Furniture Design Masterclass with Sketchup & Vray | Product Design Rendering Workshop | Manish Paul Simon | Skillshare

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Furniture Design Masterclass with Sketchup & Vray | Product Design Rendering Workshop

teacher avatar Manish Paul Simon, Architect | 3D Artist | BIM Expert

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

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.

      Course Intro

      1:31

    • 2.

      Getting Started

      3:02

    • 3.

      Using Pureref

      4:15

    • 4.

      Placing References in Sketchup

      6:04

    • 5.

      Creating Placeholders

      2:58

    • 6.

      Cushion Modeling 1

      13:44

    • 7.

      Cushion Modeling 2

      6:36

    • 8.

      Sofa Legs

      6:59

    • 9.

      Sofa Pillows with Clothworks

      6:20

    • 10.

      Cushion Creases with Clothworks

      3:51

    • 11.

      Create Sofa Seams Updated

      4:55

    • 12.

      Fix UVs in Sketchup

      3:53

    • 13.

      Texture - Adding the Maps

      4:57

    • 14.

      Lighting for Product Renders

      4:17

    • 15.

      Final Render & Post Production

      7:10

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About This Class

Master Resource Sheet - Download Links

Exercise Files

WELCOME TO THIS FURNITURE DESIGN MASTERCLASS WITH VRAY 5 FOR SKETCHUP

  • WHAT YOU WILL LEARN?

In this class, we will learn to create a photorealistic Sofa Product Render with Sketchup, Vray & a whole host of useful Sketchup Plugins.

Here are some new subjects you will learn in this class

  • Creating a Stream Effect with Vray Blend Materials
  • Using Environmental Fog to set the right mood in the scene
  • Using Vray Scatter to create Grass & Trees
  • Extensive use of Skatter 2 to add various  elements in the Scene
  • Using Pureref for referencing & inspiration
  • Creating Architectural Materials
  • Post Production in VFB

By the end of this course, you will be able to create professional Product Renders like these.

Meet Your Teacher

Teacher Profile Image

Manish Paul Simon

Architect | 3D Artist | BIM Expert

Teacher

Hi there! I'm a Bangalore-based Architect, 3D Artist, author, and consultant. I'm also an Autodesk Certified Professional and I've been part of the Architecture & Interior Design Industry for more than 5 years now.

After graduating from School of Planning & Architecture, Vijayawada in 2015, I went on to work with eminent Architects throughout India for over 5+ years. I have played many a role during this process right from being an Architect, to a 3D Artist, Interior Designer and very recently as a BIM Consultant for a large MNC. I have gained immense experience over the years and I am now passionate about sharing this knowledge with you.

My goal as an instructor is to create comprehensive step-by-s... See full profile

Level: Intermediate

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Transcripts

1. Course Intro: Do you want to learn how to create high-quality furniture models in SketchUp? Are you interested in learning advanced modeling techniques in SketchUp? If you are interested in modeling and rendering high-quality product and those from scratch, then this is the course for you. In this course, I will take you step-by-step in modeling and rendering an awesome looking high-quality 3D so far, model produced with SketchUp really plot works. What x tools sub d and a whole lot of useful plugins. To get started, we will set up shortcuts, units and references and SketchUp. And I will show you how I work with SketchUp. Then we will place these references and create placeholders for our model. Model, the cushions create sofa, legs and pillows, use clot works to simulate clot. And following that, we will create cushion quizzes, and so far it seems. And then we will also fix the UVs in our model. Towards the end of the course, we will render awesome looking high-quality model in for Q. And we will also learn how to add textures lighting, and set up the right studio lighting in our scene. You will also learn some advanced post-production techniques directly within the frame buffer. This course will prepare you to model and then the high-quality product renders in for k with SketchUp when VD, which will inevitably help boost your carrier and enhance your business. I can't wait for you to get started in the course and see you guys and say, Cheers. 2. Getting Started: Hey guys, welcome back. In this video, we're going to set up SketchUp so that you guys know how I am working, then you can follow along pretty easily in this video. The first thing what I'm gonna do is just going to make a box. And you can see that if I press Alt W, which is too bad or prediction based, old one goes over the top, you all to front. All three is backwaters side is safe. So I can easily switch between all these use thanks to these shortcuts. And another awesome shortcut that I use is if I make this a group and to the group and plus j, let me just create something else as well. Yeah, and now if I enter this group, because j, you can see I can hate us to the model. So you can either do it this way or you can also go to View competent edit and click on hydrous of the model. So that's an odd awesome shortcut. And then finally, plus y can see that'd be at an x-ray mode. So this helps in the modelling process as well. So I'm going to assign all the shortcuts quickly. Just go to Windows, references, shortcuts, search for view. So you can see that the top view is all plus one. All you need to do is Camille press Alt one and click the plus button. I've already assigned this, so that's why this option is showing up. Press the plus button, just press Okay to finish. Before that, let's assign all the other shortcuts as well. So top is all plus 18 is all plus five, left is all plus food. Rent is all plus two, and back is plus three. No, if you don't use back a lot, you can also assign left to hopelessly, but sometimes they use back. I've assigned it this way. Then the other shortcuts that I've assigned is high, just the model. So just search for height. You will find hydrous to modeller and assign the shortcut G and X-ray? I was saying the shortcut way, no, I have not assigned to x because I use it to multiply stuff in SketchUp. So you can just use white for X-ray mode. And the units that we're going to use for this project is millimeters. So you can just go to Windows modelling for select units. Now you can see it's set at meters. Just change this to millimeters. We can use the display position of 0 mm because generally, believe me, does comes in ever more. You can also try 0 if you are nano accurate. So let's use your voice. You can also use centimeters if you're more comfortable with centimeters. But millimeters works really well for furniture modelling. And the best part of woods SketchUp is that you can use inches and millimeters in the same project. So if I make a rectangle, you can see right now it is in millimeters in the bottom-right corner. But if I type in inches, for example, 14 inches or 140 inches, 120 inches and press enter, it creates that squared accordingly. So that's enough for us to get started with this video. The next video, I'll import my images and then get it ready for modeling. I'll see you guys next video. Cheers. 3. Using Pureref : Hey guys, welcome back. So we're going to start modelling ij so far. And this case it's called arena section with chairs, sofas. This is a sofa that we're going to try modeling. And what we're gonna do is we're going to use a software called PRF, which is a super handy software for CT artists because it helps in referencing and also adding your images all in one place. So you guys can go ahead. Could it be your F.com, click on get PRF, like Windows or Mac. If using any of the loop and set a customer model 0, click on Download tab and then click on Download. Now I would highly recommend that you support a pure rough because the software is used where a lot of people as a very handy software and it helps the developers staying motivated to develop the software for others. But if you find this software useful, please do go ahead and donate to their cause once you install it to the open PRF. So this is what shows up. So this is our window, which is PRF know, if you right-click, you can sort of odd but the whole thing, and once you play stuff, you can pan and do more things in PRF. So now what I do is I just drag and place it in PRF. What I'll also do is maybe just open this, this way and then drag it from you, right? So now we've moved to image. Let's drag in. Some would open this, strike this in, then this stack, this in. Maybe this is well, alright. Anything else that we like? Maybe this, alright, that's a face. And now if you want to sort of move in or move around in PRF and use your mouse buttons to zoom in, to scroll. That is, then if you click the middle mouse button, then you can pan in the RF. And what you can also do is if I press Control a to select all the images. And if you want to pack them together, you can press Control P, Control Shift P to pack them in the frame. Now what I'll do is I'll reduce the size of the frame and select my image and the space. You can see that it stays within that frame window there. And what I'll also do is I right-click, go to mode and make sure always on top is switched on. So this way, when I'm in any window, pure ref and always stays on top and it has me in modeling with references faster. You can also go to right-click on the purify window, go to mode and click on transplant into moles or you can press Control D as well please. Okay. This time when I click on pure ref, nothing happens because it's transparent to the most this way. It's always locked in position there and it doesn't really affect my mouse clicks as well. So if you're modeling, this helps in setting it to transplant the most. If you want to remove the setting, you need to open your F Again. Let's go to our Windows. Select the pure offender, you press Control D to switch off the transplant it more. There's a lot more that PRF has to offer. So if you right-click and go to settings can see that the radius shortcuts, that it has, the actions and system shortcuts as well. You can align stuff by pressing Control left. If you want to align to the right, it's controlled rate. But the ones which I showed you in this video would suffice to proceed with the course. And I would highly recommend that you guys check this out and try to incorporate this into your daily workflow. Finally, you can also see it as ODE. So press Control S to save, or you can right-click and click on Save. So let's go to Save As and then save it out as a EUR50. The best part about PRF is that it keeps the high resolution in the file so you can sort of zoom in into the details. This helps in modelling better. Finally, for this course, we're gonna be using the arena section of the chairs dimensions. So you can just go to dimensions.com and take a screenshot of each of these sofas and bring them into SketchUp. You'll also find it here when you search for the intersection of chairs, this image here, you just click on it. It'll take you to the dimensions were upset. I've already shared these images in the exercise files. So you don't have to worry about taking screenshots by just in case you guys are wondering from terracotta so far. It's over this under our belt. We can proceed to tackling our modeling process in SketchUp. And I'll see you guys in the next video. Cheers. 4. Placing References in Sketchup: Hey guys, welcome back this vehicle in bringing images into sketch up and you can see there's a lot of plugins you. And if you've gone through the installation video of this course, you will be familiar with these plugins in SketchUp. Installing these plugins into SketchUp and showing them up here. Now I've made icons module for this course because there's a lot of icons here. If you want to make them bigger, you can just go to Windows Preferences, go to Workspace and click on Use large toolset tool buttons. That is, it becomes bigger, but I prefer using smaller tool buttons. So let's go to Windows for references and just switch that off and please, okay, so now let's bring in our images. So go to file, import it. So now you can see that we have our various images here. I'm going to bring in the plan. You can only bring in one image at a time. So I'm going to select plan. And this time I'm going to bring it in as an image and not as a texture. The reason why you don't bring it in as a texture is because when I'm editing groups, I can't really see the texture. I will show you what I mean by that. So let's select plan, click on Import, bring it in. Let's also create a rectangular and bring this planning has a texture. So go to File Import and its plan and bring it in as a texture. So now if I may go The box here, I'll make it a group. Enter the group and then plus j to toggle visibility. You can see that I can see the image, but I can't really see the texture. That's the main reason why I bring in these images as an image and not as a texture for better escape, then of course you can see the texture back. But if I'm editing a group which is painting the group, you can see this bounding box here. You can see the texture. So I hope that made sense. Now let's bring in the other images. Let's go to File Import. I'm going to bring in the side view. Bring it in as an image. Click on import. Let's go to File Import, and let's bring in the front view as well, bring it in as an image, and then paste it in place. Let's now all we need to scale is correctly. So we have a reference here which is about 306 centimeters. So I'm going to use a tape measure to scale all of these. So now let's select this image. Press D on your keyboard to activate the tape measure tool. I can see a plus button on this icon. If you press Tab Control on your keyboard, you can see the bottom goes away. So now you're in scale mode. So let's click once here, and then click on this edge. And let's type in our values. So 3060, Emma has enter. Do you want to resize the model, your corneas? You can see that we've resized this image. So now if I make a measurement using the tape measure tool, you can see it's approximately correct, 3060. Remember what they entered in six centimeters. But the problem is with the scales up or scaling down, and it's a different value. If you want to scale these images individually, then what I would do is I can really enter this because it's an image. Laughter, make it a group. Let's make a line outside using the line tool, which is L on your keyboard app creator line, which I am sure you already know. Let's select this line and select this image. Right-click and click on Make group. And now what I can do is enter the group. And this time I'll use a tape measure tool inside this group. So I'm going to press D to activate the tape measure tool, tab control to activate scale mode. Click once here, click on the edge here, and type in your value, which is one for ethics. And press enter up to do you want to resize the active group or competent? Yes. And this would only resize the image. Let's do the same for the plan as well. So let's make a line. You select these tumor I click Group. Now, I do like to keep right-clicking and making a group, I generally use a shortcut called G to make group. So just go to Windows, references, shortcuts. So it's per group make loop here you can see I've assigned the shortcut G this way. Let me just explore this for select these two and plus g quickly makes a group, I can really make a lot of competence and make more groups than competence. So this is why I've assigned G2 make group, right? So let's do the same for this as well. So enter the group by double-clicking Christy to activate the tape measure tool, tab control. So you can see it's in scale, would click once and then click the second time. Let's give a value which is 3060. And press, Enter and press yes. Now it's all scale correctly. Let's bring it in place. It's going to move it here to the sides. Couldn't move this here to the side as well. I'm going to rotate it. So I'm going to press Q to act with the rotate tool. I'm going to tap the right arrow key before I click that it audience to the red direction, then I'm going to click the second time, app 90 and press Enter as do the same for this as well. So this time, again, you can just rotate it by 90. Rotate around the blue axis by 90 as well. Let's place it in place here. And we can also move this down. Select this image, select the bottom, you're on the face at the top arrow key to lock it in the blue axis and then place it in place. Similarly are as well. He was the move tool, click once they have the W key and place it in place. So now if I press Alt one and goes to the plan view is the frontier, you and Alt four is a side view. So you can quickly switch between all of these. And you can also switch routine parallel projection and perspective. We've set up our model. We can also delete these lines because you don't need them anymore. Selected lane deleted, select this line and delete it. Barely save your model. So go to File Save. And presenter can also move our pure ref in place and we are ready to start modelling the sofa. They'll see you guys next video. Cheers. 5. Creating Placeholders: Hey guys, welcome back. Now, before we start with the actual quad modelling in this course, we're going to start placing our placeholders. So I'm going to start creating some boxes here using the rectangle tool. So let's click. You, place a box there, then let's paste another box here. Another one here to copy this because it's all the same sides. And finally, a box here. Now let's make each of these separate group, so double-click plus G to make it a group. Let's enter this group and let's push this out. You can really snappier unless you go to the run few seconds, go to the front view and snap it there. And it's also go to the front view and move this in place. Alright, that's better. And other group, there's all too to go to the front, you can place one here. Similarly, this is, well, I'll turn to the group because data-toggle is ready, select the bottom face, this name plus j again, to disable toggle visibility into it and move it up. Slow. You can see how these shortcuts come in handy when you are modelling in SketchUp. By the way, I've also assigned for shortcuts for height, which is F2 and F3 28. You can assign that as well weekly, so-called preferences shortcuts. It's for height. Height is assigned as F2. We can remove this because I don't use control on or you can assign control one as well or Command one if you're using a Mac. But I generally use F3, F2. A night Hall is F4 and handmade last is f three. Now let's make a copy of this to the top. Select all of these, scale it to the top of it. It's also a good idea to create guidelines using a tape measure tool. This time we do not have to tap Control key. You just need to click once and then you can place a guideline there. So this time, when I select all of these together and press S, I can scale it to the edge of that Caitlin. All right. This looks good here as well. We need to move this on top. The handles are sitting at the bottom there. And finally, we can create our side cushion. You're just going to make a fist letter that is, push this out. Make it a group, the group, and push it out. So you created our placeholder. We can create that who dress TO as well, but we'll do it later in the quad modeling process. Alright, so now we've created a play solos. We have one last one years into the group. There's all this mood on top of it. Select the bottom mood in place, right, perfect. So we've created our placeholders and the x value will start modeling it using our quad tools. Will see you guys next video. Cheers. 6. Cushion Modeling 1: Hey guys, In this video, we're going to start quad modelling are sofa. Now before we start, I'm going to just assign these to attack or references. So let's go to tags, create a tag called reference. And I'm going to click on the tag Julio and assign it to the reference is 0. So for hide it, it Hayes third references as well as switched on the course as well so that you guys can follow my cursor easily. All right, so we're going to use to mean plugins, which is quite fierce tools, which is a free plugin, and sub D plugin, which is a paid plug-in. Now you get a license so you can play around with sub d. Now before we started the modelling, I'm going to share a bit about Quad modelling and its use case in various 3D modeling software. More CDER does prefer quad modeling. What do I mean by quad modeling? It is simply a surface covered by four sites. Now, if the same face is covered by Face aids, for example, if I make five-sided polygon, this is called low end gone. And finally, we also have triangulation, which is simply triangulated face with three sites. Now in court fees, we have something called the Les mesh analysis. So if you switch this on, you can see that this is green and red and purple. You should always try to create quads in your models and try to get this green phase in its own layer mesh analysis. This is because it's easy to create or to apply UV Textures, apply materials, face paint and so on. Like I mentioned before, most industry specialists and CGI does prefer always modeling with quads, especially in software leg blend or 3ds Max and so on. Now the process I'm going to show you in SketchUp is a great way for you to get into loop modeling and quad modeling. And once you get a hang of this type of modeling, you can easily switch to software such as 3ds Max, Blender. We'll start off with this group here. I'll also load my PRF and keep it in the corner. You can press Control T to sort of make it transparent to the modes and the State Fair click doesn't really affect this PRF. So we're trying to replicate this model here and we lose. So using these two plug-ins in the future videos, we will use additional plug-ins as well, but we'll try to limit our workflow to these two plugins. So to start off, I'm going to hide all these other groups. Want to search on references. So this is our group here. Let me just go back to PRF, press Control D, sort of zoom into this area. So you can see that we have nice smooth curves are surfaces on this group. So let's try to replicate this. So the first thing what you need to do is make sure it's a clean face. You can see that it's got some additional edges here because I need to enter the group. Click on Delete and click on Delete. So you can see that as soon as I delete, that just became a green mesh, which means it's ready for quad model if you see any red faces and so on, need to make sure it's completely green. By the way, this came on because the lay my shoes on. So I'm gonna switch this off and then apply a regular, normal matrix here. Make sure it's applied to the inside as well. So first thing what you need to do is create something called edge loops. So what it does is it softens or rounds off the edges more smoothly. Now if I select the simple box and click on sub D, you can see that you don't have good rounding off and it's sort of a jagged model. Let's toggle sublimation backoff. Basically when you click this button, it toggles subdivision on and off between the control mesh, which is this box here, and subdivided fees. So let's enter the group. Let's select this line. In quad phase, we have various options. For example, in the starting few icons you have something called select ring. So if you click on this, it's sort of selects. The lines along this ring. Can see that selects all these four lanes. And once you've selected all the four lines, we need to create the edge loop. So we have something called insert loops. If you click on into loop, it creates that loop there. Now, let's click on the box here and subdue way. Now you can see that it's a bit more smoother. So let's add some additional loops on the sides here. So let's enter the group. There's a Moody's edge loop. So you can also click on Remove loops here. And let's select the line. Click on cell occurring again. And then you have a third option called Connect edge tool. If you click on that, you have an option to add edge loops on the sides. So this is a small function that opens up. So let's click. You can see the segments you are given is two, which is what we need. And let's change this bottom value to 0. Now, you can see that two equally divides into three equal parts can also increase the number of segments, but we need to keep it at two. And we need to move this edge loop to the corner here. We'll do a percentage of our board thirty-five percent from the corner. Or maybe you went 50 per cent. Strafe 40, press Enter, and then click on the Play button. So now if I select this box and click on those subdivision, you can see that it's sort of smoothing towards this corner. So we need to add edge loops on the side of it. So let's toggle that back on. Now backoff. It's entered this group, select this edge. Now, if you insert a loop with only one edge, it does get added. But sometimes when you are clicking on the third option here, which is connected stool doesn't really add. So make sure you select the line, click on, select green, and then click on Connect edge tool. So I'm going to move this to maybe 50 per cent and then click on Apply. Now let's select this box and click on Toggle subdivision. So now you can see that it's more smoother and he has some nice rounding off the edges. Now what you can also do is increase the number of subdivisions in this group. So I'm going to click on Plus button here to increase the subdivisions so you can see that it's smoother. Alright, that's cool. And I can toggle this back off. Let's see what else we can do to this group. This toggle, this cold front view, which to value prediction. We can crease this edge. So you can see that there's a flat here. So let's toggle this off. And to this group, I'm going to select this line here, this line, and this line here we have an option called crease. If you click on the crease tool, basically what this does is if you increase this value to one, it will make it more sharper. So if I select this group and click on sub-division, can see that this side of the polygon is more sharper. You can also decrease it in sub d directly as well. The laughter into the group, of course, select the three stool. Now, you can sort of reduce this. So that reduces the craziness. This is where we've subdivided the face. Now the next step is to play around with though, what is this in this group? For that, we're going to use the word text tools, which is a really useful plugin when it comes to quad modelling and SketchUp. So let's enter the group, select this face and click on what x tools. Now, with the vertex tools, you can activate this dongle, which is pretty similar in 3ds Max as well. You can sort of model what does this up? You can also hold Control and then make a copy. And if you hold Control Shift, you can move it up, let that keep moving it up. You created sort of a face there. And let's just go back. I want to undo couple of times. What we need to do is select this face, click on vertex tools. Then we have something called Soft Selection, but I'm willing to increase this to about 150 MM. So now you can see that it selects the edges as well. And now if I move it up, it moves it more softly. So let's do the same year wizard select that face. Make sure the soft selection set at 150 and sort of move it up. You can also go to the front view and we can further adjust this. Now for example, let's go to the other side view. And let's see some other examples. We've almost got to ship, but we can further adjust it as well. Let's go to the front view again. I'll introduce group. I'll select the vertex tool. I'll select this vertex here. So to move it down here, this one as well, we're done. There's more smoother. And I can also select these edges here and move it down a bit, and select these edges here and move it down a bit. What we can also do is I will select this group again. Now the problem is when you click on subdivide again and click on sub-divide, you can see that that changes that you did with Addison tools goes away. And you can notice that this side of the sofas more sharp. So let's create that edge before we use Artist Pen tool. So let's go back, toggle back to subdivision. Let's select this line here. And I'm going to loop it. So click on select loop. So now this will select all connected edges. Let's select this edge and then the behind edge, this edge as well, and then loop it again. So looping is also a great tool that we use. Let's make sure everything is selected and then click on the crease tool. Let's increase this to about 0.75. Should do the trick of points, Erin as well. Now if I subdivide, you can see that this part is more sharper. This looks just as what we want in those sofa as well. So now we can go ahead and do that in part of the workflow. So enter the group, select the face good artisan tools, make sure your soft selection and set on 150 ML and then move this up a bit. Can do the same for this phase as well. Like the phase called artisan tools may show soft selections. Wonder if DMM and move it up. Then let's go to the front view and select this edge. So to move it down a bit and sit like this, where this is your mood down over it. Let's say you created a nice cool mattress or cushion muscle. You can go ahead and do the same for the other parts of the cushion. So this cushion, your discussion, yeah. And even though sides, so let's do that quickly. Let's enter the group. I will show you one more and then you guys can go ahead and do the rest. And I will show that esplanade timeline. I'm going to click on Select. Click on connected edge tools can sell it at 50 and press OK. Select this edge, click on select ring again, and click on Connect Edge Tools, and then click on Apply. Now what I lose, enter the group, select this bottom edge. Make sure these two are selected. These two are selected. Click on loop, that loops around. And then make sure to click on the crease Julio. And let's increase the crista about 0.6. Now let's select this polygon sub d, right? So we created our next question as well. We can further enter this glucose to the front view. Select this face called artisan tools. You can actually select both these faces together on select artisan tools. Then moved up a bit. That looks cool. Let's go to the front view as J to toggle visibility is a bit too much. So let's select this edge again. Bring it down a bit. And we can also select these edges here, more to the side. Maybe these edges here and more to the side. We have our next question. And we can also of course, go back, select what takes to select this Conoco or vertex. Select these vertices here and move it down. We're done. And then of course, you can increase the number of subdivisions and make it more smoother. So let's increase the subdivisions for us twice before you make any changes. So again, I made a mistake of making the changes first and then increasingly subdivisions. So make sure you click this button twice, not once do or don't increase it too much because then that would increase the size of your model. Let's enter the group again. I've just sub-divide it twice. So let's select this face again. Let's do this. It's moved up the front view. Right? And this one a bit. These orthoses known. And let's move these to the sides a bit. Maybe. We're done recording. So you created two awesome cushions. You guys can go ahead and do the rest. And I showed you in the timeline. 7. Cushion Modeling 2: Hey guys, welcome back. Now we're going to finish off this module by creating this side here as well, which is our cushions on top. And we can also notice that this is one piece. So what I'll do is I'll delete this and select this and click on Toggle subdivision and go to the top view, send to this group as well. And now we can select this part of the group and then just move it out. Make sure to snap it to the red axis plus j to toggle visibility. But it's old one. And move it to your group again, the side of the face to toggle visibility. Going to move it two or tier. That should suffice. You can select this and click on Toggle subdivision. So you do it, Let's do it for this side as well. So you can select this cushion, the rotate tool, copy to an angle and we can adjust it later. Good morning. Let's go to the side. You smooth in place. It's rotated. I'm always snapping it to the right axis before I rotate because it always helps. And then select this box, click on sub-divide, select this part of the box and this solemn word down. Again along the green axis, this part of the box. Then we can select this loop subdivision. Click on select loop that loops around. Let's go back to the side. You select this loop it around, then move to the corner. This can be as-is, and then let subdivide this. Alright, that looks good. Let's also what we can do is sort of creates this edge so that it sits on top of the sofa. So let's go back to the side you into this group toggled subdivision off. And I'll just move this up. Move this option here. So select this loop it click on Remove loops. It will also remove the loops here. So this loop will this loop. And I also removed this loop, make a rectangle or a line that is, let's go back to the side. You can also of course, use the tape measure tool and draw a line till maybe here, the top of the cushion. Let's enter this group now and it's maybe draw a line here. All right, and now we can write that face pushed us in. Alright, that's good. And then we can subdivide this, loop, this around going loop, select this, and let's click occlusion now so you can see that it creates that sofa, but we need to further adjust it a bit more. So let's add some loops around this as well. Click on that. Select this line, select all ages. Loop around 50 per cent is fine. That's cool. Select this group again. The organ subdivision. Once I'm going to move it down a bit, go back to the side view. So we need to adjust this a bit more. I'm going to toggle this off. What I'll do is I'll select the edges here. You need a switch off soft selection. So you can see it's 700 MM is we start off with move this up a bit. Alright, now let's select this organ subdivision frontier. This looks nice. And soft version off again. Now what I'll do is I'll enter this group. It gets these edges are creased. So I use the crease tool this time. Reduce these values here. Let me select all of it. There's a crease tool and reduce it to 0. Similarly here, we can leave that as is. Let's click on subdivision. That looks better. It looks perfect, cool. And then we can copy this three times. So let's copy this here. Copy it here as well. Good idea to make it a component. Right-click, click on me company and call it discussion top. And then I move it to the corners. It looks good. So far it's coming to life. I live. We have some pillows here. Let's remove this. We don't need that. What we can do is maybe just add this. What I lose instead of using the Push tool, you have something called the quad push tool. So if I select this and push it down, what it does is if I go in and say This group, we can see that the face wasn't created. So this way, I retain the quads. Let's move this down further using the quad push tool. Let's select these two faces. Push them out. Or we can just sort of move within. That looks good. And then we can of course, subduing this. So let's select this face here. It's laying there, loop it. This one here as well. It's just insert a loop in the middle. It's up to eight. This is gone crazy because there's no loops here. So let's switch over the subdivision and just add some loops on the sides. The main parts click on select ring. Can connect edge tool. I'm going to divide it by n this time and click on a play. And it's an old should subdue it properly. Cool. Looks good. Perfect. You can also, of course, enter this group on the low side. You move this down a bit, about TO subdue it, this sweater, and then enter each of these groups. Because go to the top view such as subdivision and move this to boat here and subdue it. Do the same for this node sits in perfectly. It's not overlapping with any faces. Is do the same for these. Delete this, make this accompanied copy to the same. Right? So, so far it's coming to life. The switch off the references. You can also switch off the edges. And you can see that as so far as community life, I'll glue that held its own. The coming few videos, we'll add the legs or the sofa, which are these language and will also create the cushions. And finally, we'll create the seams for us so far. I'll see you guys next video. 8. Sofa Legs: Hey guys, welcome back. In this video, we're going to create the software legs are so far. Before I get started, let me just assign this to a tag and also delete these guides here. It's called Edit Delete guides that will get rid of the gate. Let's go to the tags. We'll create a tag called cushions silicone these and use the tag tool to the new feature on SketchUp 2022 and then assign the tag. So now if I switch off the cushions, the cushions go away. Let's return the references and then let's start drawing our legs. So I'm gonna go to the front view. I'm going act with the Rectangle tool. Click once and click the second time to create a rectangle. If you sort of orbit now, you can see that you created it not wrong way, sort of stretched from this corner to this corner. So the referencing was wrong. Always when you create a rectangular anything in SketchUp, make sure to lock the axis. So I'm going to press Control Z to undo. Let's go back to the front view. You can switch within the value prediction by pressing W. By the way, if you're not familiar with to use shortcuts, I would recommend that you check out the starting of the course where I explain how to assign these shortcuts. It's an overnight create a rectangle. I'm going to snap to the green axis. And then I'm going to click once and click the second name to create the rectangle. So now you can see it creates in the correct plane. Let's give some thickness to this side you late and let's select all fit and more to the side and move this edge here. So now what you have to do is start drawing references. I'm going to start drawing references this way. You can see you can start till about 19 ever. So let's draw a fence up on id number from your ID number from here. And then what you can do is you can make a rectangle and you can make the opening. By the way, we're trying to achieve this. So let's do the same sort of like a triangle, square to the front view. That's again create references and ID number. And 1970s the same. Let's draw a rectangle. It opening you could, and finally on top. So let's go to the plan view. 99, pure, pure, short rectangle. And let's create two openings on it. So we created our triangle. Let's go to the front view. Now let's create the angle. You can see that it's sort of like a smooth corner. So let's create some references again. So 19 number from this edge. Let me draw that again. I didn't ever from the siege, by the way, when you're using tape measure, you should always click from the edge, not from the corner because we clicked from the corner, then you can just draw a single lens. Make sure you read from the lines. I'm going to run from this lanes in 19 M. And now we can start creating archaea using the AAC tool from the nato modelling tools in SketchUp. So click on out to click once, click once here. And the third time is when you can snap it to the pink axis. If you don't find the pink axis, you can just move it closer to the tangent. Then you'll get the pink axis and then just push this out. Let's do it another site. I'll let to create a right angle, you delete all the guides. Let's delete these lines here because you don't need them. And I'm also going to press U on my keyboard to activate x-ray mode and you can see some straight edges inside. So let's enter the group or you can also select it directly from. You should select x-ray mode. Select, let's delete that. Cool. Now it looks kind of clean. Now we can use the round off edges around these edges off. So we can use the round corner plugin. So click on loan corner. By the way, round corner is delta weight Tom, Tom and Tom or someone else and not felicia, but they've recently made it a paid plugin. So you will get it for a couple of days is straight after which you will need to pay for it. I would highly recommend that you support these developers because they are the ones who are keeping SketchUp alive. And they're always create some nice cool plug-ins for SketchUp. So it's a good way to give back to the community. So let's click on the edges that you need to round off to the acidic, these edges here, these faces, I'm just double-clicking on the face to select them. And let's select the bottom face here. Alright? So X-ray mode is also super useful when you're modelling. That looks good. Can maybe select the top as well, although it won't be seen in the render. And then let's click on down corner. Let's use an offset of two MM and segments of three segments. Please do not increase the number of segments or you'll create some of your chips are gaps in Yolanda of objects, so make sure the segments or less. And then click outside. We created our rounded off he angle. Now we can make this a competent. So select all of it. Double-click, right-click, make competent, or the sofa link. Click on Create. Let's go to the front view. Let's place it in place. So we'll have one here and we can mirror this. Now. I'm going to use the mirror tool from GHS power tools. So click once, click here, and we'll have to just pick on the front. On the top. You can see that metals are dead. Now, let's see what else we need to Moreau this needle, push this out a bit, comes to actually make sure it's a competent that which we already made. So you can see a few edit, one red, it's all the others. Let's go to that other view. Let's smelter it here so I can select all of these. The condom arrow tool, click once, click the second time, and then go back to the top view. And I'm clicking the line or the axis it means to arrow from. So click here. And then you can see that in metros there. Again, let's go to the front view, which is this move and place the front view again. Let's copy this here. Make a copy by tapping the Control key on the keyboard. So you can see the L angles to create an illegal there. But this one seems to be out of place. A copy that and this one also seems to be auto place. Let me just see how it looks. So we've got two-year I'm assuming there should be one here. So let's copy this here, and there's more of this in place here. And let's see what else we need. An angle that's about it. So we got it pretty much. Maybe one last one here. Let's copy it and we're done. So John, Irish cushions back on. And we created our legs as well. How cool that. It's just move these legs in a bit. So John, x-ray mode to see what's happening below within. In a bit. Easier as well. Cool. So you created our sofa. Next few videos, we'll create the seams, which is basically what happens on the sides. So let me just show that to you. Seems a very minimal in this. So you can see it's highly visible. So you guys can skip to the rendering part of the video. But if you'd like to learn some further modeling processes, I'll also use clot talks to create some creases and pillows to add some extra realism if possible. And we'll also use the vertex tools to adjust these a bit more. If you'd like to learn for the modeling techniques, you can jump to the next video, or you can also skip the next video and head straight to the rendering part of the course. So see you guys next video. Cheers. 9. Sofa Pillows with Clothworks: Hey guys, welcome back. In this video, we're going to create the pillows for us so far. So you can see the pillows. You're going to try to create something similar to this. Alright, so the first thing you're gonna do is create a rectangle. By the way, I would be using a bunch of plugins and create this pillow, mostly the subdue plowing, artisan tools squat phase, and then plot works to lab part below around this object here. Later I mean my rectangle, I'm going to move it up, give it some thickness as well. Maybe around 75 mm. And then let's make this OH, group. Now let's enter the group. Now let's do the loop subdivisions. So select this line and click on Goring, and then click on Connect edges tool. I'm going to pinch this to minus 50 so that my pillows out of such moving out from this side and at the corners, I'm going to use two segments and minus 50. And I'm going to apply similarly here as well. So select this edge, click on loop or silicon. Then click on Connect tool, please. Okay, great. So now I can select this box and click on this occlusion tool. So you created a pillow. Now let's increase the number of subdivisions to make it more smooth. If you want to see the subdivisions, you can just go to View Hidden geometry and you can see the radius subdivisions here, which is a bunch of hidden triangulated faces. Now this should work fine for our Cloud torques plugin. So let's switch offered in geometry, also going to make a copy of this in case cloth works doesn't work. All right, cool. So now we need to drop this on our Palazzo, on our cushions. That is, let's select these cushions and make them colliders so that they act as colliders for the pillow. Basically, it allows the pillow to wrap around these two colliders. So let's set that first. So right-click, go to clot works, click on me colliders. And let's make this, of course, are clotted material. So right-click, go to clot works and click on anime club. Like cool. Now what do we need to do is change some settings. So let's go to our WHO. Let's go to simulation. I'm going to reduce the gravity of it because they want a pillow to fall slowly. I'm going to reduce the viscosity to 0 blood clot. And you're going to increase the bend to say one and switch on self collide so that it doesn't correlate it, its subdivisions internally. And I'll also switch off preserve shapes to create wrinkles on the pillow. Thickness is the gap on the below to the collider. So in searching thickness of the below, the thickness of the collider, you select these two and change this to one that sits nicely and wraps around that surface. And then let's click on the Play button. I'll also go to the front view and click on the Play button so you can see that it creates the plot and it's hits the surface and starts to bounce. It looks pretty cool. Once you're happy with your result, you can right-click and click on stop, or you can press stop here as well. It's a view created up below. It looks pretty cool. Let me run the simulation again. And what I lose already use the bend a bit so that it just falls. It's not too puffy. I stopped off simulation. Alright, so you created a pillow. Let's do so for the other side as well. So I'm copying until then I'm rotating it by 180, snapping it to the top axis by pressing the top arrow keys so that they can rotate at any plane. Then again, unmute up with this idea that I have to make these objects as colliders, right-click, go to Cloud torques and click on me colliders. And I'm going to ignore this object to your Select click on the plot box and click on ignored. Now let's drop this on the side of the sofa to select the pillow and click on play using these default settings. Once you're happy with the result, you can press pause. So you can see there's a big gap here and that's because thickness value here, so this changes to one. You can see that gap of phi m. So now if you play, let me just go to front view. It is. Make sure the thickness here is also reduced. Select these colliders and change the thickness to one. Select the clot. Now you can see that the gap reduces. Alright, let's stop to render. Let's see if it's the same year as well. There is a bit of a gap. So let's select these colliders, change this to one, Let's change the plot thickness to one as well. And make sure I didn't make it a clot again because I ignored it. And let's run the simulation. If you've selected a certain object, it also gives you an option to run the simulation only for this object. So click on yes. Let's change this to one. Now you can see that to use as the gap. You can also reduce the band. You can see that it completely collapses so it'll give someone were to bend. Go back to it again. That looks good. And now we can manipulate it further by using the vertex tools. I'm going to go the frontier again. This time let's select the vertex tools. Select this part of the area. I'm using soft selection this time, about 1 fifth m using cosine. And then I just sort of bring it down a bit. Can do so here as well. Can also make it smaller if you like. That looks cool. It's perfectly on the sofa. I want to move to the left a bit. And you can also further adjust this. So let's go to the frontier again. This time, I will drop it slowly, reduce the gravity to 0.9, reduce the band. Let's make sure this is a clot. It is. And let's play this humiliation. Need to release the vendor bit more. Clear the simulation again. Now you can see it reduces. And I've got a nice plot material. If you want to retain the shape, you can lose. So as well just go to Simulation, increase the simulation or the viscosity to one. And then let's go to the front view again. Let's run the simulation. So now you can see that retains the shape, then you can make it more puffy like this as well. Coolers, clot talk, so SketchUp case. Pretty cool, right? So we have a smooth lawyer and below with creases here. And then you can make this more smooth as well by right-clicking or the clot talks one cloth and clicking a place would tuition. While I play subdivisions, loop subdivisions, that is. And see, you can see that becomes a bit more smoother with creases as well. Now you can go ahead and do the same for your cushions as well by adding pins and so on. So let's do that in the next video. I'll see you guys next video. 10. Cushion Creases with Clothworks: Hey guys, welcome back. In this video we're going to create some creases like we've done for this pillow on these cushions. So we're going to use the cloth works plug-in. We feel that we need to check the number of subdivisions on our group here, I'm going to enter the group, just go to View Hidden geometry and see that the number of subdivisions is less than. Will select this and click on the plus button in the sub D login to increase the number of subdivisions for it to null, which will work better. So now let's right-click on this, go to Cloud docs and click on my cloth. And let's make the bottom a collider. So right-click, go to Cloud talks and click on me Collado, and also switch off the island geometry because it's a little too distracting. And now what I'll do is I'll change the settings in the Cloud Docs UI. So let's go to Simulation you. It's increase the viscosity to one. You can reduce the gravity to 0. Let's go to clot. Select this clot object. You can see a thickness is set at five, which is basically going to be the distance between the cloud and the Colorado. So let's set this to one which is it too much no thickness. We can increase this. I'll show you how it works when we start the simulation. And I'll also select the collider, go to collide option here and set this thickness to one, and leave the rest of the settings as is, you can switch our self collide, make sure preserve shapes is on so that preserves the shape. Then let's run the simulation. Lets you can see that some changes are happening. Know, if few starkly click on the sofa material, you can see these creases coming up. So basically just some gentle flicks, not too much. So you can see that cleaves that decent number of pieces and now you can just click on Stop. It can also right-click and stop. Do we see a gap here happening? Let's see what the problem is. You can fix those before starting the simulation again and bring it down a bit. Let's just fix that and then just click on stop to create your quizzes are cool. You can also just switch off all other edges to see your praises better. From the sub D plugin. Let's go ahead and add the creases to these other questions as well. So the status timeline, you guys can follow along or you can practice on your own. For example, if your creases a little too much and you want to go back, what you can do is you can increase the band to full so that now you can see that the form goes back to being normal. Then you can add your creases again. Once you're happy, just click on, stop, right-click and click on stuff. What is? Make sure to give subtle touches so that you can not change the shape of the object. Just to add that extra amount of realism, we need some imperfections. I've created most of it. See how this looks. Perfect. Indeed, the bottom is as-is, because if you see the bottom here is pretty uniform. And just seeing the cushions in delivers cushion made good progress so far. Now we'll jump to the texturing of the course and see you guys next video. Cheers. 11. Create Sofa Seams Updated: Hey guys, welcome back. In this video we're going to create the seams for us sofa, which is basically what wraps around the sofa as you can see here. So you're going to try and create a simple scene. Now if you want to create more complicated teams, it can be a little complicated in SketchUp because the tools are sort of limited in nature. So most of the sofas are the chairs that you see are the high-quality 3D models that you see are generally modeled in 3D as max. But there are some SketchUp cruise, SketchUp sages who sort of tried to implement these modelling techniques within SketchUp as well, need to have a whole host of other plug-ins as well. But we'll use some simple plug-ins to create simple themes for us so far. Let's get started. Let's enter this group. We need to select these edges, which is going to be where our siem is going to be wrapping around. I'm going to select these edges here. Let's make sure we save all of them. And now let's click on the loop option in our quad phase tools, click on loop, that loops around. Want to create my team. I would say the groups, I'm going to press Control C to copy this. Then I'll go to Edit, paste in place. Now it's outside the group will also make this a separate group. So press G to make that a group. So you can see that now it's just a wireframe sitting outside. Let's enter this wireframe. Select all the lines In your data is power tools. We have something called lines two tubes. So click on this. Make sure you change the diameter. I'm just gonna give a **** it off report to MN. Can change the precision dopa to MMS and then press Okay. Now you can see that we've created our siem all around. Let's see how this looks with the sofa. Suppose f three. You can see that we have a nice seam in our scene. We'll assign the materials later in the texturing part of the course. So this should definitely make this so far look much more realistic. So we have the creases and the scenes as well. So it's a very simple process which I've showed you. But there are more complicated processes. Well, for example, UV mapping using various techniques, like for example, predicting or texture using true paint and so on. But for this workshop, we just used simple process and create a simple scene. Now if you want to have a more circular scheme, you can do that as well. So you can see it's more of a triangulated seem. So let's press Control Z and select all of these lines again. Click online through tubes. It's increased the precision to 12 to stay, or maybe even six. So let's try six and press. Okay. Now you can see it's more circular in nature. That looks better as well. So basically we increase the number of segments in our themes. So let's do the same for all the other sofas in the scene. So let's enter the group, select these lanes. Click on loop. Copy this. Let's escape. You can edit, paste in place, make it a group. The group. Select all the lines. Click on lines two tubes, this timeless tree 12 and see what kind of an effect we get. Press. Okay. Now you can see again more rounded off, sort of see. It looks nice as well. So I'm going to start a time-lapse know where the atria to seem for all the pillows or the cushions here, including the pillows as well. And the side cushion as we leave the base as-is. Because if you see the references, there doesn't seem to be a siem for these bases at the base cushion. So let's get started. If you lose selection, you can use a plugin called cycle previous elections to cycled through the last phase elections in SketchUp to use a plugin and it is on schedule. I will be adding those SketchUp plug-in link in Google resource sheet. Right? So n Finally, we can clear the scenes for this payloads. We're done creating our seams. In the next video, we'll start getting the texturing process of our course and create the materials for this so far. You guys next video, Cheers. 12. Fix UVs in Sketchup: Hey guys, welcome back. In this video, we'll start with the texturing of a sofa, since we've pretty much done the modelling. So now we can start with a text string as well. So before I started texturing and actually apply it so far, material like to briefly talk about UV mapping and the importance of UV mapping when you become a 3D model or a CD artist. So basically, UV mapping is the 3D modeling process of predicting our 2D image to 3D models surface for texture mapping. So the letters u and v denotes the axis of the 2D texture because the XYZ is already used to denote the axis of the 3D object in model space. So since we cannot use XYZ, they've used u, v, w. So there's different types of UV mapping, but the most common type of UV mapping is planar mapping to projecting the image on the x, y plane or on the uv plane. And box mapping, which is predicting the texture evenly on the UVW plane, which is also in the z direction. Alright enough theory, let's jump straight into it. So what I'll do is simply apply a color yellow. So I've played my color. Now what I lose, I go to my acid at it though. So you can see our color material. You, Let's go to binding and change the texture mode from auto to texture help us later, as soon as the search on Excel. But you can see that the UVs of this object is all over the place. So we need to fix this. And there are couple of ways you can fix UV texture. My preferred way is using the 3D texture positioning tools, which is the tripod and our prediction oil. This is my personal favorite, but there are some other plug-ins as well. Example, the sketch UV plugin to fix this. So let's start with the tribe in our prediction. So let's enter the group, select all the faces and edges, and click on tribal in our prediction world, you can see that it instantly fixes to the UE values or this object, and it wraps around perfectly as well. Now you can go ahead and sort of reduce the size or increase the size of these UE values as well. For example, if I said to still find it, you can see that it changes. So that's one way to fix your UE projections are in the materials. The other way is to use the sketch UE plugin. So let's do that quickly. So let's enter this group. Let's use a sketchy week. So click on Sketch UE, right-click and click on the map. So now you can see that it adds a map on this face, which looks fine, sort of fixes the UEs instantly, but the rotation seems to be wrong. We can fix that by right-clicking and clicking on box map. And now you can see that the UEs are fixed instantly. So if it's a 3D object, that z direction is the best option is to use a box map. And it's a good idea to save your UVs as well. So you can just select the object again, go to Sketch Hawaii. Right-click and click on Save UVs. So the next time you apply any texture material, so for example, they just go to the DLCO to scuttle you eat fabrics. So play this material to the group. You can see that the UEs are all over the place. What if you select the schedule we plug-in, right-click and click on Load UVs. You can see that the UE gets fixed instantly. So now let's go to Edit and change the size. Maybe keep it at around 50. And we've fixed our UVs and arsine. The fastest way is, of course, by using the tripod and our prediction one. So I'll do that quickly. All of these sofas, I'm going to select this material. By the way, if you're using the bucket tool, you can hold Alt on your keyboard and switch to a sample paint. Snow, if you click, can see that it's Alex sent me to you. So let's enter these groups later. It will offer you a blade. You need to click entrepreneur production world again, and that'll fix the UEs. So you can notice that in the sofa, all the fabrics come from the same material. So we can apply the same material to all our groups. We fixed all our UVs. Now we can edit this material in the next video. I'll see you guys next video. Cheers. 13. Texture - Adding the Maps : Hey guys, welcome back. Now, in this video we'll start texturing our sofa. So you're going to use a high-quality material to create us so far texture. So you can use some references as well. And we'll try to go for the plane look dark gray Luca as well. So let's do the same. Now I have already fixed the UV tiling so we can edit this texture and the median should wrap around perfectly. So let's edit this. I'm just selecting this material, go into Asda ditto. So we have our Cushing fabric. You. Now you can see that as some kind of material. We can just right-click and click on Clear. So now you can see it goes back to the SketchUp color. Let's keep it to texture helper to see how our textures wrapping around. Now, let's bring in our high-quality materials. If you want to download the same materials, you can go to Sketch Up texture club.com. Just go to textures. On the textures you have materials and fabrics. And under fabrics you can just go to Canvas. You can select any of these midi events. I would highly recommend that you use a fork, a texture of download this and bring it into SketchUp that you need to have a premium membership in SketchUp texture club.com to download these high-quality materials. But if you want to play around, you can also use the low-quality. But I would highly recommend that you use these. If you don't have it. You can also use the ones in the exercise files. I'll let say I'm going to click on the texture slot here, click on Bitmap. And I'm going to bring in my diffuse texture slot. Let's preview how this looks. So you can see that it's pretty high-quality. Even when I zoom in, there's no pixelation and it's very seamless as well. So let's bring this in and click on Open. Let's go back. Now let's bring in the other maps. So let's go to Reflection. Click on reflection color called a bitmap, bringing the reflection material click on Open, or you can change the surrounding space to make it more reflective. But for now, we just keep it to screen space. Bring in the glossiness material as well. You can open. This generally leads in rendering so that we read eats the medial correctly as well. Let's go back. And finally, we need to bring in our mom media, which would have sort of a 3D bump, our median. So let's go to bump, click here, and select the normal map. So we have a high-quality normal map, which adds a little bit of bump to a material. So open this, make sure this is all to an entity explicitly Neil. And change the mode from bump map, normal map. That's all the genes. There's two fabric to preview mode. So we have a fabric material in place. Let's change this to auto and the stamps click on Auto. Now you can see our fabric material. If you zoom in, you can see the fabric sitting in perfectly, wrapped around perfectly as well. Alright, so that's how you add materials. We can also add a material for us seems so let's go to settings here. This time I just duplicate this material. Right-click, click on duplicate. This seems. All right, and now let's apply this material on the seams. Once you've all played the middle, you can see that we have this sort of a texturing. Maybe we can increase the size of this material. So let's go to the sketch up meeting the editor. And this increase this to say a thousand. Maybe you can also reduce it. So just keep it to one so that we have this uniform color around the same. Now let's use the same material and play it on all the other seams. Alright, now I'll apply those same material, which is so fundamental to our pillows. So let's enter the pillow group and apply it to you. Now if you zoom in, you can see that the texturing is all over the place. So there's just click on trampoline and prediction. And that should fix the texturing. Let's do DR as well. Play the material and click on dry paint our prediction on it that fixes the texturing and we can apply the seams material who are edges. You can also apply this material here. So let's select the sulfur material and apply it here. Is just click on type in our prediction. So that should fix the exiting around the object. Now that is our plugin called Rap add to unwrap sofas and further refine the texturing. But we won't be covering that in this workshop, will do it in other workshops in case you want to send stuff to Substance Painter and so on. You will need to unwrap certain objects. In SketchUp. For the legs, you can use the kiosk gospels with yields. So let's go to chaos cosmos materials, and go to metal. Let's go to online that is there you can see that'd be ever used metal materials. I'm going to use the simple metal brushed materials and download and click on Import. Once it's imported, let's go to our acidotic though. You can see that he brought in the material. Twice, delete this, select this material, then you can send it as competent the bucket tool and apply the material also after playing it, make sure to click on type pain our prediction so that the UV mapping is connected to IV added all our materials. And in the next video, we will visualize this in RStudio. I'll see you guys next video shows. 14. Lighting for Product Renders: Hey guys, welcome back. In this video lecture you how to create these product Grendel's quickly in variable SketchUp. So to start off, I'm going to add the late. Let's go to Asset Editor. So under lights we have the sunlight. Sunlight isn't too great for product renders. So we're going to switch this off. And in the environment late, you can see that this light is actually reading from the Sun texture. So what we can do is instead of using the Sun texture, Let's use a studio lighting texture. Let's go to chaos Cosmos to H2RAs Studio. And you can use the, any of the studio at stairways. I'm going to stick with studio 001. Click on Download and click on Import. Once it's imported, select click Copy, go to settings, and then right-click here and click on paste this copy. So now when you open this RStudio and place, and what I'll also do the ladder light mix. So let's go to our end elements here and click on late mix. Then finally, go to settings, switch on our dx interactive. Make sure you have it. The noises. In my case, I'm using NVIDIA E0. Now what I'll also do is zoom into this scene. We can visualize the materials first and then set the camera. So let's run the interactive render. So you can see it's kind of dark node, so the left increase the brightness. So I will use the light mixed gender element to increase the brightness. I'm going to stop that ending school to asset editor. And let's add the light mixture and element. So right-click on that elements and click on late because we already added it, so it should show up. So let's run the interactive render again. It shows up your grand old days today. I don't know a way not seeing things, but anyways, know, we can increase the light teal. So let's maybe change this to ten. So you can see it becomes a burrito instantly, maybe even 30. Now we can see so far better state 20. And let's zoom in to these areas to check the material load. In video. Give it a bit for it to update. Now you can sort of see the fabric material, which looks pretty cool as well. So once you do the final render, this medial should really stand out. So I'm just going to zoom into these areas here just to check all the material a bit more. Alright, so you can see a nice cool looking material, which is also pretty similar to pure ref materials that we took from Google. So how cool is that? We just created our own material in media for SketchUp. Now what I do is I am happy with the materials. I'm going to stop the interactive render, set this up for the product and off shot. First thing is to set your camera views. So let me just draw some lines are for reference. I'm going to place my camera here. It's embedded prediction mode. Switch to perspective, and then place the camera again. Change that I hate to about 450 MM. So it's right down there. Orbit up a bit. Laws of g in the field of view, maybe to set to 30 straight 25. Pretty far, it looks good. We can use these as references. Once you're happy with this, don't have to set a two-point respect to because I liked this depth in this shot. So I'm just going to go to Cynthia. And at the scene. Let's I've added the scene. Now what I do is I London interactive render. All right, I'll increase the brightness. So let's add an exposure layer here and increase the brightness. Leaves dilate bonds increase the contrast a bit. You can also add, for example, it goes Leah and sort of boost the shadows and highlights. That looks good. And you can also add a filmic tone map, which is boost the contrast of the image a bit more. If you don't want it to be too much, you can deduce the value here, 0.040.4. That looks fine. I'll show you how to change the background as well. We have something called Alpha, so we can change the background. Showed you in the next video. I'm going to stop this and I'm going to set this up for the final lender in the next video. Let's see you guys next video. Cheers. 15. Final Render & Post Production: Hey guys, welcome back. So we're gonna do the final render and also some post-production in our reading frame buffer. So let's run the interactive render this, check those, and do one last time. This is random. You can see that it's sort of tilting. So you can fix that by just going to camera and clicking on two-point perspective. To know the composition looks better. We can also sort of move it up a bit. Now if you want to compose this better, you can of course add a grid. So just go to Laozi and the background. Now you can open the Excel file from our Exercise Files. Click on Open and is add this to the foreground. You can see that it composes random better. Just move it up a bit more. This looks much better. Stopped at Endo. Don't forget to update the scene as well. So right-click, click on Update. Now before I render, just add some random element. It's called Asset Editor. You already added the light mix is just add a material ID so that we can change the materials. Right-click, click on my real number, and right-click and click on multimedia materials as well. You can also add the crypto mat in case you want to change all your particular material. So I'll add a crypto matters. Now, before I click on Render and scroll to the medieval settings, just go to a cushion fabric. Now, in cushion fabric, we need to add something called a material ID. So let's add those in. So click on attributes and click on material ID. I'm gonna give an id number of one, which we'll represent as red. In add multimedia materials, it will take the red color value and familiar ID number. It will show up as the scholar, you know, if you want to see how this looks, I just run the injector and go guys get an idea of what this looks like. So now if I go to material ID number because he had stayed, and if I go to multimap periods, it's bright red. So maybe lady number also reads from the RGB values and not the color. This is actually coming from id column, which you can add as many lady colors. But in this case we're just going to use the RGB values. You can also do so for the fabric and metal brush. So let's add this here and give it an ID number. So now if I run the interactive render material ID, you can see odd green color coming in as well. So we set that up and now let's go to settings. Let's switch off interactive. It says our progressive values, the bucket render mode that you keep the quality to high plus on when you increase the quality hybrids, you can see the number of subdivisions increases and the nice limit also reduces. So this will make it more crystal-clear window. Let's also create a full kit and over which is around 3840 by 2160, I'm going to use NVDA or a faster render. And let's see if these settings out. So let's save the file for it and don't make sure to click on scene one. Also, I have noticed that I didn't apply a material for the seams. So we just updated that quickly. Select this material on the seems like Cool. We're ready to go. Let's say one last time and click on. Okay, so the renders done that you can see that we have a nice crisp randall of a sofa, which is definitely good for products or product websites. That is, well, it's an I'm just gonna do some post-production before that. You can also save this out. So we'll just call this one save. It saves. So let's go to our end elements. So you can see that we have our crypto mad, which assigns different colors to various materials in your scene. Then we have the medullary number, which is one color for the software may do. Then of course, the multimedia materials. I think you can just stick to multimedia materials in case you're changing cargo of a particular material. So let's do some boost production within the frame buffer. Let's go to source light makes you click onto composite. So you can see that this stacks all of them as layers. It works similar to Photoshop wedge when you stack Laos, it has an effect on the image below. And you can also add masks and so on. First thing is if you want to change the color of the sofa, you can just right-click, create a new layer and click on Color Balance. Now we need to assign a mask so that it selects only the sofa made here. I'm just going to click on this multimeric Moscow. So just click here and click on multimap mask. So you can see it's using red. So if I click on Show, can see that selects all of the red materials. And now you go to Properties. You can just change these values here and that will change the color of the sofa. How cool is I can also change the green values, the yellow and blue values. Like this, I'm going to say 02 can also reduce the opacity. So for reduced opacity, you can see that you can blend the main color, the color that you just added. And you can also add additional and elements. You can add a curves layer on top and you can just boost so far medially philic. So let's add a curves layer. Then I just add the multimode mask again. If I click here on the bottom corner, drag this down and see that sort of makes it darker. And click here, can sort of boost the shadows and highlights in the sofa material how cool the color balance can just click on Folder. Can also press Control Z in case you actually liked the change that you made. And if you want to change the color, the scenes, then we unfortunately did not add a material element to the color of the seams. So we will need to invert the mask. So let's add another multimode material and click on inward mask. Now you can see that it affects the entire background and even the legs here. So it's this off you can see that changes that way and I'd also use green on it. So now it should affect this layer. Finally, let's add a background to this render. Let's add a white background. So I'm just going to right-click on late mixed current Julio and click on Background. And then I loaded my white background image. And if you just change the values here, it should show up in the background. How cool is that? We have a nice product render. I'm going to see there's actually call this 0 to click on Yes. And switch off the color balance and save the original render out as well. And these are off buying it goes by the way, it didn't save out with the background. So if you want to save it out with the background, what you need to do is click on Save and save it as a JPEG. This thing called the 01 switch on the color balancing this old JPG. Now you can see that you created our final render high-quality foci product. And so if you guys wanted this course useful, I will be adding more content to this course. Lake modeling a chair, a table, and also exploring really in the process. Please do leave a review if you found this course useful, and please do join groups, Facebook group and discord channel and share your work in those groups. It'll inspire other students to follow the course and cause build a better world. Let's see you guys next course. And videos, by the way, doesn't punish Paul signing off. Cheers.