It is turned on by default. Less press F 12 and see the rendered result. As you can see, now all the edges are visible in rendering. Again, this is the first approach that you can take. Suddenly, I don't like this first approach because sometimes it can lead to problems. The first problem is the overlapping faces. In certain cases, you will get strange artifacts in rendering results due to these overlapping pass. The second problem is that line that exists in the middle of two adjacent faces may appear thinner than the rest. My preferred approach is to have the face and the lines on separate levels. Based on my experience, this approach proves to be more stable. No strange artifacts due to overlapping faces and no lines that look thinner than the other. Yes, it requires a bit more work. But again, remember that you only need to create the furniture blocks once. After that, you can reuse them again and again for future projects. So how can we do that then? First, let me return the bit model to its original state, select all the elements and remove all the pass using the only phases command, then select all the edges, white click and choose clear fistle edges. So yes, in the second approach, we don't need to use the fistle edge mark. What you need to do is like all the vertices of edges around the objects border. You can do this quickly using the shortest path selection technique that is using Control shortcut. For example, we can select this edge, Hull Control, and then click on this edge, and then on this edge, and so on. We need to do this until all the edges on the border get selected. Then duplicate the edges by pressing Shift D Z minus one, then enter. Next, press F to create a phase. As you can see, the new phase is just 1 centimeter below the edges. Let's check the normal direction. If the phase looks red, then you need to select the phase, press out N, and then perform a flip. After that, you can go back to object mode, press F 12 render, and here's the result. Next, let's apply the second approach to the lens and I stands. Select the lamp object, and also this one. If it is hard to select the lamp object in solid view mode, you can switch the view to the wire framework first for the lens. I want them to be higher than the bed so they cast longer shadows into the scene because we have two objects selected. To bring them up together, you need to hold the l key and then click on a Z coordinate. You can position them at 30 centimeters. As for the night stands, we can position them at the height of the bed, which is at 10 centimeters. All right. Now we can focus on lamp object. We only need to edit one of them, as they are both in census or share the same geometry data. Go to Local view mode, activate the vertex mode, press out A first to make sure nothing is selected. Hover the mouse on one of the vertices and then press L to select all linked elements. Press CFD, Z minus one. Next, we can press F to create a phase. The phase is not flipped, which is nice. Go back to object mode, and then we can assign the same mode, material Fs to bed. Now let's focus on outstand object, activate the local view mode, and then go to edit mode. Unlike before, where we had to select all border vertices. For this object, we only need to select four vertices at the corners, Shift D Z minus one. Then press F to create the phase. The normal looks fine. We can go back to object mode and assign the white material. We can try to render an image again by pressing F 12, and here is the result so far. Nightstand and table lamp now look way better because we use different heights. The lamp models cast longer shadows on their surroundings, while the bed and knife stands cast shorter shadows. All of these can really help the viewers to understand the floor plans much better. Finally, we can work on wardrobe model. First, we can rise these to 50 centimeters. Before, I use non instance duplication for the other wardrobe. So let's just delete it for now. We can make use of local view mode so we can work without distractions. Just like knife stand model, you only need to select four corner vertices. Then press Shift D Z minus one. Next, you can press F to create the pace. Go to solid view mode and check whether the normal is flip or not. Indeed, the pace is flip, so press out N and then flip. Next, we can assign the white material to the model. For the other wardrobe, we can perform instance duplication, press D, Y, and move it to both here. Press Control M, then Y to mirror it on Y axis, move it to the right, and then move it back to the left while holding Control to snap it to the first wardrobe. We can now exit the local view mode, hit F 12 to render the scene. Guys, this is basically how we create the furniture. 18. 03-05 Tables and counters: In this video, we are going to add the desk bathroom counter and the other cabinetry. For the start, we can make use of the existing nightstand model. It already has the front leaf and white face, so that will save us quite a bit of time. Activate the wireframe mode. So like the nightstand model, Shift D, Y, snap it to the wall. We want the desk to look taller than the nightstand. So let's change the Z coordinate to 30 centimeters. Then for the depp, we want it to be at 65 centimeters. To reset the scale value, as always, we need to press Control A, then choose scale. Okay. Next, go to vertex mode, press A twice to reset all, select only the top vertices and then move and snap them to the nightstand. Now if you want to revise the front leaf line to be exactly 3 centimeters, you need to turn off the automot first, drag and snap this to the left border, and then move it back to the right for 3 centimeters. The model is basically done. Let's rename it. Now, if you want to find the active object in your liner, you can press the period key on the numpad. So just like in a three D viewport, your liner will focus on the active object. Let's rename the object to desk. All right. Price of 12, and here is the result so far. Next, we want to create the bathroom counter. We can duplicate this object by pressing CFD and then move it here. Press R, Z -90, then enter, move it and snap it to the bottom left corner of the bathroom. Next, we want the width of the counter to be 200 centimeters. So just input 200 in a dimension field. As for the depth, we want it to be 53 centimeters, which is basically a 50 centimeters body plus 3 centimeters leth. Let's apply the scale. Go to the edge mode, select the leaf line, snap it first to the top, and then move it back as far as free sunimters. The model is done. We can name this object bathroom dot counter. Next, we want to create a minibar and artific cabinet. Basically, the process is identical to how we created the desk and the counter. We can first duplicate the counter object using the shift with shortcut, then press R Z -90. We can then snap this to the bottom of the bed and then snap it to the left wall. Go to vertex mode, we select all, select the vertiss at the bottom, and move them up and snap them to the wardrobe. Next, we can select the vertices on the right and then move them so they snap to the right side, corner of the wardrobe. Lastly, we name the object to minibar. Okay. Next, for the TV cabinet, we can duplicate the minibar object, press Shift D Y, and snap it to the top line of the bed. Go to vertex mode. We can move these vertices back as far as 20 centimeters. Then we can swap these bottom vertices, move them down, so they snap to the Miibrs border. Now we want the TV cabinet to look shorter than the M bar. So set the Z coordinate at 10 centimeters. Press F 12 to render the scene, and this is what we have so far. Next, we want to create mounted TV just above the cabinet. The easiest way to do this is by using the TV cabinet model as a starting point. So we can select the TV cabinet, shift D X, and move to about here. And then, oh, sorry, guys, I forgot to name the TV cabinet object. Let's name this cab a short form of cabinet then TV. Okay, let's go back to our TV model and name this one TV. We don't want this TV model to overlap with the TV cabinet, so let's bring this up a little to 20 centimeters. Next, we need to center the origin. We can open the object menu, origin, and then choose origin to geometry. For the TV width, let's set this to one 20 centimeters. This is a common size for 50 inch TVs. Now, before we set the dp, let's first move this edge almost to the center, go back to object mode, and then set the depth to only 6 centimeters, press Control A, and apply the scale. Now, if you go to phase mode, we can see that currently the model has only one phase. For now, we can just delete the phase. We will recreate the phase later. Next, go to He mode, select this edge, press, Y, and make it roughly the size. Now we can select all, but you select the H at the center, press Shift D Z minus one, and then press F to create a phase. Go to solid view mode. We need to check whether the phase is flipped or not. If it is flipped or colored in red, we can select the pace, press out and choose flip. After that, we can go back to the object mode, move this back, so it looks like it is mounted on the wall. Press F 12 to render the scene, and here is the result. Now, you may notice that the bottom nightstand does not show any lines. This is a known small bug in line art modifier. This happens when we edit the desk and snap it to the nightstand. Blender thinks that the model is being blocked by other objects and therefore hides the lines. To fix this is quite easy. You can try hiding and then showing the render icon of line art object to force it to recalculate the effect. If that does not help, you can try selecting the nightstand model, moving it somewhere else, and then snapping it back in place. Usually this fixes the problem. It is a small bug, but it is a bug nonetheless. I hope this gets fixed in the future, so you don't experience this problem with your file. 19. 03-06 Creating a toilet using a reference: In this video and the next, we will create the toilet and in blocks. But unlike before, we are going to use references to start. Let's hide the line art from the viewport with the camera icon on so we can still see it in rendering. There are two ways to import reference images into Blender. First, you can create a reference object and then choose the image file. Or the second method, you can simply click Dreck the image into the TD Viewboard. For now, let's use the first approach. Shift and click here to move the TD cursor, press Shift A, image, and then reference. Blender will ask you to pick the image file. I provide two images that you can use right away. One is a toilet and the other one is a sync. We want to create a toilet, so double click on the toilet image, and here is the image. To make the image more subtle, you can open the data panel, activate the opacity option, and then slide the value down until the white color is quite weak but still visible. Then this is optional. If you want to protect the image from any accidental transformation, you can lock all these fields. Okay. Next, we need to find the center point of reference image and then move the precursor to that location. Press V to create a single vertex. Make sure you are in vertex mode. Press E X, and move it to about here. And then E again, Y, and move it up here. You can select the vertices, and move them again if needed. Select the top vertex, E X, and snap it to the first vertex. Let's move this up a bit. For now, we won't be needing the automorge feature. We will use it later when the time comes. Press Shift Control B to perform vertex vel. You can make it four or five verteices next, we need to select the vertex at the bottom, press Shift Control B again, and rag it far enough that it follows the curve at reference. For this curve, you may need about ten to 12 vertices to make it look smooth. Now, because we wav it too far, you will get double vertices at this end, but don't worry, this will get fixed automatically later. All right. Next, we can select this vertex, press E, Y, and move it here. Then select this vertex, Shift D Y, and move this here. I D again, Y, now move it here. Press E, X, place it here, E again, Y, and move it here. Press E, and place the vertex here. Shift and select this vertex and then press F to create an H. Let me adjust this a bit. We can select this top vertex Shift Control B and make it like this. And just smooth out rest of vertices below using the same vertex vo technique. Okay. Next, we want to create the flash button. For this, we can use a circle. I don't think we need too many thesis as the circle is small. I think 20 is more than enough and make the size smaller also. Move this up. Press to scale it down and just take the position, so it aligns with the reference. Please note that you don't want to move the circle on the x axis. You need to keep it straight in Y axis as this is the center of the model. Next, we want these edges to intersect. For this, we can turn on the auto merged option and then select all elements, press as one, then enter. Now we can safely delete the accessive vertex. Notice that the vertexes at the bottom have already merged together. To create the left side of the model, we can use the mirror modifier. Now we have graph side. Don't forget to turn on the Bisac option so that we don't have double vertices in a circle area. Basically, Bisac will cut the model in half. After that, we can apply the modifier. Now that the model is done, we don't need the reference image anymore, so we can safely relate it. Currently, the toilet model is not at the correct scale. Let's say that from the product's website, we know that the length of the product is 70 centimeters. You can input 70 into dimension field. Notice that changing the dimension automatically changes the scale value up here. To make the X dimension value followed Y dimension, you just need to copy the y scale value to the scale field. Blender makes this process really easy. Just hover your mouse over the field you want to copy. You do not need to click or select the text. Just press Control C to copy the value. Then hover the mouse on the scale field and then press Control V to pace the value. As you can see, the X dimension value has changed accordingly. Now that we have the correct size, we can press Control A and choose scale. This will reset or apply the scale. All right. Next, we need to create a phase below the edges just like the other furniture blocks. Go to vertex mode. We can press L to try to select the outer vertices, shift D, Z, and move it down quite far. We'll move them up again later when we have the pace. We can try to isolate the vertices by selecting and liting the ones that we don't need. For the rest, we can hover and use of shortcut to select them and then press delete and choose vertices to remove them. Now that we have only the border vertices, you can select them by pressing L, then press F to create a phase from them. Let's check the normal direction. It is currently flip. So let's fix it by pressing out N, then choosing flip position the phase, so it is at -1 centimeter just below the lines. Okay, go back to object mode, assign white material to it. Rename the object to toilet. Finally, we can move the object into the bathroom area. Currently, the object is at zero or at the floor level. Let's rise the position, so it is at 20 centimeters. This way, it has a longer shadow than the bed. Press R Z 180, then enter. Move it up a bit and then move it down while snapping it to the wall. Crener the toilet, you can move it to the side and snap it to the right wall, then move it to the left while snapping it to the left counter. Then divide the distance by two. The toilet is now exactly at the center, press F 12 to render the scene, and here is the result. 20. 03-07 Creating a bathroom sink using a reference: In this video, we will create the bathroom syn block. We will use reference image just like the previous lesson. But now we will use the second approach, which is basically dragging and dropping the image directly into the TD viewport. Let me just show you right way. Upon file explorer and find the s image I provided next, click and drag and then drop it into Blender TD viewport, and there you go. Blender just created reference image for you. Next, we want to avoid bright white colors in reference image because they may interfere when you need to see the selected elements. So turn on the opacity effect and lower the value way down until the image looks quite subtle. Okay. Next, we need to find the center line of the product and then place the T cursor at that location. Press V to create a vertex, then E X and place it here. We can select the vertex, so it looks clearer. Press E, the Y. Then E again, X, snap it to the first vertex, lower it down a bit, select this vertex and press Shift Control B for vertex bevel. I think three to four vertexes are enough. Do the same with the upper vertex. Next, we can duplicate one vertex and place it at the top left lever. Press E Y, place it here. Select the two vertices, press E X, and try to match the reference, press to select the whole island. Then press Shift Control B to bear the vertices. Let's switch to the wireframe mode for now. Move it down, so it is on top of the circle. We need to do this because the reference photo was not taken perfectly straight from the top. That is why we also need to bring the phosphate vertsis down. It should be slightly above the line at the level. All right. Now we want to create the drain hole. We can press Shift A circle. We ertosis should be enough. Move this down until it matches the reference. So, I forgot to turn off the autonomous feature. We will use it later, but for now, we need to turn it off to play it safe. Just the scale and position, but avoid moving it in X axis direction. We can make use of the circle for the levers bottom. Chief D and move the circle here. Then we can tweak the scale and the position. After that, we can create a large circle for the inner surface. Create a circle. For this one, we need more vertices as the size is quite large. Move it down, press as to scale, and then scale again, but now only use Du axis, adjust the position again as needed. Next, we can select these vertices and then press Control X, resolve them. Use the subdivide command to add a vertex at the center. Move the up a bit and then lv out the vertex and create a curve that follows the reference. Feel free to tweak them again until you like how they look. Lastly, we need another circle for the outer surface, rest, sat A, then circle. For this one, we need more vertices to make sure look off looks smooth. I think 42 should suffice tweak the scale and also the position to match the reference and then perform another scale, but only on the Y axis. Okay? I believe we have all the curves that we need so we can safely delete the reference image, strike the object again, and activate the edit mode. Now, we need to turn on the automrge feature, A, then S, one, then Enter. This will force all edges to intersect. Now we need to clean up the model of any unnecessary vertices or edges now for the center line area, we can worry about this leader after we apply the mirror, go back to object mode, and then add a mirror modifier to the object. As always, we need to activate bisect to prevent double vertices. I think is good. We can apply the modifier. Go back to edit mode and remove the edge at the center of the facet. Then this is not St, but I prefer the origin pin to be at the center of the geometry and the model is done. Let's say that we know from the website or brochure that the width of the product is 60 centimeters. We can input 60 in the X dimension field, then copy the X scale value to the Y scale field. Press Control A, then choose scale to add a phase below the lines. We can try selecting all vertices on the outer border. We can press L or just hold out and click on one of the vertices. Notice that level vertices are also selected. No problem. We can press Shift D, Z, and move them down. Now we can focus on removing the unwanted vertices. You can select the vertss near the border and then lead them. Then use to also for the leftover island, we can use the short cut and then delete them. Let's do the same on the left side. Delete these vertices L to select the leftover, then X vertices. We can now press L to select the border vertices and then press F to create a phase. Go to solid V mode and check the normal direction. And ye the phase is flip, select the phase out and then flip. Finally, we can move the phase, so it is 1 centimeter below the edges. Go back to object mode. Assign the white material. We name the object to bathroom sink. All right. Press seven, you activate the top view mode, move the syn block to the bathroom area. We know that the counter object is at the height of 30 centimeters. We can set the syn position to 35 centimeters so that it is slightly above the counter. Press R Z 180 then enter. Just its position, it really depends on the resign you want to achieve all B to perform instance duplication and then move it here. To make both things centered against the counter, we need to change the snapping options to median and H center. Then Reg reacts arrow and snap the mouse to the center of the counter rhamul it is done, press F 12, and here is the result. 21. 03-08 Importing CAD drawings part 1: In this video, we will explore more ways to add furniture blocks to our floor plans. Previously, we learned the hardway which involved creating from scratch and then creating them based on image references. Now we will cover the easier ways which are downloading them from the web and then importing them into Blender. Because currently not many architects use Blender, most likely, you won't find any furniture blocks in a blend file format. Instead, you can find a lot of them in the WG, DXF, and SVG formats. Don't worry. You can still make use of them by converting them or importing them into Blender. You can find a lot of online resources to know the details about each of file formats. In this video, I will only focus on things that matter to us, which are things that relate to how we can bring them to Blender. First of all, all of these three formats are vector graphics formats. DWG and DXF formats were designed by the same company, which is Autodesk, the creator of Autocad. Both formats support two D and three D data and are designed to take of research numbers. Both can also contain metadata such as layers and attributes that are essential for engineering and construction. No wonder that both are heavily used in the architectural field as they were designed for that. On the other hand, the SCG file format can only contain to the data. It lacks support for complex metadata, unlike the previous two formats. This is no surprise because it was designed first and foremost for graphic design and support for web browsers. Nonetheless, you can still find a lot of free SVG assets that you can use in your floor plans. All right. Now, you need to know that vendor only supports importing the F and SVG formats. It does not support importing DWG. Why is that? Well, this is because both DXF and ASVG are open source file formats, while DWG is a closed source format and a proprietary file format owned by Autodesk. Software companies need to pay royalty fees to Autodesk in order to use DWG. This is the biggest reason why it's very hard to find free software that can work with DWG files. The only way that you can import DWG files into Blender is by converting them first into the XF files. Because of this, we'll first focus on how we can convert DWG files and later on how to import the XF and SCG files. Let's say that we browsed the Internet for free cat drawings of chairs. We then stumbled upon this DWG file on a website called dwgmodels.com. Or suddenly I like this chair for the balcony and this office chair for the desk. But again, the challenge here is that the file is provided in DWG format. After you download the file, there are at least three ways that you can do with the file. First, you can use free online converters to convert the file to the ACF file format. The second method is to use a free CAD software that supports the WG to the cefFle conversion, and last method is to use uphead CAD software or converter. Let's see each of these methods in action. For the first method, there are many websites that offer file conversion functionalities. What I often use is a website called icon.com. I like this website as it does not require you to sign up or give up your email address. To use it, you upload the DWG file using this button. Then ooe DXF as the target format and then click Convert for it to process the file. And then click the Download the cef button. Now, let's see an example of using second method. There are not many options for this method because of the royalty reasons I mentioned earlier. One free kat software that I tested work well for this task is NanoCdFive. Please note that the newest versions of NanoCD are pro or paid software only, but the company decided to make the older version or Version five free. Basically, you just need to open the EWG file and then use the Safe command. Make sure you choose the DXF file format. Any of the versions is fine. Blender can import DXF, both the 2013 and 2010 versions. Lastly, let's see the third method which is converting the file using paid software. Won't feel limited on this option because all paid CAD software that I know of is able to perform file conversion between DWG and DXF. The only downside is that, well, they are paid software, so you do have to pay for them. The cheapest option that I can find is QCD P. Please note that QCAD is available in two different versions, the open source version and the pro version. Unfortunately, the free and open source version can only work with the XF files. Only the Pro version supports both DXF and DWG formats. Personally, I own UCAT Pro and use it all the time, work with both DWG and DXF without any problem. The process is straightforward, just like how we used NanoCt before. Just open the DWG file. And then save it using the saves command. Make sure you select any of the XF formats available in a drop down list. Blender supports importing the F up version 2018 as well. Okay. But before we continue, there is a very important issue that you need to know when importing the XF to Blender. You see, Blender the asfimporter has a flow or bug when importing ellipses. If you cut an ellipse object from one certain point to another point in a CAD file, the ellipse will come as a whole ellipse or uncut when imported to bender. This is not a problem when you use any converter, as it automatically converts ellipses into polylines, which is great, but that is not the case with common CAD software. Neither Nanocd or QCD will do this conversion automatically. Essentially, you need to convert the ellipses yourself when converting them to the XF format. That is, if you are using CAD software. Again, this is not the CAD software's fault. This is in the DXF importer add on in Lender. I hope this gets fixed in the future. To mitigate this issue, there are at least three walk arounds that you can do in Cat software. First, explode everything. Basically, you need to strike all objects and then perform Explode. All CAD software has the Explode command. Second, you can select only the ellipses and then explode them. For example, in QCad, you can press GF to open the selection filter window, select ellipses in the entity type, click Replace the current selection. This will only select ellipse objects, and then you can hit the Explode button. The third approach is to just remove everything except the models we want to use. Hopefully, the model does not contain any ellipses. For example, we can select this chair. And in this chair also, invert the selection and then lead, you can move this chair so it is closer to the center. Okay. Now, you may notice these strong curves on the chair models. Don't worry. These are arcs, not ellipses, so they won't give us any problems when we import them into Blender. Now you can straighten this chair in CAD software, but I'm going to leave it as it is, so I can show you how to fix this type of tilting inside vendor. After we are done, we can save the file as the X file format. I know that I am showing you the process in Qcad, but I'm pretty sure you can do the same with any CAD software of your choice. Again, if you don't want to bother with this CAD editing process, you can just use the online converter method, right? Because the video is already quite long, we will continue with importing process in the next lesson. 22. 03-09 Importing CAD drawings part 2: In this video, we will import all the DXF files we have converted before, and later we will also discuss how to import SVG files. Import files, you can open the file menu, then import. Please note that all these Import commands in Blender are basically add ons. So if for some reason, you cannot find the DXF option or the SVG option, you may need to open the preferences window, then go to the add ons tab and search for the XF. Notice that, I already have the Import and Export modules for the F installed. If you cannot see these add ons, you need to open the Get extension tab and then type the F. If not yet installed, you can press the install buttons that should appear on the website. After you have the add ons, the next thing you need to be aware of is the active collection. You see, when importing the X ray files, Blender will place the models inside the active collection. In the outliner, you can tell which collection is active, but it's darker icon. To make it easier to manage, let's create a new collection. And name it Import. This will be our temporary collection to store the imported models. We can delete it once we no longer need it. Just make sure it is currently reactive collection. Now let's import the file because we want to import a DXF file, use the DXF option here. For now, we are going to import the DXF file generated by nanocad if you remember, we didn't fix or explode the ellipses in this file, so expect to see some errors. As for the import options on the right side, you don't need to change anything except the unit scale value. I know that the files we want to import use millimeters as the unit, while our Blender scene uses meters. Basically, we need to scale down the sides to 0.001, press Enter, and then press the Import button, and there you go. Notice these large shapes. They are the uncut Ellipses bug that I mentioned earlier because they are all inside a collection, we can easily select them and then read them. Now, let's try importing the X ray file generated by QCD. Make sure the unit scale is correct. By default, Bender uses less settings, so we don't need to change anything. Click the Import button. And here is the model. We can move this down so we can see it better. You can start working on this model, but I want to show you how to work with the DXF file from the online converter. So let me lead the subject, and let's perform the DXF input command again. But now we choose the one converted by the NICO website. Make sure the scale value is correct, and then press Import DXF, and here is the result. By default, D NA website converts ellipses into polylines. That is why we don't have any ellipse problem with this DXF file. Now, let's clean up the model, so we only have this chair and also this share. Fe we can hide the other collections. I think we should also hide the camera object so it doesn't get in the way. Notice that the chairs we want to use are inside this one object. Because of this, we can select all the other objects. And then read them. You may have already noticed that most of the objects imported from the F files are curve type objects, not a mesh type. What we want is to convert them into meshes. But before that, there is one parameter that you need to know in a curve object called resolution. Essentially, this value controls how many segments are used to run around curves. Higher values mean smoother curves, but of course, more memory is needed to process them. By default, it is set to 12. But I think for this model, ten is more than enough. To convert the model to mesh, simply rightly, just convert to then mesh. Now this object is mesh type object, note the icon in the outliner. Now we can go to vertex mode. Select only the chair model by holding Control and while clicking and wagging, if you see elements not being selected, this is because they are being blocked by other elements. This is the solid view mode, default behavior. We can change the view mode to wireframe and then create the selection again. Now that we have vertices selected, we can press P then selection to separate them into a new independent object. Now we have two separate objects. Okay. Next, select the main object again. We want to extract only the office chair, select the verticies, then press Control I to invert the selection, and then let the vertices. Currently, we have the chairs that we need in two separate objects. We can press G and move this one so it is closer to the center, all right. Before we edit the hare models, let's first discuss how we can import SVG files to Blender. For our practice, I created this drawing inside inscape. For those who don't know, inscape is a free and open source vector editing software comparable to a b Illustrator, affinity designer, oralraw and the like. Now, you may find SVG images such as this one. Yes, you can import complex SVG like this. But you need to know that the import process will only bring in the lines. All the fields, whether they are solid color or gradients will not be imported. There is a special add on that can import complex SVG graphics into Blender responsible objects, but we won't be discussing the technique as that is more suitable for to animation workflows. Great thing about SVG is that Blender can import lines correctly, even if we put complex path effects inside inscape. For example, notice that most of the paths in this file use the B Spline path effect, so they are not ordinary spine pads. Let's go back to Blender. One thing you should know before importing SVG files is that Blender will not place the imported model inside the active collection. Instead, it will create a new collection and have the same name as the file. So this is a bit different from importing the XL files upon the file menu, then in fort, choose ACG and then select the SVG file. Notice how small the model is, this is another thing that you should keep in mind. You see, the AVGiFle uses an AF paper layout. It is why when we import it, the object will have the size of an AF paper. Notice also that the imported model consists of multiple objects, just like the original SVG file. We can combine them all using the Control G shortcut. As for the resolution, I don't think we need 12 segments. As you can see, even the value of three looks smooth enough. After that, we can rightly convert to then mesh. Next, let's center the origin point using the origin to geometric command and then change the name to plant, then press and move the object to the thin collection. I hit the tin collection, so we can see the plant object again. Let's move this to the left corner of the room near the TV, press S to scale it up. Then press air to rotate and just find your rotation that you like. Now, for plant blocks, I usually place them just above the wall. So let me unhide the wall and then move the plan upward. I think 105 centimeters should do it. Personally, I don't like adding pass to plant or three blocks. I like them to look transparent, but feel free to add pass if you prefer it that way. Finally, to apply the scale values, you can press Control A, then scale. Let's render the scene, and here is the result. A 23. 03-10 Importing CAD drawings part 3: In this video, we will continue working on imported care models, which are the two chairs from Audi X file generated by any online converter. Let's start with the office chair. We can use the origin to geometric command so that the origin point is at the center. Go to vertex mode. CAD drawings usually have a lot of double vertices. We can fix this by merging vertoses that are close to each other. Press A to select. Then press M for merge, and then press B or select the by distance command. As you can see, 12 vertoses have been merged. Next, to make all edges intersect correctly, we can activate the automrge feature. Then press S one, Enter. If you find floating vertoss, you can select them and then remove them. This model is quite good as it has almost no excessive edges. Next, you may want to just ignore this if you don't have time, but personally, I don't like how these areas are overcrowded by vertices compared to the other areas. We can select two vertices and just one and then press Control X to dissolve them. We can do the same with the vertices at the bottom. Select for every three vertices, and then you solve them. Just leave the one. For the other side, we can use the mirror modifier to object mode. Then in modifier panel, add a mirror modifier. Make sure the bisect option is on and then apply the modifier, or you can also press Control A, and choose the visual geometry to match command. As you can see, both sides are now identical. All right. The next thing that we need to do is to create the phase. For this, you need to select the other vertices. We can start with this one, Hold Control, and then click clicking on the other vertices by following the silhouette of the model. Be careful not to select vertices that do not belong in a border area. Keep selecting until we are back to where we started. After we have the selection, we can press Shift D Z minus one, then enter, press F to create a phase. Let's check whether the phase is split or not. It is currently flip, so go to phase mode and then press out N and choose flip sine white material. The scale values are already at one. We can change the name to chair dot office. Press M and move this object to the furniture collection. To see the chair again and be able to position it in a plan, we need to unhide the thin not collections. Here is the chair model. Move this so it is in front of the desk, press R, Z 90, enter. We know that the desk is at the height of 30 centimeters. We can set the chairs Z coordinate with the centimeters, so it's a bit lower than the desk. This way you can slide it under the desk if you want to. Lastly, if you want to place the chair precisely at the center of the desk, we can change the snapping mode to active He center. Then drag Y arrow and hold control to snap it to an edge on the desk. After you are done, press F 12 to render the scene, and here is the result so far. Next, let's fix the launchair model. First, we can center the origin point. Then go to vertex mode, press A, and for merge, and then choose by distance. 13 vertices have been merged. Next, we can force the auto merge. But before we do that, lease be aware that these vertices might merge into one. Why? Well, this is because the auto merge feature will merge vertices that are closer than 1 millimeter, such as these vertices. You can adjust the threshod value if you want to. But for me, I don't mind losing these vertices as they are too small anyway to get notice in a flow pen drawing. Sub press A, a one, then enter. Now, all intersections are corrected and we lose the small round curve at the arm valves. Again, I have no problem with this. We can dissolve the center vertex and navel the two corners. I also prefer to have this curve be just a straight line. We can resolve the vertices. Then these vertices also control X to resolve them. We'll use the mirror modifier leader for the right side, all right. Before we can perform a mirror, we need to straighten the model. In other words, local coordinate must be aligned to the center line. There are many ways that you can do this in vender. One way to do it is to first straighten the model and then apply the rotation. For this, we need at least two vertices that align perfectly at the center of the object. But suddenly, I'm not sure if this vertex is correctly at the center. So let's recreate it just to be safe, select these vertices and then resolve them, then select these two vertices. White click and then just subdivide. Now we have this vertex exactly at the center. Next, we need a vertex or H as a reference point that aligns vertically to the new vertex. This is so we can rotate and snap using the vertex at the back and reference plane. We can create reference easily by selecting the new vertex, press Shift D, then Y. Remember, you need to constrain the movement to the Y axis. Otherwise, the rotation will not be perfect. Press E, Y, and place it here. Select the two vertices or the edge, then separate it into a new object. So now we have two separate objects. Okay. Next, we need to move the origin point of the chair to the new vertex. Make sure the snapping options are set to closes and vertex. Press control period, then move and snap it to the new vertex, press control period again to turn off the origin mode. Now, we want to rotate this chair and snap it to our reference line. To enable snapping while rotating, you need to turn on the rotation option in a snapping panel. Now we press R then Z. While in this contion we can press B to define the base point, select this vertex at the back of the chair, and then bring it up and snap it while reference point. Now that the chair model is straight, we can apply its rotation by grasping through A, then choosing rotation. As you can see, now, all of the rotation values are at zero. We won't need the reference line again so we can safely delete it. All right. Before we mirror the model, let's optimize the model even more. I think we can reduce the vertosis around this corner and these vertoss are all in just a single line which is unnecessary. And I missed this one vertex. Okay. Now we can mirror the right side to the left side. Sine and mirror modifier, activate bisec to prevent double vertices and then apply the modifier. Everything seems to be okay. Next, we want to add a phase. As usual, we need to select only the border vertosis, hold the Control key, and then keep clicking on the vertosis around the model. After that, we can press Shift D Z minus one, then enter, press F to create a phase. We can check the normal of the phase. This one does not fit, so we don't need to fix it. Assigned white material to name the object to chair dot Launch. Press and move this object to the furniture collection. We no longer need Import collection, so we can click on it and then choose let hierarchy. All right. Let's unhide the tick and the thin collections to see the complete floor plan. So I and move the chair block to the balcony area. Set Z coordinate to 20 centimeters, just like the previous chair, press R, Z, then 180, then enter. Oops, sorry, guys, I think I missed typing the number one key and place the chair here. On second thought, I think it will be better if we rotate it a bit press R, Z -30 then out D, then X and move the duplicate here, press RZ 60. To place the two chairs at the center of the balcony, we can strike both. Then in the snapping panel, make sure we use the median mode and then snap the models to the edge. Oh, sorry, guys, I forgot to turn on the center uption. Let's try this again, snap them to the edge. Okay, render the scene, and here is the result so far. Now, I am thinking of adding a small side table just beside each of the lung has. We can start by placing the t cursor here. Shift A and choose circle for the radius. We can set it to 25 or perhaps 20 should be enough. And as always, we can go to vertex mode, Shift D Z minus one, then press F to create a phase. Let's check the normal direction. It is currently flip, so we can press out N, then flip. Go back to object mode, assign white material. Rename the object to table dot side. Then press and place this inside the furniture collection. For the height of the table, we can set it to 20 centimeters, just like the chairs. Move it just beside the right chair. Press out D, X, and move it to the left side of the left chair. I just I bowl it for now. All right, press F 12 to render, and here is the result. 24. 03-11 Glasses and mirror: In this video, we will add the glasses and mirror to our floor pan. What I mean by glasses is the glass panels that form the show cubicle, including door. And what I mean by mirror is the mirror on the bathroom counter. Now, you may have noticed that I already created the bathtub and also the shower head. I did not record the process because by now, I believe you already understand how to create them. Basically, I used a simple extrusion method to create the rectangular base. Then I round the inner surface using the vertex vel command. Of course, this side has larger vel amount than this side. As for the drain, I just used a circle for the short head, you can see that it is composed of three simple shapes, a circle and two rectangles. Again, there were no new techniques data used in this process. Okay. Let's first create the shore cubicle, activate the wireframe mode. Currently, I am using closers and vertex as the snapping option, hold shift, and then click andrag and hold the Al key to snap the T cursor to this corner. Press V to create a single vertex. Make sure we are in vertex mode. We want to have a show room with a width of 1 meter, so press E Y -100 then enter. Then press E X and snap it to the wall. Now, we need to turn on the auto merge feature. Select these two vertices, press E, Y, three, and three. Now, I know that short glasses are only about one cenimeter to 1.2 centimeters thick. I intentionally made these two cenimeters so it shows clearly in a floor pen. Okay? Select these vertices, press E X minus three, for the door, I want a bit of space from the box corner to the hinge. This is the leader. If you decide to add the handle to the door, there will still be room for it. Select the verticies Shift D, X minus five, then enter. As for the door leaf, I want to make it 75 centimeters long, rest, shift D X -75, then enter. Now for the short door, I prefer to have it open so people understand which direction the door swing because we already have the face. We can make use of it, select the pace, and then press Y to split it from the rest of the elements. Now we can move it independently. Next, we want to rotate the face. Be careful not to overlap the pace with the other elements as we currently have the automor turned on. Press R, Z, 90, then enter. Move it closer to the hinge location. Press G, then control to snap it here. Okay? Next, we want to create an arc to indicate the door swing. Just like before, we can start by placing the TD cursor at the hinge location. Then activate the vertex mode, select this vertex, and then use the spin tool. Click and drag the plus node until the arc almost touches the left end, then we can select these two vertexes, press F to connect them with a new age. All right. We can go to Object mode. Sino material. This time we want to use the blue material. I almost forgot. Let's check the faces normal direction. Most of the faces are red, except this one. We can select all the faces, then shift and first to make the noroms uniform, and then press out and choose flip, go to object mode, and hide the normal direction of lay Currently, the glass object cases shadows onto the floor. I prefer it not to cast any shadows. For this, we can open the object panel. Then in a viewport display category, turn off the shadow option. Lastly, for the height, I want it to be as high as the doors. For this, we can simply rag it up and snap it to one of the door objects, or you can also input 110 in Z coordinate Press F 12 to render the scene, and here is the result. The last block we want to create is the mirror. This should be easier than the short box. Let's activate the welfame mode. Move the predecursor to this corner, press V. Make sure we are in vertex mode, press E X, and snap it here. Select both vertices, press E again, Y, five, then enter. Go to object mode. We can move this up to 110 centimeters, just like the shower box. I also prefer not to cast any shadows. As for the material, we can use blue just like before. Let's check the normal direction. This one is fine. Humilla. Let's name the object. Oh, I almost forgot. We have named shower cubical object. Let's first name this one. You can name it show cubicle or enclosure. I'll just name it box, so it is shorter. As for the mirror object, we can simply name it mirror. Let's render the scene again, and here is the result. Basically, we have created all the blocks that we need for the floor plan. 25. 03-12 Transferring data across files: In this video and the next, we will discuss three methods to reuse assets in Blender. This way, we only need to create them once. After that, we can keep reusing them in the future again and again. The three methods that we are going to cover are Open, copy and paste and Asset Browser. In this video, we will focus on the Open method and then the copy and paste method. And in the next lesson, we will discuss the Asset Browser method. After several floor plan projects, you may end up with a lot of furniture blocks that are scattered across multiple files. The most common way of pulling assets from other Blender files is through the Open feature. To use it, simply open the file menu, then a pen, and then browse to locate the file that you want to target. Let's say you want to pull an object called car from a Blender file, floor plan 001 dot BEN. After you find a blend file, just double click on it. Notice that a bend file is like a folder structure which consists of more subfolders inside it. If what you want to import is material, you need to choose the material folder. If what you want to import is the collection, then what you want to open is the collection folder, and so on. Because what we want to open now is an object. We need to open the object folder. Here, you can see the list of all objects stored in the current Bn file. You can scroll and find the object manually. But if list is very long, it would be faster if you use the search feature up here. That is, if you know the name beforehand. Say we want to search for car. Notice that vendor now filters the list to only display objects whose names contain the word car. These three objects are included because the word card contains car. Okay? Select the object you want to import. As for the settings, you can leave them as they are. Click the open button and here's the object. If it is not visible in your viewport, you can select it first in your liner and then move your mouse over the TLD viewport and press the period key on Numpad. The TD viewport will zoom in on a selected object. Another way of bringing assets from one n file to another is via the copying piece method. First, you need to open the Bn file where the object you want to copy exists. Struck the object and then press Control C to copy. You can also right click and then choose Copy Objects. Now, to paste the data, Blender offers several flexible ways. You can open a new file or another file in the same window. You can also open a new vendor session in a different window. All of this will work, and believe it or not, even if you close vendor and turn off your computer, the next time you turn on your computer and then vendor again, you can still paste the object using the Control V shortcut. How is this possible? Well, this is possible because vendor doesn't actually use the system clipboard or the temporary RAM to store the data. Instead, it uses an external file on your storage device. Long story short, I just works. Okay, guys, so these are the first two methods that you can use in Lender to reuse or transfer assets from one file to another. In the next video, we will discuss a more advanced method called Asset Browser, which can make your workflow way faster and more enjoyable. 26. 03-13 Using the Asset Browser part 1: Previously, we have discussed the open and copy pase methods. These methods are helpful if you only need to transfer one or just a couple of objects between bank files. But if you want to manage hundreds of assets and be able to access them quickly and easily for future projects, then using the Asset Browser will be much better approach. You can access the Asset Browser, just like any other editors in Blender. Simply choose an area you want to use, click on the top left icon and then choose Asset Browser. You can also use the shortcut, which is Schiff one. With the Asset Browser, you can save and manage to remodels materials, poses, brushes, and so on. Basically, all assets that can be stored inside a blend file can be managed by the Asset Browser. Just to give an example of how powerful it is here, I have several bowls and vases. You won't see these objects in your Asset Browser because these are not vendors standard assets. I modeled some of them myself, dress, either download or purchase. To put these assets into my scene, I can simply drag and drop them to any location that I want. Note that this process detects surfaces automatically. Let's say I created a box. Imagine that this is a table or a counter. If I dig an asset to the top part of the box, it will snap to the top surface. This also works on the side surfaces. This can be very helpful when you need to paste paintings or other wall decorations. Besides tre models, you can also save and reuse materials. For example, I can assign this gold material to the bowels or assign this stainless steel material to these vase and so on. As you can see, the Asset Browser makes walking with vendor fast, easy and fun. Yes, you still need to create the assets, but you only need to do that once. If you have the budget, you can also just process them. Okay. So how can we save our furniture blocks into the Asset Browser then? Save an asset to the Asset Browser, you need to go through these four steps. First, you need to register the path. Second, you need to save the file in crack path. Third, you need to mark the object as an asset, and four, you can create catalogs to categorize the assets. Let's see each of these steps one by one. Okay? So the first step is to register the path or the location of the folder. Later, any objects inside the files that you place in the folder will be eligible to be marked as assets. Let's say you already prepared a folder coded for plans in your local storage device. In my experience, you can also use dynamic folders that are linked to online storage services such as Google Drive, drop box, and like. This way, the assets are synced to the cloud automatically. After you prepare the folder, you can open the preferences window, then open the file pad tab and look for Asset libraries. From here, you need to press the Plus button, Browse and find a folder. Make sure you are inside the folder, and then click the Ad Asset Library button. Now, there is a new folder here called four plans. Also, if you open the Asset Browser and then click on the top Broke down list, you'll see our new option called four plans. So by now, you understand that the names in this list are basically just folder names registered in a preferences window. The second step is to create and save a file in the folder. Let's just open our latest floor plan Bank file. Go to File, Save S, and then find the floor plans folder. We can name this file furniture blocks 001, or any name that makes sense to you. And that's it concludes the second step. The third step is to mark the objects as assets. You only need to do this on objects that you want to be listed in your Asset Browser. For this, simply right click on the object's name in the Outliner, and then mark as asset. If you see an icon that looks like a stack of books, then you know that the object is an asset. If you change your mind and want to return the object to a non asset or ordinary object, you can Rot click on it again and then choose clear Asset. If you want to mark a lot of objects as assets, it will be faster if you select them all first, and then Rot click and then choose Mark as Asset. All right. Now, you may be wondering, what about the walls, the floors, and the camera object then? Well, objects that are not marked as assets will not big the assets, so you can just list them. But if you prefer to have a cleaner file, feel free to delete the objects that you don't need. Just remember that after marking the assets, you need to save the file. Let's open the Asset Browser and then open floor plans folder, you can click all or unassigned to see the furniture block assets that we just created. Now, try dragging and dropping an asset into the viewport. If it doesn't work the first time, it might be that Blender is still processing the files in the background. Just wait for it and then try again. Currently, all of the assets are working as expected, but they all exist inside a default category called unassigned. Of course, having assets tagged as unassigned is not that helpful. This brings us to the fourth step, which is creating catalogs. To create a new catalog, you need to click on this Bloss button and then rename the catalog to something meaningful, for example, chairs. Next, go back to the unassigned catalog select the hair assets, and then re and drop them on top of the hairs catalog. Another example, we can create a new catalog called cabinets. Next, so like all the cabinetry blocks. And then write and rob them on top of the cabinets catalog. So now we have a chair catalog and a cabinet catalog. Feel free to add more catalogs as needed. Leslie, this is important. You need to click on this save icon, and also, you need to save the file. All right. There are still several things that I need to explain regarding the Asset Browser, but because the video is already quite long, we will continue the discussion in the next lesson. 27. 03-14 Using the Asset Browser part 2: In this video, we will continue discussing Asset Browser feature in vendor. Previously, we have done all four steps to put our TV models into the Asset Browser. But if you notice, currently there are still problems with our assets. First, we can see a lot of unnecessary duplicates, such as two bathroom sinks, two table lens, two nightstands, and so on. Second, the thumbnails or the previews are not that clear. Somehow Blender only renders the pass and dismisses all the edges. The third. We also want to store the floor plan materials in the Asset Browser. Let's tackle each of them one by one. To modify an asset, you need to open the bender file that contains the asset. You can open the file directly. That is, if you remember the file location. But if you are in another file and you see an asset that you want to edit, the fastest and easiest way to access the assets file is by clicking on the asset and then choosing open Bend file. The file will be opened in a new window. So now you have two bundle sessions open at the same time. If you are done with this window or bender file, you can close it. And let me set this to full screen so we have more space to work with. To remove an asset, you can simply delete the object. That is, if you don't need the object anymore. However, if you only want to remove the object from the Asset Browser, but still keep the object in the file. Then you can perform the clear upset command instead. After that, remember to save the file. If you want to add more assets to this file, you can use the Open feature and then mark the new important object as an asset. For example, I want to add a card block from another file into this file. I can simply go to the file menu, then opens to find the file, I want to import an object, so I double click the object folder, select the object that I want, and then click the open button or just double click on the object. Now that the object is inside the file, I can wrote click on it in the outliner and then choose mark as asset. Now, if you go to the Asset Browser in the unassigned category, you'll see the new asset that we just marked. Again, you need to save the file. Otherwise, the changes will be reported. The same concept also applies when you need to modify the asset, you are free to make changes to any of the assets. Just remember to save the file after it. All right? Next, let's fix the thumbnails or the previews of the assets. For me, these previews are actually fine because I created them. I know exactly what they are just by reading their names. However, if you work in a team or have many of these assets, having clear previews can greatly improve your workflow and help you avoid potential problems. To create custom reviews, first, you need to select the asset. Next, upon the panel on the website, you can press and to open or close the right panel, just like in a TV viewport, then in a preview category, you can see the current thumbnail or the preview of the asset. Then provides for ways to adjust the preview. The default method is pressing this button. Basically, the result is like the one we currently have. The second method is to click on a small arrow button and then choose renderactive object. Basically, with this method, you can select any object in SN and then use that as the preview instead of the actual object. I don't know why we want to do that, but the option is here. The third method is to capture the viewport and use it directly as the preview. Essentially, you want to make the TD viewport look as good as it can to represent the asset. Then press the capture screenshot preview button. In this condition, you need to draw a square area to refund the preview. Unfortunately, in bender 4.5 0.2, which I'm using now, this feature causes an error and will crash bender. So I am pressing Escape to cancel it. I hope this bug gets fixed, so you can try this feature. The fourth method is using an image file as the preview. Currently, this is the only option that I can use as the third method is broken, so I can press the print screen key on the keyboard to capture the screen. Open Krita or Photoshop or any image editing software of your choice. Crop the image, so it only displays the asset and then save the cropped image as a JPG or PNG file. Back in Blender, you can select the asset again, open the side panel, and then click on this button. Locate the image you created before Cleta, and then click Load custom preview. As you can see, now the preview looks so much better as it clearly depicts the asset. Feel free to use this method for the rest of the assets. Besides the furniture blocks, you may also want to save the materials in the Asset Browser. For this, you can select the object that uses the material. Then in the material panel, you can right click on the material and then choose mark as Asset. This method is suitable when you only have a few materials. However, if you have a lot of materials that you need to convert into assets, a better approach is to open the outliner. Use that by default, the outliner is in the view layer mode. We need to change this to the Blender file mode. Essentially, in this mode, you can browse the data in your file just like when you perform the open command. So you can see objects, collections, and so on. Because we want to access the materials, we need to open the material folder. Here, you can see all the materials contained inside the file. We can select multiple items using the control or Shift key, just like you normally select files in a file browser. And then click and choose Mark as Asset. After that, don't forget to save the file. Now, all of these materials will show up in your Asset Browser. If you want the liner to go back to its default mode, simply click here again and choose View layer. Okay. The next step is optional. You can create a new catalog called materials and then open the unassigned category, select the materials. And then drag them all and rub them on top of the materials catalog. Don't forget to save the catalog and also save the file. Currently, the previews are unclear. You can use the technique we just discussed to create a custom preview for each of the materials. However, the material assets are already functioning. Just to prove this, if I drag the black material onto the card block, the car turns black, right? 28. 04-01 Camera settings and adding labels: In this video, we are going to set the camera and also run resolution so that it matches reword paper size. After that, we will add labels to our floor plan. You can calculate and set everything manually, but it will be way faster and easier if you use an add on called dimensions and lines. We already installed and activated this addon before, so just make sure that it is not turned on. Notice that in right side panel, you'll see a tab called dimensions and lines. To be able to set the camera first, we need to tell the addon which camera object we want to control. Notice that currently it says none. We only have one camera object, so let's hide it and then select it. Next, click this button that says set selected object as camera. Now the add on knows which camera object we want to control. After that, you need to specify the paper size and scale value. My printer can only paint a four paper at maximum. So I prefer the paper size to be a four. And because the floor pen shape is vertical, we should be using portrait orientation instead of landscape. To make it portray, you need to turn off this white option. For the DPI value, 300 is a standard for high quality printing, so we don't need to change it. As for the scale value. This is the value that we can put as label this way. People can easily calculate the real size of the elements directly from the printings. We don't know yet what the best value is, so we leave it at 100 for now, press zero on the Numpad or click on icon to activate the camera view. Okay. Now, we need to click on this big button that says set camera and resolution. Two things just happened. First, the camera ratio now follows the A for paper size in portrait orientation. Second, if you open the output tab, you can also see that the image resolution has changed. As you can see, this add on is very helpful to set all these output settings automatically. Currently, the floor plan drawing is too small compared to the paper size. It would be better if you can make use more of the empty space. So let's try 50 for the scale value and then press the set camera and resolution button again. Okay? I think 50 is a good scale value in our case. Finally, if your camera is not exactly centered, you can move it using the shortcut. But first, you need to make sure it is selected. You can select the camera object in yourliner or if you have the camera view active, simply press the border until it turns yellow, then you can press G to move it. Try to make the floor pen at the center. Okay. The next thing we are going to do is add labels to the floor pen. This process does not require any add ons. Everything we will be doing is just using the standard features that exist in vender. Before we create any labels, it is a good idea to contain all the labels and later the dimensions inside the collection. So right click Onsen collection, and then choose new collection, rename it to Dim or any name that you prefer. Make sure the new collection is active, hold Shift and click to relocate the three de cursor. To create a label, we can press Shift A, fine or type text, then enter. To edit the text, we need to press the tab key. Basically, we are now in edit mode. In this condition, you can edit the text like you normally edit them. I want to add a scale notation so that people understand the scale of this drawing. Remember that we are using one by 50 for the scale. After you are done, press tap again to go back to the object mode. Now, if you put this text way above the others, say, 200 centimeters and then move this around, you can see that it cases a shadow on other objects. We don't want texts to cast any shadow, so let's open the object tab. Then if you put this play category, turn off the shadows option. All right. Next, let's tweak the text parameters. For the text alignment, I want it to be at center horizontally and at middle vertically. For the font, I want to use a more handrawn style phone. To use the custom phone in Blender, you need to first Import the phone file. To do that, you need to click on this folder icon. This will automatically bring us to the system phone folder. So, yes, the phones you see here are phones that are installed in my system. Yours may be different. You pick the phone that you like. Personally, I like to use a phone called Flux Architect. I select the regular type phone by just double clicking on it. If you also want to use this phone, you need to download it first squirrel.com. Don't worry. It is completely free. Once you download and install it, you can then pick the phone just like I did. Okay, to control the size of the font, you can do that by adjusting the size value. I believe the size value is based on the same unit which is in meters. So if you want the font to be 50 centimeters in size, you can input 0.5. Finally, you can define the color. Just like the other objects, text colors are defined through material. So upon the material panel, you can create a new material for this, but I'll just use the existing back material. Let's try to render the same and see the results so far. It looks nice, but I think I want to revise the position of the camera, select the camera, press G, then Y, and move it like so. Then let's move the text also to about this location. Okay. Next, we want to add more labels to the floor plan. We can select the existing label, press sheet, and move it to the balcony area, press step, and edit the text to balcony. Press tap again to go back to object mode. I think the size is too big for a room label. So let's change the size to 0.2. And finally, we want to change the color so it looks different from the rest of the elements that mostly have black lines. We can use the existing red material for this text. Okay? For the other areas, we can simply duplicate the text on the balcony. Press tab and change this text to bedroom, then tab to exit, Shift D and place the text here. Press tab and change it to bathroom. Tap again to exit the edit mode, press F 12 to render, and here's the results so far. You can add more labels if you want to. But for me, I think this is enough. 29. 04-02 Adding dimensions: In this video, we will add dimensions to the floor plan. For this, we will be using the dimensions and lines add on again. Before we create any dimensions, there are three things that you need to set. First, you need to determine whether you want to display the unit or not. Most of the time, you want to show the unit. I choose middle and then turn on the show option. If you are in the US, you may want to use fit or inches instead. Okay. Next is the font. If you click on this drop down list, Blender only displays fonts that exist or are already imported into the blend file. Currently, we only have two fonts. You can go with the flux Architect font again if you want to but I want to show you that you can easily import more phons using this lot fun button. Just, for example, I want to use Noto Sans for these playing numbers. For your information, Noto Sans is a free phone created by Google. You can download the phone for free from phones google.com. Now we have three phones available inside this Bn file. Just make sure the one that you want to use is selected. Okay. Next, you need to specify the dimension type. I think it is better to just show you this image so you can see the differences between each option. Personally, I like the default slope option, but feel free to use other types if you want to Okay. Now that we have covered the parameters, we can discuss the creation techniques. The add on provides two methods to create dimensions. The first method is by utilizing existing vertices, and the second method is by manually clicking with the mouse. Personally, I prefer the first method, but let me explain the second method first. After that, we'll discuss the first method. If you click on this real time mouse dimensions button, you can create a dimension by first clicking to define the first point. Move the mouse, and then click again to define the second point and then move the mouse to define how far label should be placed, and then click again to confirm. As you can see, the creation process is similar to most dimensional tools in CAD software. Now, if you want to change the color, you can do so by altering its material. Notice that the dimension objects, use a material named color Bis Mt you do not want to switch this to another material as that will only change the current object. If you want to change the color of all dimensioned objects globally, including the future ones, you should change the color in this material instead. Personally, I like red, so the dimensions look more coherent with the room labels. Okay. The reason why I don't like the most technique is due to its snapping feature. Sometimes it's just hard to snap to vertex. Even if we press Y to constrain the direction to the Y axis and then try to snap this vertex, it may end up snapping to the top vertex instead. That is, if we are looking from the top view, I hope this addon gets fixed in the future, so the snapping feature is more robust and intuitive. As of now, I prefer the first method which uses vertex selection. But before we discuss the first method, let's discuss the anatomy of the dimension object. You see, indra doesn't actually have a narrative dimension object, so the don developer creates dimensions using two types of objects combined together. The first object that forms the dimension lines is basically just a mesh object. And the second object is a text object which is parented to the first object. That is why if we move the dimension object, the text object follows. But if we move the text object, the dimension object stays long story short. If you want to delete a dimension, you need to select both the line object and the text object. Only then can you press delete key, all right? To use the first method, first, you can snap the precursor to the starting point where you want to measure. Let's just say at the bottom left corner, press V to create a vertex at that location. Before we can perform extrusion, make sure the snapping options are set to both vertex and he center. You can do this by first selecting the vertex option, hold shift, and then click the center option. So again, we now have both of these options stand on. Next, we can press E to extrude the vertex X and try to snap to the center of the middle wall. Press E again, X, and snap it to the right corner. Next, extrude again using Yaxs until at the center of this wall. Extrude again on the Yaxs and snap it to the center of this wall. And then extrude again. Y until at the top right corner. Next, press E X and snap it to the top left corner. Finally, press E again and snap it to the bottom left corner. Now we have created all the vertices we want to use as the reference. Go to object mode. You may want to change the name of the object to something else. For example, ref, which stands for reference. We do not want this object to show up in the rendering. So turn off the camera icon. Next, we want to make sure that this object is at the zero level. The reason for this is that we don't want to dimension objects floating above the drawing and casting shadows. Yes, you can disable the shadow just like we did with labels, but it's better to avoid it from the start. After that, go back to edit mode. Make sure you are in vertex mode. Select the two vertices at the bottom right. Then press the dimension from two vertices button. To control the look of the dimension, we can make use of the last action panel. The most important checkbox is this switch sides button. As the name implies, it switches the side of where you want to have the lines and label. Then below it, you can see two categories. This category controls the dimension lines or arrows. While this category controls the label. Feel free to play around with each of these values to know what they do. I will only cover five of them, which I think are the most important. First is the dimension offset. This primeter controls how far the dimension line extends from reference vertices. For now, I think 0.3 or 30 centimeters is enough. The second most important primeter is the text size, which controls the size of the text. Let's make this 0.25. The third is the decimal places. This controls how many numbers or digits appear after the decimal symbol. Are not making a detailed technical drawing, so I don't think we need more than two digits. The four parameter is offset from main line. This controls how far the text is from the dimension baseline. I think 0.05 is enough in our case. Finally, the rotation along center this primeter controls the orientation of the text against its baseline. You only need to change this value if the text is facing the wrong direction. Okay? Now, after you have the primeters that you like, you should turn off this option that says rewrite redo panel changes. Essentially, if you have this turned on, every time you create a new dimension, the add on will reset the settings, but if you've turn this off, it will remember left setting, and we'll use that for the next dimension. Can continue by selecting these two vertices and then clicking the dimension from two vertices button again. Select these two vertices, and then click this button again. Next is the top dimension. Select this vertex and in this vertex, create a new dimension. Then select this vertex and in this one and create a new dimension. Next, these two vertices at the bottom, create a new dimension. Notice that this one is going in the wrong direction. Simply click the switch side checkbox to fix it, and we also need to rotate it 180 degrees. Set the offset from mainline perimeter to minus value, say -0.25. Finally, these two vertices, create a new dimension. We need to switch the side again for this one, and we are done. Before we render the image, I think I want to move the scalable up a bit and also let's change the size to 0.4. Okay, press F 12 and here's the render result. The last thing that I need to cover is revising the dimension. Now, because the add on generates regular measures and text objects, you can edit them manually like you edit any other object in vendor. However, if you want to edit them by using the parameters we discussed earlier, first, you need to select the dimension line. Remember, not the text, but the dimension line. And then click on the remake dimension load settings button. Basically, the add on recreates the dimension object. This way, you can access the last action panel again. From here, you can make any changes that you like. For example, I want to turn the text so its upper part is facing right side, and then change the dimension offset to 0.5 and so on. Alhamda. Our floor plan is officially finished. I know that this is very simple floor plan, but the technique is the same whether you want to create smaller or larger floor plans.