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.