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Make your First Storied building!! Archicad for beginners

teacher avatar Nalitect Studio, Graduate Architect | Content creator

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.

      Introduction to the course

      1:21

    • 2.

      Get familiar with the interface

      6:41

    • 3.

      How to move around with in archicad

      4:10

    • 4.

      The basics of drafting

      8:26

    • 5.

      The wall tool

      10:42

    • 6.

      The Slab tool

      13:49

    • 7.

      Add doors to the walls

      6:48

    • 8.

      Add windows to the walls

      7:36

    • 9.

      Place Furniture within the spaces

      15:34

    • 10.

      How to add a First Floor

      10:05

    • 11.

      Working with the stair and railing tools

      10:43

    • 12.

      Adding the terrace level

      13:45

    • 13.

      Add A Roof to the building

      13:35

    • 14.

      Add a Street level

      11:32

    • 15.

      Outro

      2:04

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About This Class

In this class, we cover archicad basics from the start to finish. The class does not cover architectural drawings but architectural modeling.

This class has been designed for an absolute beginner but an intermediate user can find tips here useful.

I have used archicad for over the last five years and have found it instrumental in the field of architecture. So this course is for you if you hapen to be in this field either as student or practicing design architecture.

You can download the attached shortcuts pdf inorder to speed up your workflow

Meet Your Teacher

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Nalitect Studio

Graduate Architect | Content creator

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Level: Beginner

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Transcripts

1. Introduction to the course: In this article training series, we are going to explore how to use Anki card as a design tool. And we will take whatever things we are dreaming about in our heads and bring it into the software and see how far it can get it. Now to get the most out of the software, we're going to explore the different tools that are available to us, the drafting tools, the Design Tools, and then document tools in order to document a storied building. Now this series is going to take you from scratch all the way to document in your first started building while using the most architect tools available. Hi everyone. It's neon here at Analytics Studio and I'm pretty excited today. Now this series is being prepared with hacking at version 25. But if you have an earlier version or even later, that is to say 26, you should be able to follow along just fine because most of the tools that we are going to be using are available for a whole host of African version. So you should be able to follow along just fine without much further ado. Let's get started with this series. 2. Get familiar with the interface : Alright, so let's talk about the aggregate interface. Through the top right corner, we have the file name, in this case it's called studios. Then just after that we have the version that I'm using and currently I'm using 25. And just below that we have the menu bar, which is right in this corner we have File, Edit, View, Design, Document, all the way to help. These actually contains most of the stuff that we're going to talk about in this video. And of course, if you are using any other software in Windows, you should be familiar with the menu bar. Just below that, we have the standard toolbar. Now the standard toolbar contains editing tools such as undo, redo, find and select, pick up parameters, inject parameters, and so on and so forth. And these are actually contained within the edit. If you can see we have undo redo. And if for some reason you cannot be able to see this kind of w may want to go to Window and go to bars. And then we have a standard there. If I click that, it disappears. If I go back, which is Window toolbars, we have here standard and right there, it's back. So and then below that we have the info box. So the info box will display information of anything that's being selected. E.g. you can see here, I already selected, That's the information about the arrow. If I select my queue, it's changes to that. If I select this, it changes to that. I select column, it changes to that. And then this leads us to this panel here, which is the toolbox. The toolbox is where we have the different elements that we shall be using in order to come up with this design that you're seeing right here. It's as simple as drug peak and drop it in there and it will be created. Alright, That's not for this time. Within the toolbox we have three tabs. We have the first one as the design, and the next one as the viewport, and then the next one as the design. Within the design we have the elephant elements that we have, like you have seen. And within the viewport we have the different symbols that we can use, section and division, stuff like that. If I go to the ground floor, you can see that when they they appear. So you can be able to pick like a section Android within elevations, interior divisions, detail worksheet on camera. And below that we have the document which contains things like lions fields, polylines, circles, and the rest of the things that we shall be looking at life dimensions. And if for some reason you can be we do not have bad toolbox, you may want to go to Window palettes and you can see toolbox right here as well. You can see info boxes in here. So if I say toolbox, it disappears. If I go back to window pilot's toolbox, it is brought back to where it is right now. And to the right, we have what we call the navigator pen. And this helps us to go to the different views that were created, e.g. you have a ground floor, first floor, like that. All those are contained in here. We have sections, we have innovations, and mostly all the other things that we shall be working on. So we shall be using these in order to create, to navigate through different views. And this has four tabs. Do it, we have the first step, which is the project map. And that is what contains what we have talked about. And then after that we have the saved views. So that contains the views which you intentionally save. And then after that we have the layout book where we shall be putting the Buddhist saved views onto layouts in order to be exported into PDFs. And just after that we have a publisher right there. So Publisher here is where you can save, publish four months for the web and also for other people that you work with. E.g. if you have colleagues who are doing engineering and they need a DWG, you can publish that and send it over to them. So that's a quick overview. And in case you cannot be able to see it, you can click on this icon right here such that you can be able to right-click here and say navigator can see that right now it disappears. But in order to get it back, you can right-click and say navigator, and it will be embedded to the right there. Then to the bottom, we have what we call a freak options. Here you can see there is previous Zoom. Next Zoom. We have the Zoom tool. If e.g. I. Click on it and zoom to this area, it will definitely take me to that. And then if I click on previous Zoom, we go back to where we were next to zoom, previous Zoom. So you can navigate between those two ones. And then there's fit to window, which will beat everything that you have drawn the same window. And then we have the percentage representation, e.g. if you want to know how it's going to look like when it's printed. You can put it at 100%. And then by holding down the middle mouse button in order to grab the paper with the hand. You can see what, what it would look like once it is printed. Then we have this rotate, which you can use in case you want to rotate this paper temporarily. You can definitely do that. And you can see the different angles by which you can rotate this thing. Maybe like 180 and then back to zero. Then after that we have the scale. By default we have one to 100. But you can always change it, e.g. one to 50. You can see we get to see more detail within the wall and the text gets smaller because there's change. The scale has changed. But let's go back to one to 100. It's wet, where we are going to walk by default. The rest of the things we share be talking grim as the need arises. But that's a quick overview of the aggregate interface. 3. How to move around with in archicad: So let's talk about how you can navigate around you, the software and fast. I knew I'd like to mention that you may need a mouse in order to be able to navigate quite easily. So if I zoom out, you can see by using the scroll wheel, I can zoom in and zoom out using wheel up and down. And I have a shortcut here so you can be able to see exactly what I'm doing. Then next, in case you wanted to zoom into a particular section, we have a quick Options. Bar are along the bottom here. So you can be able to click e.g. here and create section here. And I kick God can actually take you to that place. And if I zoom out, as you can see, we go back. So if I go previous Zoom to take me to that. Next Zoom, we go back to where I had zoomed out too. If you hold down the middle mouse button, you can click and take yourself to the next part of this drawing. If I do hold down middle mouse button, I can be able to do what is called panning. Zooming into this section, I pan across by holding that middle mouse button like that. Of course, make sure that if you double that went up that middle mouse button, it will fit to page or this icon right here. E.g. if I'm here, I can click on fit to page and it will bring everything to pitch. That will be very helpful in case I am somewhere that I don't even know where the work is, e.g. this is now empty. But if I click here on fit to screen it to window, you can see that it gets fit to that. Or double tap the middle mouse button and it's the same thing. And to navigate around different views. We have these tabs here which take you to the different, different areas. If I click here on this tab, you can see that it displays all the different views that we have. E.g. it's good with 3D and you can easily see them. And they, them things still work. If I read up, I zoom in, if I will down here, zoom out. Then in order to orbit, we have an icon here for orbits. If you click that, it enables you to go into orbit mode and you Can be able to do that. Alternatively, you Fresco, you can be able to go through the same orbit mode in order to go around e.g. and let's look at what's happening behind here. Easy. Okay? So that's how you can easily navigate. And of course, the plans still works also in a 3D case, you wanted to pan across this view. And if you have played games before, you have this guy here, this small icon here that can take you to the Game Mode, which has WASD keys to help you navigate. I click here in 3D explore, you can see that now it turns into a game mode. I can press W to go forward, and S2 go backward, and D to go sideways, and a to go the opposite side. And of course, I can do multiple operation at the same time in order to enter into some way. Yeah, I cannot write simply. Alright, so that's a quick way to get you up to speed with how to navigate. In aggregate. 4. The basics of drafting : Alright, so let's start from a blank file. And in order to make sure that all of us are on the same page, we're going to go to Options. We go work environment, and let's apply a profile. In this case, we're going to apply architectural profile 25. And this should reset everything such that we are all on the same page, something like that. And one more thing that we need to do is to expand these such that we're able to see the names of these things. So if I click on this edge or should be able to move this across. And now you can see the names of these elements which are here. So in this video, we're going to try and make the outline of the building that we're going to create. Let's go ahead and select the polyline. And we will go ahead and draw the shape of it, which is going to be 13 m by 9 m. If you're using the imperial system instead of the metric system, you might want to go to Options and go Preferences and go to working units in there. You can choose the to use the imperial system. But for me, but in this case I'll be using millimeters. So I'll say, Okay, and I will use this polyline. Now with this selected, you can see that in the info box we have three methods of construction. The very first method is for creating shapes or across by just clicking on every edge. The next method is for creating the boxes gesture easily by creating rectangles in here. And the third method is for drawing angular shapes which are parallel, which are still rectangles. And that's what we're going to use on this thing. So let's go ahead and have this selected, the polyline selected. Go ahead and select the third method of construction. And I will draw the first row from the first point and hold down Shift to keep it horizontal. And let's put click D in order to add in distance. And in this case is going to be 13 m by 9.5. So that's the shape we are looking for. And if we wanted to center it within this box which is here, we can move it around, not move anything in Africa, you might want to have it selected and say right-click and say move and drag. And you can see the shortcut right there. So I'm going to leave a PDF which contains shortcuts with below in the description says that you can be able to familiarize yourself with shortcuts because they make your life so much easier. So drug. And I'm going to drag this middle path. So if when you hover over here, you should be able to see this middle part. And holding down Shift keeps it horizontal. And you can be able to align that here in the same manner. If you wanted to align vertically, you can right-click, go, move and say drug. And with this, you can click this edge and align it on this one here, holding down Shift and click. And now you can see that this is apparently in the middle of these views. Alright? So now we want to be able to demarcate these things. So let me make it red so you can see it somewhere and have it selected. I go here on the pen color and just make it red so that it pops out. So let's go ahead and create some quadrants, some divisions within this rectangle. And for that, we just pick a line and a document. Then let's just draw here. So I'm going to draw just like so. And I will divide these just like so. So in that case we have studio wants to do 234. The four quadrants. Let me make this rich. It had not reached. Okay, great. Now we want to be able to demarcate other spaces which are within these four species, e.g. we are going to create here a washroom and washroom as well in these two. So for that, let's pick this one. And in order to pick it stays at a tool for that, which is a pickup parameters. So if you click this on the standard toolbar and come and click on this line, and you should be able to pick it. Once you do that, you can now draw with that red line. So this washroom is going to be 1.5 by 3 m. Alright? So that's what it's going to look like. And in order not to continue drawing, you can drag a copy to this side. So with it selected, we can right-click and say move and drag a copy, which is control shift D right there. And then we can be able to get this corner and take it to this other side as well. We select these two and drag a copy by right-clicking. Move, drag a copy and take these to the top there. So now we have the marketed where the wash rooms are going to be located. Right in the middle. We need stairs that take us to the first floor because we have a ground floor, first floor. So let's do a market where the stairs are going to be. So for that, I'm going to just take this and offset it. So let's offset it by a meter. So like we saw the shortcuts, I'm going to use it Control Shift D in order to offset this one by 1 m on the left. And then you can mirror a copy. Now Control Shift M to mirror this copy across here, or just dragging a copy, but this time on the opposite side. So if we say this one and drag a copy and say by 1 m, it is the same thing because we just need to create this line and that line, 1 m away, 1 m away. Great. Let's recreate space where the staircase is going to be because people are going to enter from here and dispatched to different rooms and take the stairs which are going to be here. So let's drag a copy. Let's pick up this parameter, which you can do by holding down Alt and clicking this line or going to this icon here, which is the pickup parameter. And then once you click this, it's been picked because it's being selected, then you can go ahead and draw this shape which is going to be that size of 2 m by 3.4. And that's where our stairs are going to be. Finally, lets the market where the doors are going to be. So let's pick up this one and go ahead and create 3 m here. 3 m by a meter in order to demarcate the entrance area here. And now we can drag a copy Control Shift D to drag this to somewhere here. And now we have ourselves an outline. So we expect to have a no here to enter this room, that do here to enter this room. And then people to enter from here and dispatched to these other rooms, which on this other side, and to take the stairs as well to the same arrangement which is going to be on the first floor. Now. Right now, it's still hypothetical, but you can still hopefully you can get a picture and a sense of where we're heading with this. 5. The wall tool: Welcome back. So in this video, we're going to draw the walls. And for that, we will have to peek tool here and be able to draw. And within the world settings, if you click on this icon right here, you should be able to see some of these words settings which are here. We have three methods of was that I drawn here in Africa. We have the first one, which is the simple one where you just choose one material. We have the second one, which is the composite one, which is a combination of other worlds. This is nice if you're trying to do things like walking drawings and you want to put multiple layers because in real life, when we draw a wall, it can be blocked work that is plastered on either side. Then finally, we have this one here where you can draw a custom shape and save it and use it as a costume wall profile. In this case, we're going to use a simple and for now, we proceed to make working drawings. We might come back and use some composites or something like that. So let's use a word which is going to be 200 mm thick. And then we will go ahead. So let's make it in brick structure. And under here model is what it's going to look like. We're going to make it stucco quite rough. So let's look for that in here. Stucco OID rough. And once I click on this element here, all of them tend to struggle white rough. Just to keep it simple, we're going to make all of it white. And then I say, Okay, and now we can go ahead and draw. But before we draw, we need to understand the different methods we can draw this war from. So if you can see here, we have a wall, a single wall here, then you can see once we click on this arrow, we are presented with other options which include the polygonal method of construction, which include also if you want to draw a complete box. And then as well in the method which can be an angular, rectangular. And in this case, I think this works just fine. So we can go ahead and draw something like this. So you can see that the wall is being formed on the inside. Sometimes it can be formed on the outside depending on where this is. If I click on this icon here, you will see that the world has been formed on the outside. But for this case we want it on the inside. So let's switch here such that we decrease wall on the inside. And the ones we click, you can see that has been formed. So we have our very first wall. Wanted to look at how it looks like he forgot to 3D. You should be able to see these switches. Kind of nice. Now there's this phenomenon which is so cool because you can see that there's a jagged lines here. In order to get rid of it, we need to go to Options and go work environment. And then we say advanced redraw options. This is just an advanced option that we need to change in order to have the cleaner lines which are not jagged here. And when we say enable 3D anti-aliasing such that this model is going to be clean. We say, okay, and it doesn't work straightaway. So you can see that the lines have not been met straight. But we just need to clean clothes that 3D window and then open it again. I'm going to do that by clicking here on 3D perspective within the project mode. If you remember, we talked about the project map. And once you scroll down here, we have 3D. And once you click on the 3D perspective, you should be able to go back. And this time, you can see that these are much better lines than before because they are much cleaner grid. Now, let's go back here in 2D and draw our wards in there. So we'll pick the word tool, and this time we do not need a box, we need a simple polygonal method. Choose that, and then go ahead and draw these in. And this time we need this wall to be on the, on the, on the center. So once you click on this icon, you can change, choose the center. And you can see that now the world has been drawn on this center line and that has been created like so. And then let's go ahead and draw this. Like so. Double-click to finish. Make sure you double-click to finish. I think I left in some wall here. And because we chose the 40 go no method. You can see these have been identified as one element. Now in order to be able to edit them, you might want to click on this icon here, which is ungrouping elements polarity temporarily. So once you click that, now you should be able to select elements independently. And I'm going to delete this switch I accidentally created. And I'll go ahead and pick this war and draw this polygonal method of construction such that this x. And then we also want to continue this wall all the way to the seller side. So make that we double-click to finish and create this one as well. And we'd go ahead and put in the wolves, essentially in the elements that we created. And this one as well here. And on the left side as well like so and double-click to finish. And the other lane that we do not want to draw a warmth in is this center line here because that doesn't even make sense. Let's just delete it so it doesn't confuse you. Because then actually we do not need this word here because we're going to have a staircase in this place so we can delete this one. And we just have only these because we're going to have an interests to the side and an interest to this other side. If you wanted, you can also delete the one which is here, this one which is in-between. And in order to do that, you can hold down control. In order to click, you can see that the cursor changes to a Caesar. And once we click this, it removes that war which has been connecting there like so. And the same is true if we wanted to get rid of this one here, because people are going to be passing here. So you can say control-click in order to get rid of that one. It's very easy. Once you go to 3D, you should be able to see what this thing actually looks like. Awesome, isn't it? But we need a wall as well for these going on the inside. So we need a one which is going to be on this other side. So with that selected, we can just create a simple word here because we need to be somewhere at them. Because we have some steps in here. Let's do market them because we're going to put in those slabs in the next video. So it's just now the market where those steps are going to be. In this case, we're going to have here 300. And another step here, the final step. And then we can select this one as well, which lines? And bring them in here. And you can see that we can stretch them. It's just streets them all the way to the end. So one by one. And then we bring a cookie to here. So we have a few steps where you enter in here, through steps to enter here, a few steps to enter in this one as well. And of course we need is there in this area. But finally, let's just put some words on this other side, which are nice features to have. This was going to be much thicker than the ones we have. So let's select this tool here. Then we need to make them 300 mm thick. So if I scroll here, I can be able to see that thickness and make that 300. And then I go ahead and draw that 300. But remember, we chose something like 1 m. Yes, there. So I'm going to do that. But of course, we need to change the area from which it is drawn. So here, once we come here, we can select outside. It's actually the other one which is on the inside. So you can see that that's the editing line, the blue line. And depending on where you put the wall, it will show here in 3D in the floor plan. Let's make a copy here. And then three again, this one to be on the outside. It says that that was set aside as well. We can have a copy in this area and then we have another copy in these areas. So let me mirror that or change to the outside. And that should be like so. Right? So let's head over to the next lesson where we will put in a flow slumps. 6. The Slab tool: Before we can have a fluff Scilab for this house, we want to create the story settings. So in order to set up our stories, we might want to go to the project map. And in here we want to select the, we went to right-click on any of these stories and we can go to stories settings. This is where we get the story's setting settings from. So currently we have a ground floor which is a 3 m high, and story one, which we can rename to be fast flow. And the second story, which is going to be our terrace or roof. I think we'll just have it tell us there and below that, we can incite below here. If you click on insert below, we will have something here called street-level because we have some street level. And how high is going to be the street-level? I think only 600 because we have only three steps. Yes. So 600 will be enough. That would be three steps going to the ground floor level, which is at zero. And then we have the first floor flow in case we wanted to add something above, e.g. you can say Insert above and say perhaps roof plan, let me put here roof because we haven't terrorists and then perhaps you can have a roof up there. Alright, so that's a simple way of setting up your stories. And now we can select the ground floor and say, okay, it says that we are on the ground floor. And you can see that if we double-click, we are taken to the street level. We are taken to the first floor, terrace and roof plan. Now, in further purposes of mentioning if you are coming from something like AutoCad. But here even Aggie card, it's better for us to use the different flows in order to draw the elements. Instead of drawing everything on one sheet of paper, it is recommended that we draw each blend in each respective flow area. So e.g. here we have the ground flow brand. Right now let's start to draw the floor slabs. And for that, we just have a slab two here. And like we did for the water tool, if we go to settings by clicking on this icon here, we get this pet palette, which takes us to edit box, which takes us to different elements here you can see the first option is this simple layout which has one material you and stuff like that. And then we have this other element, which is a composite element that you can set up with different layers stacked up on top of each other. So for now we will just pick a simple one and we'll make a simple slab of, I think slabs are about to 50 high. And then we can go ahead. And the other thing we can change is the model display. We can just change. The outline here says that it's the Kuwait at the extreme end. And you see in a moment why it's rough. And we can go ahead and draw like we saw before. We have three methods of construction. The first one is polygon, where you just draw a slab like the way we did before. You can see that now it's been drawn or we can draw rectangle. And as where we can draw a skewed rectangle, Something like that. Let's use any of those. I'm going to pick. Let me select this lab again. And I'm going to pick this middle one such that I'm able to draw something like that. And you can see that that is selected. And remember, if I have the arrow selected, it's easy. The cursor turns into a magnet. And I'm able to select this lab which is here. If this magnet is turned off, then it would be way harder to select that slab which is here. Even if I hold down Shift, It's almost impossible to select it. Be sure to have the magnet selected such that you can be able to sit this slab like so simple grid. So let's remove this shape here because we want this area to be street level. Like we said. Let's click on the edge. Once you click on the edge, you get a bit palette where you have these options. And we can pick, subtract from polygon and be able to subtract this polygon right there. And then we can put in those small steps with just this lab tool. And draw a simple slabs here, just simple rectangles here. I'm going to draw the first 1, s one, and the third one. Now, these three change their height as well. So the very first one need to see it. We can change the reference to this line here. Let's go to the same thing so you can be able to see it by Control T, which is the easy way to go to the settings. We can change the reference plane to this side if we have the reference frame below. Whatever we, we demarcate here as the height from the ground is what is going to be formed. So we can say this should be negative 600, it should start from negative 600 and it will be 150. Great. And that will be our first slab. The next slab is this one here. So if we go to settings, we want to make sure that it's as well, is starting from zero. But this time it needs is starting from the bottom. And it should be negative 600 as well. But then this time this should be 150 plus another 150, which makes it 300 mm high grades. And the final slab with it selected, we can go to the settings and make this one taller. So let's make this one start from the bottom. But then this one is going to be negative 600, which is the height, this street height. And then this one would be 450 because it's 150 times three. Okay. So let's just look at what that looks like here in 3D. I said to you understand exactly what I'm talking about. Yes, we have something pretty cool going on here. We have this step, this one, and this one. So therefore, go ahead and have these three slabs and you can group them in order to have them easy to select. In order to group them. You can go edit grouping. And you can see group elements or these shortcut, which is Control G that I like to use. So now they have been grouped and they can easily be taken to another place like holding down. By if we make a copy of this, we can have these steps also, this other area. And remember, we also need a copy of this to this space which is them. Now, in order to have these grouped elements selected, you can select them one by one or we can. And as I spin group because we suspended grouping before. So once we answer aspirin group, all of them will be selected such that we can be able to move them to this area here. But I think the best way is for us to do it in flood plan such that you can be able to see what's happening here. We can see that then we have this here. And Benny, it needs to stop here. And because we have these elements grouped, It's not possible to edit them. So you want to make sure that we suspend group again. Recess been so unless if you cannot be able to edit your floor slabs, be sure that the grouping is suspended such that it's easy for you to draw those elements. Bye, coloring these edges, whites, we can be able to achieve some nice colors if you have. So you can see we have a floor slab here and we have these steps in here. Now in order to cover up these areas here, we can go ahead and draw the walls that are supposed to be on the street level. So once we go on the ground floor, you can see that we need to be able to trace what's above. Now in order to trace, we have an icon here which is for tracing. Once you. Turn it on, you should be able to see elements which are below. Now that would work if we were on the first floor, e.g. if we got the first floor, you can see that now we are tracing what's on the ground floor. But now that we are on the street level which is below, we might want to go in this drop-down here and choose our reference to be above, because then our ground floor is above. And now we can be able to see snow peak the world to e.g. remember, we can pick up parameter and pick the wall and then we can be able to draw the wall across. So let's see if we are actually able to do that. So let's choose this other book, see being shaped. And now we have drone was across our streets here as well. Let's not forget to draw the 300 millimeter thick walls are going to make my words 300. And make it here. Make sure that I change these to the single wall. And I can see that this has been grown on the wrong side. So I will just flip that here. So there we make a copy and put it here, leap that assistant or we still have this on the same line. And then we can make a copy here. And it could be there such that we close the gaps that were created because of the Street View. Now, if we go to 3D, we should have those gaps close though fried towards K, which is very, very amazing. Unlike this wall which we need to get rid of. So we know that to get rid of it. We can edit by having it selected. And we have something here called the split. So once you click on that, you can be able to split this war. And in order to know what to do with it, once you click on Split world, we have a status bar at the bottom which there's you click an alkyl edge or draw a line to split the selected elements. So that's how it works. So once you have that clicked, you can go ahead and draw, Can edge. And then you can be able to split that. Let's split again. Critique on this edge and we can delete this war. So now we have something much, much, much cleaner. 7. Add doors to the walls: Welcome back. So today we want to add some openings as to these doors. And in order to do that, we went to the ground floor. So I'm going to do that by double-clicking on the ground floor so that we can see that trade away. So we have an entrance in this area and this one as well. So for that, we'll go to the DOE tool here. And once we double-click, we get to this dialog box and we want to select the double door with transform because we want to put some transom above. So first of all, we want to go to preview and positioning, and we want to take this to be 2.4 high, which it already is. But we want it to be also 2.4 in width. And then again, we want to make sure that each stats from the ground, so currently it's 100 from the ground. So we will say zero such that the ground level is at zero. And then as well, don't live under those settings. We can change the door leaf to be style or T. And as well, we can change the handle to be one of these modern ones. This looks kind of cute. We can go with that. So once you click on this drop-down here, we can go to transform and change that transforms us that it's event sash. And we can produce seed as well to fixtures and fittings and get rid of casings because I do not think I need some casings in here and that will be it for now. So as we said, Okay, I can come in here and place the door in there. You can see that the first click is going to show us where the light is coming from. And this is where the light is coming from. And it can open to the outside like so. We draw it as well. When they set aside for good to 3D. You can already see what those look like. Now that I see it, I think we should make them metal, so with them selected. And then if we go to settings, we select more attributes, which is the one which is here. And we can be able to change to uniform those surface, which is going to make everything metal. So we choose mental minium. You can see that everything has been turned into MATLAB minium except for the Louvre's, which i2 desire them to be metal. So m with n, I can see that this metal or ammonium here and say, okay, and everything turns into metal or ammonium, great. Then we need a dough here much smaller than K. And in order for us to do it, It's also going to be in WE DO. We can measure here and see it's going to be about 1.8. So in order to place it in, we need to go to settings. I can pick this one as well, but that window, that door, it's essentially going to be the same dough. So all I need to change is 1.8 here. We say, okay, and that is going to be in here so we can play, place that door right there or right. And now we can place this much smaller dose, which we can do by going to the, those settings. This time. We look for a single dose, but with transform, which I believe is this one right here, single door with transform. And once we have that selected, we make sure that it's 2.4 by 900. And we go down in here in the settings and we do the same thing by looking for saved 40. There you are. And we change the handle to something like this. Under three. And then we go at the transform, we make it then such transmission. Then we go to modal attributes. To make this. We check this to make it uniform materials. There's M and MIT has been selected. And then M as well for the Louvre's K. And that's all for this one. So we can go ahead and decide how we're going to place it. And I think it's important that it is placed facing on the inside. Then here we can place it and the light is coming from the outside but facing on the inside those to indoors, but we also need to put in those here, 1234 entering the law firms. So in order to do that, we tend to only two parameters on these existing dork. So under preview and positioning, we change this to 800 and then go under hinged door settings. We will go all the way to the door leaf and change it from style for D to something like 55. I think that's going to work. We will use that here. Yeah. There. And there. 8. Add windows to the walls: For the windows where you went to use the window tool which is right here. So let's pick your window, the basic window. And we're going to do much bigger window on this side, and smaller windows on this other side, k. Right? So let's peek a double window. And we will put a transform on it. And before we do that, let's go to preview and positioning and make sure that we have 1.5 width and it's going to be 2 m high. And since it's 2 m, we need to start from around 100 from the ground. So we have that window. And under basic settings we want to go here and scroll up such that we go to shape and enable upper transform because we're going to have an upper transom since it is 2 m high. We want this to be 1.6 sets that only 400 is for that transform. And then we can change that to transform to be a vent sash, yeah, in this sash options. And then as well, we need to change the model attributes such that it's metal. Aluminium can see only one has been changed. But when we click on this thing, same as those materials to everything. And we went as well, this slew Louver to be metal. Okay. I'll say Okay. And then that window, we can place it in here. And you can see it has been placed in there. But we need some review, some window reveal so we can at that here, think about 120 is I said it's on the inside. Maybe that's a bit too much. It's use 100 such that, yeah, much better. And it's also place the same window here, read it splits and much smaller window here. So if we go to the settings, use this double sash window. And this time we need it to be 1.5. And it's going to be one point too high, since it's one branch to eat here to be one point to the distance from the ground to the window itself. Because we are going to have some kitchen equipment in this area. So the 1.2 is unnecessary gap two from the ground. And like we did before, we can go here in the settings this time we do not need the sash, the vent sash. So all we have to do is change the way it's going to appear in 3D. So let's make all of it uniform and market metal. And that will be enough. And then that's placed that in here. Okay. We have that window. And like we did before, we need to reveal some of it. So it's like 1 m for review. I think I put it in the wrong, very wrong dimension. We select that again and put in known unknowns, 100 not 1 m. That was a mistake. So let's just pick that wall and window and place it in here. So we have ourselves those windows and then as well, we need a small window. It is going to be for these, these ones, but then have a kitchen here. So we have the same window here. And as where we have another window which is going to be here to make sure to select that and move it, drag it to this point here. Okay, So let's add in the final window, which is the small windows that are going to be on the washroom groups. Okay, So in the settings where you want to choose this small window and all we have to change the dimensions here. So let's make it tiny 600 and we make it 1.2 as well. Hi, and that means that this one brings to East fine for us. And then we change how it looks like in 3D by enabling uniform material and putting in metal, aluminium. Okay, and then we can place this window here as well. Review 100 here, and pick the same window and place it in here. Okay? And we will place here and buying any there as well. So let's inspect what that looks like here in 3D. So you can see we have ourselves those nice windows there. We have one for the washroom here. Alright. We can see that the Vint Cerf here, we placed it in the wrong side of the window. And I feel like this window is a bit too small. We can make it like 1.8, can be a little larger. But in the settings, we want to go back to this sash options. Okay, so let's go here. Search auctions and change this back to no grid. But make sure that in the drop-down we select the transform, the transform that we shall change to Vint sash. And that's more likely how I imagined it. Okay, great. So those though, windows and doors. And just before we leave, we could get rid of these casings as well. So we can predict even here in 3D, by holding down Shift and clicking on these doors such that we get rid of those casings, these metal casings, which you can do by going to settings. And in the drop-down, you look for where we have fixtures and fittings and get to read over the inside and outside the casings. Just so that it looks neat in the world there. Alright. 9. Place Furniture within the spaces: Now let's add some furniture to see how these spaces actually work. Let's go back here and the ground flow. And we tried to lay out these basis. Okay? So for that, we go to the objects tool, which is right here. Once you double-click on that, you should be able to get this dialogue box, which displays the furniture which is available in the native wacky cat library. Okay. So in this case, e.g. is this nice chair. I like it. But in case you want something else, you can type it in there and it will be presented to you. E.g. I. Like it a bit. Let's begin with a bid. As you type it in there. I can, he's going to search for it. And these are the bits which are available. And I need it doubled bid. But the one which has a side table inside bit taper to it. They, I'm likely going to need only one of these tables. So in the layout, I need to make sure that I change the night table such that it's on one side. Okay. That's all will be for this one and make sure that it's on the ground. So I'll put in zero at the height from the ground. And once I place it in, it should be at zero. So let's skip that says that I'm able to select it and we place it in here. So it's quite simple. It's just selecting and placing furniture in there. And it's trying to place it where it is due. And below that, I think I need some piece of furniture here. So we'll go back and get something. Let's look at the sofas that are present and it is small one. This looks nice. I think it's going to work. Say Okay. And we'll just place it in there making sure that it's at zero, that's at the ground. Besides that it doesn't float in the air. Okay. And then we have the 90. Do that. I think some you need to be aware of how to actually rotate. And MEN do that says that you can see how you actually rotate. So with it selected, you want to right-click and go move. And then you have something here called rotate, which has a shortcut here, Control E. So once you have cliques that we want to make a horizontal line, which is this one here, along one of the signs of this furniture. And then the next time you click it, it will be rotated to that place. It's not that hand. You can try it. It's nice. Next is another piece of furniture that to remain need in this place, which is going to be I think, a coffee table, right? Well, this place, it's quite a tiny space, but I think some of this stuff looks good. I think I like this coffee table. So we can place it here just next to this table. And then we have a kitchen area here which needs some of these furniture. So let's go back. Look for a cook top. And I think this will do. You can go through the tops and maybe you want something specific, like type eight here on the cook top. And that's okay for now. We can place it in here and be sure to rotate it the right way. These are knobs that are controllable. So I imagine this would be the buck. So in order to rotate it, like I said before, move. We say rotate. And we rotate a point each side such that this is 90 degrees. And then we can drag it into place by move drug and take one of these corners and put it there. So we have ourselves a cooked up. Then we also need a corner in it. So we'll go ahead and look for a kitchen cabinets. Okay. Okay, so this beginning one, so I can see we have a corner on here and we can go ahead and place it in this corner. You can see it's been placed there that way wrong so we can mirror it. And in order to mirror, we have select that Phoenicia, right-click, move mirror, Control M. And then we are able to mirror that. Okay? And now we need this side to be a little smaller. So we will take this down, hold down Shift to keep it in line in the vertical sense. And let me first place it by clicking on the outside and says that we can see where it's supposed to be. Now when we bring it, we know that it's supposed to be at that place. Okay. And we need one here, which is just going to be straight cabinets, which is this one here. And base block cabinet. We place it in. And like the ones before, it needs to be mirrored, because this is the buck Control M to mirror. So I mirror that what it right there and stretch it across such that it aligns with this piece of furniture. So now we have ourselves a kitchen layout here. And I feel like we need a sink in this area. So he will do that by going to settings and making this cabinet space sync. Let's go choose a cabinets and let's make it into a sink here. If we go to the drop-down, you can see that we need to make. Here is sink. And you can choose any type that you like. I think style nine would be just fine. I say okay, and it has been formed right there, although it looks way too small so we can stretch it a little bit. And I think that the style doesn't quite look nice. Let's see if we have any other style in here. Stay with three, actually, because that was way too big, so we need them to be the same size. This size? Yes. Like so. We can make this a little smaller as well if we wanted. We could drag this across S that it's more on the side of the window such that this sunlight goes through onto that sink area. And as well, we need some furniture within here within the washroom, which is just going to be a WC. So let's type in that BC for close it. Close it. And you can choose the type that you like. Just one to have a default one in here. And that's simply done. Next, you can add in a shower head. So let's put in shower. And it's best we removed WC. And these are the shots that we have and this shower head is going to work. So go ahead and place it in here. And we did select it. We can rotate it. Quick move, rotate. And we have it there. We have it came as well. We can have a top cabinet if we wanted something here on the top cabinet area. So we need to get a wall cabinet, one of these which hung on top. Okay. And we can place it in here. And yes, it's supposed to be rotated. So say Control E, Andrew rotated here and move this cabinet says that it stretches because here we are going to have the hood on top of this a place so we may not need to have that there so we can move. This says that the window is not in the cabinet itself, so we have some storage above. Let's look at what those look like in 3D. And my guess is that this furniture has been placed in this room. So I press or two, ovid says that I'm able to navigate and see what's happening here. So we have some furniture here. We have kitchen cabinets as well. It needs a tab on top. So this sink, you can put it top. If we click here, we should be able to sit up just the next. And you can add one here. That is a top there and there is a sink area there. And then we can see that we have a cooker. And then we have some furniture, bed. Michelle are here together with NWC in this place. That's a simple layout which we can duplicate to the rest of the rooms. So if we have the object selected, we can say control a, which selects all of the objects that we have in this scene. Because currently we have only these as the objects. And you can see that's an easy way to select elements which are similar. Now we can make a copy and put it in there, e.g. let's right-click. Move drug, copy. And we will move these two right there. And that's where we need to mirror copy to this other side. Then before we do that, we might want to get this furniture out of the way. So I imagined for this rule, we are going to rotate this furniture, says that it is usable across, against this wall. And then this coffee table can be somewhere, right? And it probably could be smaller. Alright, so let's select all of those furniture and mirror. This time Control Shift M in order to mirror a Coby. And we mirror from this center here. And the furniture which was here is now mirrored to this other side. Cool. Okay. Awesome. Now, I like to have some pillows on these meds so we can select them and go to the settings. And we can enable pillow, which we can do on bid hedge your settings. We can just have here pillow checked and they will be added in there as well. The final piece of furniture we can add would be a wardrobe. Says that these guys have where to store the ACLU this by looking for wardrobe. And we have a few designs here. Let's use this one. Now. Let's just keep the defaults and we'll place it in there. I'm going to drag it and put it against this wall. So Control E to rotate. And against this war like so. In the settings you can actually change how it's being represented. If we go to the settings and look at the symbolic 2D representation, you can change from by bimodal view options, which we'll talk about later. But you can make it seem more existed. It's one of those things. Yeah. So if that's what you like to see and we will need a copy to be here. And then these two shouldn't be mirrored onto the opposite side. Which is really awesome. 10. How to add a First Floor: Alright, welcome back. So today we are going to do the fast flow or these drawings. On the ground floor. You can see we have all these elements and we want to do the same thing on the first floor. So let's just copy everything and put it on the first floor. And in order to do that, you can, with the selection tool selected, you can select everything and copy it and paste it on the floor. But what I like to do is to remove the lines because I do not need them. Or we can delete them later. So let's just copy control C in order to copy and then paste this stuff on the first floor, everything. Okay, so let's go fast flow and control V. And it should be pasted on the floor. Because what just happened is that whatever was on the ground floor has moved to the first floor. And we have a few things that we might need to delete. Like you can see, we do not need some of these elements and we need to make some changes obviously. So what we can do, select everything here and delete. We do not need all of these lines and these ones as well. And these ones also as well. And for the front, we do not have these two windows, so I'm going to select them and delete them. In. This feature will actually moves to the end. So we move that by dragging Control D to drag. And I'll put it on the extreme end right there. This one as well. I'll select it, Control D to drag and move it to the extreme end somewhere here. Great. So now we have ourselves a, an area for a balcony. So now we can expand this if we so wish to the end. So I'm going to move this to the extreme end and move this one as well to the extreme end. And as well, this one should move to somewhere here because we have cornea right there. Okay? And for this flow, we do not have these when those door here, it's not going to be there. It will be at the extreme end. Let's actually keep it, but we'll put it at the extreme end. So I'm going to drag it and make sure that it's right there because we will make it into just a door that just opens to light up this bulk this corridor here. Okay, great. So now we have ourselves an arrangement on the first floor. One thing that I need to change is this dose. So they need to be bigger because currently it's 2.4. I'm going to go to the settings and make it bigger. But by making it bigger, I will have to make, to make three pins. So we might need to choose another kind of dough. First of all, let's make these beacons, make it 3 m. And after that, we want to go down and look for the sidelight, the one with a sidelight. So Control Alt. And then I click. So this will enable us. When you control alt. Left-click enables us to have the same parameters that are not changed, instead of going all over to change these things. Once we control alt click, we have just what we need, but in the same with everything set already. So now let's head over to this size shape where we can actually make this a little bigger. Because it says said light and it needs to be, I think, a meter or so. We look at how these athletes affected, because I can see that now the leaves have become 900. Maybe this could be like 950. And such that it's the door leafs are the ones which are much bigger. Alright, so now we say, OK, and there we should have those, those transformed into double dose with sidelight. We might need to come in and position them correctly. We drag these to the side, making sure that perhaps this touches right there. And then we need to mirror. This, says that the side light is on this other side. So Control M to mirror. And then this dough, we move this side lights such that this side light touches the beginning of this pump, this cabinet. And now that's looking good. And then we need to get rid of this furniture because we need a way to access these, these rooms in here. Okay? So we will need a normal DO like the ones which are already existing. So pick the store and move it here. And pick this one as well, and move it to this other side. Because when someone reaches the first floor, they aren't going to go all the way out in order to enter the house. Now that I look at it, I think sliding doors would be a better option. So let's select these doors, go to Settings and we're going to make them into sliding dose. By looking at the category of sliding. Under here sliding, we choose the same door that we have. But within sliding, which is right here, I can see we have a sliding door that has it transform and transform undecided, right? Okay, so let's say Control Alt, click. And that should pick up everything the way it is. And that is looking good. Although, like we did before, we may need to make these ones 950, like we did before, 950 and this 1950. And as well, they need to be mirrored like we did before. Andro empty mirror and tap that may read to have exactly what we need. Says that the cabinets are not in the way as someone tries to approach the outside. Okay. That is looking awesome. So let's look at what that looks like in 3D. And just by those few steps, we have ourselves something similar to what we saw at the beginning of the video. Okay? So we have ourselves this kind of pattern. You can see that we have those shelves within this side light somewhere here, which is totally fine. Though now we want to change these into folding though. It's stained it into a folding door. So let's go and look for loading dose. Okay. So we will pick this, Let's pick this one, which is this one here. But Control Alt, Click to click them. And then we choose a style like this one. I think the one that I use, whichever you choose, it depends on how it will look like here. And I think we can make it only two pens because those are multiple number of leaves. Let's use only two leaves. And that will work for now, that fun. Andrew, come in and change it to what we want to see. 11. Working with the stair and railing tools: Now we need a staircase in this place, so we'll have to get rid of some of these slabs to create wafers thick is and I think as well, we may need to step this a little bit back such that we can have a railing in this place. Alright, let's do that. On the floor plan, we will create the staircase starting from the ground flow that goes all the way to the top. And we will do that by using the stair tool, which is here in Arc get. And we'll use the default things. We are not going to change a thing and making sure that we change the width of this test. So let's scroll up here and look at the width here of this there. And we will make it 900. Yeah, as small as it can be. So let's start from right here to place the staircase. And all we have to do is to make a journey all the way to the end here. And these prompts us to create this space that runs all the way to this line again, we click. And as we're here, we do the final thing. And then once we have placed it like so, we may need to clean it up a little bit. E.g. here on this line, we do not need any step. So to clear that we make, we click on this edge. And then we go in here in the properties here, and decide that that is a landing that has no step on it. So we don't have any flight. Okay, so now that that's much, much better, then we also need this leg to be balanced. These other ones. So we might need to make these, these expand. But before we expand it, we may need to go to settings and make sure that we have a friendly razor. Because I believe right now it's too steep, 200, which is too high. So we choose the minimum which is 150, and see where that gets us. If that 150 is, it makes this, they're too big. I think this day is too huge. Maybe we can make some compromise and choose something like 170 max as the maximum riser. So let's use 167 and see whether we can work with that. So once we choose that, we now have the liberty to come in and reduce this such that it lines up somehow. You can see it's still too much. And perhaps 176 should do the trick for us. And now we click on the nodes to adjust. And I think this is way better. So much better. Balance it out just a little bit. Tmi 100 says that it fits perfectly in there, which is great. So once we go to the first floor, like we said before, we need to select this lab and get rid of this portion of this lab. So I said this deck and pass. So we will take a negative here and be sure to create these moocs that allows this to show up once in 3D. Now we have that space there, which allows this debt run across like so. Alright, so now let's put some reading both on this ray, the staircase and here. Alright, so the first kind of reading, we will just use the default Rail. So let's say okay, and just space hold down the spacebar to click on this area. You can see it's going to be formed on the inside. And I'd like it to be formed on the other side. Okay. So we change that and make sure that it's it's formed on this other side along the staircase. That's okay. And then next is we need to be able to create. Recs on this, on this balcony. So let's dress in a buttress reference. And because we had already changed the reference, we might change it back by choosing below current story. So I said we are able to see what's happening on the ground floor. By turn this off, you can see it goes off. If I turn it on, you can see that now we can see what's happening on the ground floor. Now we select this lab and we want to be able to remove just a little portion of this design purposes. Let's remove about 1,000, 100. Yeah, that should look good. It's just remove a small portion here. Hundred. Alright. Let's see what that looks like in 3D. You can see that we have some kind of races that allows these to go through. So around this area. And then we have the rating which is happening here on this side. So now let's have some glass reading on this area which overlooks the balcony. And we'll do that by selecting the rating tool. And once we go to favorites right here, that has already some predefined gradients. I think maybe that can work. You can go ahead and modify as you wish to have e.g. for me, I don't think this is important. I'll get rid of it. Which means I need to make these taller. So with it selected, go to inner post settings and just make it only has about 50 mm from up, such that it gets to be a little taller and make this dog breeding to be thicker. Right now it's 70, let's just make it like 75. It's 40. Let's make it identified. And what else? Let's make these a little thicker as well. They tend to be way too small. Let me make an amount about 35. The posts as well can adjust the thickness. Let me make them around 40, says that they're bigger than this horizontal member. Now, this is the glass. The glass we can decide how far it is from this other side. I think a gap of like 15 mm, just the taller tolerance is enough for the side. From the top, from the top, I think 100 is still fine. Okay, So let's show that you can do that either in 2D or 3D. Here in 3D, we can click the first point node and go ahead and click holding down shift. We can click on the final point by double-clicking actually. So you can see it has been formed. And because it's at the extreme end, we might want to move it back to where we specified right there. Because that's where it's going to be needed most. Okay. And then we drag a copy and place it along this thing. Now you may need to go to 2D and verify wherever it's in the right place. And you can see that the second one is not quite there yet, so you can delete it and just pick this and make sure that it is coming to shift D and move it to that place. Awesome. Isn't it? 12. Adding the terrace level: Let's add the third floor to this thing. Alright, so we will go to the Paris because that's going to be the terrorists part. And we want to have this staircase in this place. So let's grab this staircase on the ground floor and its rating as well, and paste them on the first floor because we need them to take us to the terrorists. Okay. Copy control C. And then I will paste it on the first floor, right? Just on top of this. That will do alright. And now we have ourselves a something that comes to the terrace. Right then. We've addressed enabled, makes sure that you have trace enabled, and also making sure that you choose below current story. It says that you are able to see on the story below. Alright. So let's say that's now we want to create, we want to create a space in here, which is for the caretaker. So let's pick a wall and begin to draw the place here. So let's use the center line in this case and be able to draw something here. It looks like this wall is way thicker than what we need. So select it and make it 200. Okay, so let's select it, make it 200, alright, and peak it and be the one that we will use. Okay? And let's say go all the way to somewhere here. Because we have a rule displays here. And I'll close it off this other side. In order to intersect these, you can select this, both these walls and hit Intersect, which is this icon right here, intersect and those to be intersected. And then we can create a door that goes on the outside. So holding down Alt, we can pick the one which is on the forest floor, the one which we are seeing on the terrace. So all left-click is going to peak that. Do you can see that door has been selected. And we can go ahead and put a door here that runs to the outside to have it terrorists in this area. And then we need to know that enters into the caretaker's house. Okay. And in the caretaker's house, all we need is one bed, so that furniture. So let's just take this bid and a piece of furniture, copy that, and have it on the first floor. And then make sure that we pick a slab as well on the first on the first floor. So hold down old critical in this slab and then we'll put it on the first floor here. And you can see that we have it may take it all the way to the very end. Because we need this lab to run across this entire, but because we are going to have it terrorists at this area and the rest of these other paths are going to be roofed here. We have a roof here and the roof on this other side. Alright. And now we can open up, let's open up this side. We've a window. And most probably it's going to be this one which is on the ground floor is good to the ground flow and peak this high window, the side window we used for the kitchen area. Let's pick this one by clicking it. And then we'll go to the terrorists. And we will have it here that is going to be overlooking here to provide light into that space. Then we also need a window. Small one. I think this will work for this area. Let's see what that looks like here in 3D. And we have also something pretty cute up there. Then you can see we will have a terrace in this area. And then we have that window and then we need this opening on this stair case. I said we have enough light entering onto the staircase. Alright. And for that. We will create we can create one wall which runs all the way to the top. But since we have already created 1 mol here and another one there, let's just create a single door window opening. And then the rest here we can put openings, empty openings. Okay? So let's go here on the ground flow and decide to put a long window. Let's speak like this. This one that we will make it very tall. And it's going to be like five data store. Let's make it like that from bits, make it start from 1.5. After the landing of this one. We make it start from right there and then we can make it like I've made does I don't know what that could be. And I think we keep everything else as glass. And let's say that we have this one, this place. Okay? So let's see what that will look like here in 3D. Of course, it's going to show here. And then it will disappear into these other worlds. So if I select it, you can see that it's meant to go all the way to the top bits actually make it even taller by making it go all the way to here. Alright, that's what we desire to see. But we will have to create an empty opening here and an empty opening here. So we'll do that by using this Sims opening. It says, pick these opening, go to the first floor and make sure that we make it an empty opening. For good settings. We have here under Window, we have empty opening. Okay? So this one, we can say Control Alt. Click says that we have the same dimensions that we had. We have the empty opening and there where we put that empty opening there. And also on the on the terrace flow. Although we did not walk on the height. So we might need to do that in 3D. So you can see that we have some issues here to deal with. So let's select these empty openings and make sure they all start on the ground flow by putting in here zero, right? Base that on day zero. And after that, we make sure that this very one, which is kind of hard to select, make sure that you have the window selected. And I have it selected here. And you can see that it's really tall, so we can take it from either way where it is up here. I think. Yes. Or we can measure press M to measure to make sure that we know how high this is. This is 2.4. So that's all we can make this window to point to one, okay? That's what we need. And we need to go ahead and get rid of these slabs which show up on these areas. So let's go to the ground terrace. And we'll sit minus to get rid of this staircase. Go to the first floor. With these slab selected, we can expand these openings such that we get rid of that opening. And now we should pretty much have a window which cuts across the entire thing. Alright? And I can see that it flushes with this, so we can reduce this to make it like 50 says that the window comes out. Yeah, something like that. All right. That's looking cool. Although now we need these to be really tall. We need, we need the separation to run all the way to the top there. And then we can have like two more divisions in here. Score as well. If we wanted to get rid of these guidelines, we can change the glass to be the type, the opening type. Let's go here in Windows settings and change the opening type from say, down to fixed glass. If we change it to fix the glass, we will not have those lines in there. So fixed glass, everything. And then we need to go to such options. And the main sash, we divide it. We can use HV grid, which is going to be divided. Color is the horizontal divisions are these ones which are going to be vertical. Horizontal division is going to be only one. And then the vertical divisions are these ones switch, which will make us a horizontal divisions. And those can be two. And we do the same for the second one. And make into h v grid, the horizontal is going to be one. And then the vertical divisions are the ones which make the horizontal Booleans. It's going to be two. And then we make sure that we have a height that we did this thing insignificant. Let's make it like 50 mm thick such that it is this waste beaker. Okay? Alright, I say, okay, and then we should have these disappear, and then we should have those divisions. So we can see we have two divisions, which is this one and this one. But we might need to have perhaps three. Okay, so let's change that in the settings and make sure that it's choose three. Man go here, make these three as well. I would love to get some divisions in the shape on the transformer. It's divided up. That transient really looks not right, so it should divide up there and have someone divisions in here that she's looking cool. Don't you think that's enough for this video is great into the next where we will look at how to actually prove this thing. Get done with the model. 13. Add A Roof to the building: Alright, so let's remove this thing. So we're going to have a roof that goes all the way to this other side and some other roof that pause to this other side. And we will use a small beach, true? If I think about seven degrees would be enough. So let's go to the terrace and then we put those roofs right there. For the roof tool. We want to pick the roof directly here. In aggregate, we have a roof tool here. And this time we will choose the very first option which is presented to us, which is the simple profile. If we wanted to see the settings, we can go to the dialog box once we click here. And you can see this is where we change the parameters from. The very first option, which is there by default, is a compensator of which has different materials added to them. But for this case, we're just going to take a simple one, which is this one here. And we can decide how thick it is going to be. And I will use I think I know what 300 would be enough because we use the wall which is 300 for the part which shows at the front. So I think 300 would be a good combination. And like I said, we will use seven degrees of angle. And we also need it to be vertical. We need it to be at 90 vertical like this. Perpendicular is the word ok. And then as well, we need to have how high it's going to be. I think 3 m is fine. And we need to see what it's going to look like so we can enable these surfaces. So we want these to be looking like the way that we chose. I think stucco white. Is this is okay. Then stuck away too rough is okay. And then we have these roof which is going to be gray. I think this gets asphalt roof as far as gray, which is what I love about this. We need the roof in here and because we have it at 3 m high, so we might want to take it to zero if we're drawing it on the floor. So let's take it to zero, says that it's on the ground here. So let's draw a reference line, reference line here. Once we have drawn that line, you can see the stilling us to click for the upward pitch of the roof so it needs to face this other side. And then we can be able to create this kind of shape. So we need it to be like so you can see that it covers this pad pretty well. Let's go ahead and create the same. On this other side, we create a line. And then we specify where the roof should face. And then we draw our service this shape. But then after drawing this shape, we may want to get rid of this other side. So we say minus by clicking on any of the edges. And then we can go ahead and get rid of this portion. I can't quite see where the rest of this stuff are. So I'm going to assume for now and then I can go in and clean it up after you have opened up. Okay, so let's open up and bring this whole array to them. So right now we have that proof that for as they're right there, if I select this one, it should pour down here. Alright, Then before we go into 3D to see what's happening, we need to also roof this pace which is in-between. And I will use a slab for that. So I will add the polygon shape here. I'm going to add all the way. There. We go 3D. Let's go to the 3D and see what just happened. We should have our serves, the tool roofs. Okay? We have ourselves this roof, we have ourselves that roof. And as where we have ourselves a flat roof on top of these corridor. Alright, so now we need these words to go all the way up, says that we are able to trim them according to their roof. So let's go ahead and take some of those roofs up so we can go e.g. on the first flow and pick and pick them, or even we can pick them from here. E.g. we can pick this war. And for purposes of visibility, we can hide how this roof is represented in the flood plan. If we go to the settings, we can say that let's temporarily hide the floor plan display. Here. Once you scroll down, you have what we call cover few. If we hide that cover for you, now we should be able to see what's happening beneath. Says that we make decisions on what to draw. If we pick the one which is, let's pick any wall here, and we will draw it on top of this one here. Okay? But making sure that it's in the right place. And as well, we need to pick the one which is here. Then we have a bigger wall here. So we will pick that we're the one which is beneath here, and we'll draw it. Let's flip such that it faces the right direction. And let's flip these. It's flipped this one as well to make it fit the right direction. And we'll go ahead and do the same for this one. And let's do that. Let's really nice, okay? And, uh, also we will have to draw these very roof here because we have a rough going over that side, because we will be able to see what's happening here. So now we can go ahead and trim those walls to that, to that, to that surface. Okay? Here in 3D, you can see those words, weight torr. So we may need to get this and trim them to roof by clicking on this icon, which is right here. And we click, double-click on top of this roof. So once we double-click there, Record, should shrimp elements to the roof. Like so. Which is really nice, right? Let's go ahead and do the same for this side by selecting all these walls which are cut by this roof. And then we go here on trim elements to roof. Well, you can select the roof as well. And right-click and say, and say Connect, and you say trim elements to roof. And then God is going to ask you whether you need to use that roof to trim. And there you have it. You have it trimmed. Pretty great. We have one more to go here. And let's also inspect this other side. We have another one here to create, which is pretty simple. So let's go here on the floor plan and identify that we actually need a wall in this place there, which means our roof should be able to cover the entirety of this place. We can expand it by clicking on this X offset edge. And there we have it. It goes all the way to that place. And as well, we need to use the same one and create the world which should be on top of this. So let's make a copy this, put it in this area, and move it all the way to the end. And do the same in this place. And let's see what that looks like in 3D so we can trim it. Well. Alright, so you can see that this stuff is going through. So we can go in there and trim elements to this roof. Double-click. And it will be treated to the roof. We select this one as well. And selects the elements. And double-click such that we are able to trim element to room. Right? Now when we go here in elevation, it looks really, really neat, ok. And then as well, we need a roof, this patch right here. So we need a roof to be like so. Let's go ahead and create it. So I'll pick this roof and then I'll go on the roof plan, which is the topmost flow. And I will draw that roof on here. So all I need is a line on this page and I specify where the roof should face. Continue to draw that. And then we also need to have walls on this side. So I'll pick ones from the floor beneath its peak like this will go up and be able to draw those walls. Let's pick a mux here and be able to draw fees. These, and let's change the reference to the outside here, something like that says that there was a directly on top. And then as well, I think we need to get rid of this one. This one is not necessary. So like I told you, we need to suspend grouping such that we are able to select this one and delete it because this is going to be low in 3D. Let's see what's happening. We have an element like so. And all we have to do is select these walls and trim elements to flex. So double-click on the roof. And that looks very, very good. So to crown up this flow, we just need to have a railing in this place. I think let's choose that glass framing and drop it in there. So let's go on the ground floor. Actually the first floor. Pick this reading by clicking such that we pick it with all its parameters and then we go to the roof. And the roof, but the terrorists, because that reading is going to be on the tellers. And we start to draw it on the inside, make sure it's being drawn on the inside. And also moving inward. So we can expand it to be in the middle of this war. Expanded such that it's within this wall K. And I think perhaps we may need to expand it such that its way along this whole, Let's see what that looks like in 3D. So you can see what I'm talking about, right? So you see, we have something going on here. This, we may need to push it all the way to the end. So we don't have anyone diving. Now cross that space. Okay. Yeah, it looks pretty convincing and like it. Okay. So let's head over to the next lesson where we just finish up the module by landscaping. 14. Add a Street level: Alright, so let's get done with this modelling part of this thing. So we have a street-level to put here and also some spacing up here. So let's do that with the mesh tool. Because the mesh is what creates the ground around this big mesh. And we will draw the mesh across these design starting from where these buildings dots. Let's just do draw a simple mesh in this place. And do you know what? I think we're going to draw it across the entire space. You can see that by default we have something in the mesh which signifies that that's grasp. But for this case I want to use some other materials which are not grass. So I'll go ahead and let's expand this such that they're building breathe is a little k even behind something like that. And then this one is going to be negative one-fifth just for one state, right? And let's go ahead and go to the settings. And this time we're going to get rid of this cover. Phil and Lil change this surface to be picked because I imagine across the building will just have paving, simple paver. And they've meant for e-commerce is going to do for us. Okay, So now we have ourselves a simple mesh and paved. And then below that we will have also a street-level. So this would the street level on the streets area here. So let's click that. Put this street level in this place in order to see it and align it on the toe, we may want to change the reference layer by choosing the reference to be above. When we do that, now we can see whatever is happening. So we have something like so. And remember, this goes inward. So we may need to add this pass place here. So we can add this small section here, here in plan. And as well on the ground floor, we can subtract it from this polygon, from this mesh. Besides that, it doesn't hide our steps. Okay? So be sure to remove this part says that we are able to see our steps in this area. Okay? So here in 3D, we should get something like so, which is not bad. It's suddenly where we will begin from. For the sake of representation, we might want to turn this stuff down. E.g. this one, we need it to be at zero, says that it aligns with building like so. But then this one can stay where it is. Then we can make this shorter. Let's make this 500 perhaps, and make it longer. Instead. Says that we have more space. Maybe we have a car park in this area. And for this one, we can make it shorter by clicking on any of the nodes. And then we can reduce the height, says that it aligns this one right here. And to avoid this flickering effect, we may want to take this back. And let's take it back by 2 m. Because we would love to have something happening here. And as where we'll take this back by 3 m, okay? Although this is going to affect flood plan, so what I recommend doing, you can see that we have some lines crossing through our loop glands which don't make any sense. So we can just add these parts, this part like so, such that it gets hidden within there. And let's add this paddle-like so. But anyway, it doesn't matter. We will have to do to work it out later. So I usually like to push this inside such that it doesn't show at the extreme, at the ends, at the ends, at the wall surfaces. And what that leaves us with is space between. Between this level and that level. And we need something to feel up here. And with that we can use the mesh itself. So let's use this mesh, the one which we already have. So let's draw, even here in 3D, Let's just draw a simple elements, which is that roof and you can see it fills that gap pretty well. And as well, we need to get to reduce this ever so slightly such that it doesn't affect. And also let's create a simple Few mesh in this area. And once we have created it, the beauty about mesh is that we can elevate them. E.g. we can elevate this node by clicking on elevator node, which is the last options that you have on the pit palette. Then you can see that this node is being elevated to this point. And then we can edit this node to this point, which is kind of cool, right? So now we have bridged the gap between this level and not at level. So people can get, get across. And we'll do the same for this space here. Econ, this node. Take it to the top and click on this node. Take it to the top and we have ourselves something pretty cool. Alright? Then something that I didn't noticed on the ground floor. We have these large dose here which don't make any sense really. And opening like this is not really space efficient because our design is quite compact. So I would think that maybe we should choose sliding doors instead of this swing dose. For this, this one can be side hangs. I can be this type of door, but perhaps we can flip it. So let's select this window, which is not easy to select. And in order for you to select it, you may want to hold down shift but then keep pressing tab when you're around this area, especially on the nodes. So you can see once you hold down Shift and keep pressing Tab, you're able to change to different things and you can see you can select it. Once it's selected, I want to flip. It says that this one opens inward. Says that once you go onto the steps, you can open our world. But then these two doors, we can make them sliding. So let's go to the second, to the settings, making sure that we do not change any dimensions. We will go to sliding doors and look for a similar, similar dose which is going to be endowed with a transform. Great, So this is what we want. So you don't want to click it directly because you will lose everything that we have setup already. So Control Alt to click. And then it means that we will keep everything that we have in the settings. The only thing that's going to change is that it's going to be a sliding door. And that's really awesome. So it goes up some space. So we just have one here where you can slide back and you enter the house, which is kind of cool. And then finally, before we leave, the other thing that I did notice is that this store, we can make it a little better such that it looks good. Let's choose another type of door, e.g. so we will make it a single door, a single pen door. I'm going to make keeps an EHV grid instead. Then of course, it's going to be two leaves since it's a folding door. And I need to go to the settings of this Malian. Okay, so let's go. In the width. Currently we have only 12, so let's make it a little thicker, maybe 50 mm. But then I need to work on this. The horizontal, Let's keep it as one division. But then vertically, I can put as many as I like. In this case, I think I'm going to put over 15. I think 15-20 should be a nice number to work with. Okay. I think that looks way better. It looks way better, in my opinion. And for that case, I think I'd like to have some ward in this place because this too much metal going on. So for this one, I'm going to have it selected, go to the Settings, and then I will choose a model attributes here. The very first model attributes such that I change these into wood mahogany. So let's go to some old mahogany. And that will do for me. Okay. I think that's pretty cool, isn't it? Right. You can see in just a few steps we have ourselves a clean and nice model to walk with. Alright, so the first part of this series is done. So we can head over to the next part where we create working drawings that can be used to be able to do this thing. 15. Outro: Hi everyone. I am really glad that you have made it to the very end of this training series. And I hope that you did learn a thing or two in the process of making your very fast storied building in aggregate. And so I can't wait to see what you have done by yourself. So be sure to share those in the discussion and to keep the discussion going and also get some help in case you encountered any challenges. And therefore, I would encourage you to check out Analytics Studio on YouTube because we have a huge library of videos that can help you in your journey of creating designs like this one in architects software. Now this has been part one of the design development. But then we have a patch tool because we need to know how to document this 3D model into 2D drawings, which you can handle that were contractor. And the contractor may be able to implement this thing on the ground. And as well, we need a pad three to create stunning images that you can be able to present to your client. Because the model is great and it looks, looks good. But then we need to take it a step further because with the advancement of technology, we need more photo-realistic images that can be breathtaking as we present to the client and give a good impression. So we shall be able to explore those using some other software such as lumen or twin motion. And I will be preparing for 2D motion specifically in the bath three. And if that's something that you're excited to see, please follow Analytics Studio here on Skillshare. And by the numbers of people who will be following our, I will get to know that this thing is something that you're interested in and soil will speed up the process of preparing those videos. Otherwise, I am really grateful and stay creative.