SektchUp-AA Class3: Complex Plugins | Filip Design | Skillshare

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SektchUp-AA Class3: Complex Plugins

teacher avatar Filip Design

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Sektchup Trailer Class3

      1:59

    • 2.

      30. Plugin Vertex Tool

      17:54

    • 3.

      31. Plugin s4u Slice

      2:05

    • 4.

      32. Slicer 5 plugin

      8:26

    • 5.

      33. S4u Transformer

      6:09

    • 6.

      34. Bezier Surface i Flowify

      7:42

    • 7.

      35.TIG Smart Offset and Selectio Toys

      2:34

    • 8.

      36. Soap Buble

      2:01

    • 9.

      37. JHS PowerBar

      14:46

    • 10.

      38. SubD

      7:58

    • 11.

      39. Artisan

      14:46

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About This Class

Hello and welcome to training called Sketchup Complex Plugins Class 3.

If you are you're an architect, interior designer, or 3D modeling enthusiast, this course will take your SketchUp skills to the next level.

During the course you will explore a wide range of advanced SketchUp plugins, each designed to address specific needs and challenges in your 3D modeling projects. You will learn one of the most powerfull plugins like:

  • Vertex tool which allows vertices to be moved along their connected edges.
  • Slicer plugin a toolset to 'Slice' up a volume very useful in real-model making to finding areas in master plan volumes.
  • JHS powerbar for Mirror, Move Along Path and Component Replacer. The last one could be very usefull especially when you’re working on large projects, replacing components can be a heavy taskusefull.
  • SubD which is a parametric subdivision extension for SketchUp optimized for quad-based workflows.
  • And finally Artisan plugin which is an extension for SketchUp that lets you do the impossible! With powerful tools for subdivision, sculpting, soft selection, free-form deformation, extrusion, and more, Artisan will supercharge your ability to model terrain, characters, furniture, and other complex organic forms.

This class will help you with all of this !!!

And remember If you publish any construction on your social media after finishing this course, always add the hashtag #SketchupAA. It will be easier for all of us to find your work.

Meet Your Teacher

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Filip Design

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Design Graphic Design
Level: All Levels

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Transcripts

1. Sektchup Trailer Class3: Hello and welcome to training called Sketch Up Complex Plugins class three. If you are an architect, interior designer, or free de modeling enthusiast. This course will take your sketch up skills to the next level. During the curse, you will explore a wide range of advanced sketch up plugins, each designed to address specific needs and challenges in your free de, modeling process. You will learn one of the most powerful plugins like Vertex Tools, which allows vertex to be moved along their connected edges Slicer Plugin, a tool set to slice up a volume. Very useful in real modeling making to find areas in master plans, volumes. J HS power bar for mirror move along path and component replacer, the last one could be very useful, especially when you are working on a large project. Replacing components can be heavy task for sub de plugins, which is a parametric subdivision extension for sketch up optimized for quart base workflows. Finally, Artisan Plugin, which is an extension for sketch up that lets you to do the impossible with powerful tools for sub devising, Sculpting solved selection, free form, deformation extrusion and more artisan will supercharge your ability to model teran characters, furnitures, and other complex organic forms. This class will help you with all of this. Remember, if you publish any construction on your social media after finishing the scurs, always at the hashtag, sketch up AA, it will be easier for all of us to find your work. 2. 30. Plugin Vertex Tool: This time plug in vertex tool. This one is mostly used to modify vertex, it's mean the point on our solid surface. On line we have three sub maine vertex to transform added mesh. The basic one is the vertex tool transform the total vertex mode. After applied we have the mine options with the vertex tool. Then we have the icon for move, for rotate, and for scale. They are similar to the standard from sketch up. Okay, in the vertex tool we have small arrow, we can display the name, additional options, we can turn them off the title when we have the title height. The other options will also not be displayed. The first one is the information how many points we have selected, how many points of selected there is, and how many vertex. As you can see right now we have 2,500 vertex on the bator, on the surface. The next options is the selections because we can select vertex in a different way. The standard one is to select first vertex point with the gizmo, we can move it on each axis, up, left, right. We can also rotate it or rescale it. If we have, for example, more points selected, then we can rotate it. We can also increase the scale. We can also lock the move only to plan. For example, to move vertex on plane. It everything we can do from the gizmo, maybe we can rescale something. We need to select the points. After rescale, you can see that we can make any modification. This is why we use vertex tool. It is so powerful. Okay, let's back to the beginning first, we'll start with the selection. We have four options to select the vertex before we start to modify them. The first one is the rectangle. It's standard, We can just make a trap. The next one is the circle selection. We can use some radius to select, then there is the polygon. We can just draw a few lines and everything that is inside will be selected. Then we have the free hand. It's means that we can draw any shapes that you would like to have with our mouse. Then we have option to select some smoothness points. We can increase the selection of the points with some smoothness. To do this, we need to select some points in the soft selection reduce, we need to put some values where we can see. Then we'll select some distance of the points. And right now we can make the modification. And you'll notice that the modification will be very smooth because we have many points selected. We can also write click to check auto smooth. For example to lo QV about the QV. I will speak about it later. Okay, again we can select one point, but with the soft selection. And with the auto smooth we have very smooth modification on our surface. And this is mainly how the vertex tool work. We have liner and cosine with the peak in the middle. As you can see, two different variations. Okay, But what is the most important with the vertex tool? We can also create some trot with the standard options. If you will select all the points, you can move it left, right, up and down. If we hit the control, we can make the trot. This is why this tool is so powerful. For example, by at the control again we can make the section inside the extrude. I will just move back. Maybe I can also reverse the surface, but first I will do the same with the line. As you can see with the control, I can create the surface. This is why you will probably use vertex tool so often. Right now we can make any modification, scale, rotate and so on. So I will just select those four points. I will move them longer, but first I will reverse maybe the faces, but before that I will make a few sections. Okay, now I will select everything and we select reverse pass. Now we are going to the vertex tool, select the four first. From the beginning. From the beginning with the soft selection, I will increase the selection radius. Might be 250. Now you can see that we have rotation, so we can rotate it. As you can see, all the selected points are also rotated with very smooth curve continuity. It's means that we have some smoothness between the vertex. We can also add more limitation to selection. For example, we have few surfaces selected here. Normally, if I will select the first point with the soft selection radius, you will see that we have many vertex selected. I can tell sketch up to select only connected vertex. You can see that on those additional surface they are not connected. The same is with the solid. As you can see, we have all vertex selected even if there is the distance. But by edge length, you will see that if there is no any connection and there is no connection between the vertex, they will not be selected even if they are on the same solid and faces are connected. The next options is the relax. To add some smoothness, I will select the box by dielecting the axis. We can add the relax. So it means we can whole solids, but of course the relax also work on the surface. We will move to the next example where we have the surface and you can see that some of the edges are bended. I will right now select all of them in the one line. For example, I will add the selection 40 and select X and Y. By adding relax, we'll make that they will again lie in a line. Of course, if you will hit too much relax, there will be some issue. But normally all the points should be line in horizontal or vertical direction. Sometimes this could be useful. Of course, we can relax border Right now, the border will be stay without any modification. We can change only everything that is inside without the border also very useful. Then we have the gizmo. The gizmo we can set in a different way, the view which is parallel always to the camera. Sometimes, maybe the options will be best for your modification. The word from the zero axis, local from the axis when you create the components. And by customs, we can set the gizmo individually. We can set it by ourselves. There is also local orientation, normal. When you make any modification. The gizmo will be always at the same position with two of these options. The gizmo will be also rotate and change with your modification, then visibility, we can turn the gizmo on. It also depends what we need. Okay, this was everything about the gizmo and the standard of vertex tool for transform. Now we have some additional options to work with the vertex tool and they are in the edit. For example, the first option is to merge vertex. I will select all those vertex insight, we can use the merge options, everything will be merged to one point. This is why we need to select, for example, only per vertex to merge them, to remove, for example, some gap between the surfaces. We can also select everything and merge. Everything will disappear because it's obvious that they will be converted into one point. We can also merge the distance. For example, we can select a vertex and everything that is under distance, 12 meters will be connected. There is also options to merge some vertex to one point, for example, to this one, so we just remove two vertex and convert it into one. Or we can, for example, snap one vertex to another with this tool, which is also very useful. Okay, now we have some more options like make planar. For example, I can select all the vertex on the plane and make it flat right Now if it is flat, we can work on it with some tools that in other way will not work. The relax vertex. This is the options from the relax. It is the same just here, the vertex slide, if we would like to move the position of the vertex but with the slide, so we can use the existing edges and move the vertex only in this direction where we have the edges. Sometimes it is useful for more advanced modification. Then we have some vertex to mesh. The first one is to insert the vertex so we can insert the vertex in existing phase. Sometimes this could be useful because we need to make some more equrement modification. Then we have the poke. The poke is some modification where every time we get more and more control points for creating more complex shapes, then we have options to create the bevel, we need to select bevel and some points. By moving this point, we can add bevel with the same distance from each side. The last options in the mesh is the bridge. We need to have some lines and we can build the surface between them by hitting the bridge. Also very nice tool. The problem is if we have the difference number of edges in each side. For example, in this situation, if I will select both, there will be some pop up window. That number of vertex must be the same on each side. Sometimes we need to remove some vertex or we need to add. Then we have the smoothness modification with some mapping. So as you can see, if I will just make some modification, the mapping will be broken to solve this problem. Before we start modification, we need to select lo UV mapping. And after that, if we move it up, you will notice that there is the problem with the mapping on it, okay? There is also options that, for example, you will try to connect some objects and still there will be two vertext in state one. This is very common situation right now. You can see that we have one selected. I will just remove the selection to zero, and we have only one selected. This is good because sometimes when we connect to surfaces to faces, there will be more than one edge. For example, if I will move it here, if I will connect them by, there will be still more vertex. There is some solution for that. We need to select all vertex. And right click, click heal. Thanks to that, we'll remove all the unnecessary vertex that we the hell is on the right click with mouse. This is everything about the vertex tool, very useful tool. We will use it during our building design. Mostly we need to focus only on the vertex tool transform because this will be the most important options for you. 3. 31. Plugin s4u Slice: We are again back to, as for you, this time the slice plugin. Very powerful plugin to cut any components. Okay, first we have four grops, the same elements for icon from the slice. The first one is the slice. First we select, we set two points to put the slice. When we enter the group, you will notice that our box is right now divided into few elements. The next one is cut. We also put two points to set the cut section with the tab. We can change the direction by it. Okay, we have cut off the elements. The next one is detach, very similar as a cut, but right now each elements we have in individual group and we can use it individually. The last one is create Grope section. Again, two points to create the line. Finally, we move away the box and we have the cross section from our box. As you can see, slice one of the most powerful plugging, very useful, especially if you need to cut off something. The other options there, any alternative plugging for this, I recommend to try to use it. Very often, this one will speed up your work, especially if we need to cut something. 4. 32. Slicer 5 plugin: The next plug in Slicer five. Slicer five is quite interesting function. If you want to cut on the same surface some solid, the first we need to have grope or components, and this must be a solid. After that, in the slicer five, we have the first function. It's quite easy. After it, it, we need to select some parameters. The first one is the axis. Right now I will use the standard one because I want to cut from the bottom to the top. Then we set the spacing, the distance between the surface, the thickness of each surface, the insert I will describe later decentralization. We select the slice we reference, of course, the text for the reference we can set. And the flattens of it means that we have additional components with each surface individually. So we can modify them as you can see. As a result, we have slicer solid. Each of the surface also is individually put close to our mind solid. And you can see this is how it look like, each surface as individual individual components. So we can modify it directly from this. There is also a reference, the number. Each surface has its own number. And the same number is located on the components with the flatten. Okay, let's make some dimension. The first one I need to open the group first, thickness 0.03 matter. This is the same value that we add in the thickness a spacing 1 meter, this is the distance between the surfaces, let's put it in the corner. 1 meter, the same as we said in the slicer. Exactly here in the spacing. Okay, now I will go back to our solid. I also set some reference line, 1 meter from the bottom and 1 meter from the top. This is the reference line. I will again add the slicer, but this time as insert. At start, I will set 1 meter and insert also 1 meter. You can see that the slicer start to cut the model exactly from the reference line. Then we have two options for centralization, the slice and the gap. The first object will be slice, the second one will be as a gap. If we'll set the parallel camera, you will notice that the slicer is calculated from our reference surface. The gap is created, the surface between object, our elements from the slicer. This is the difference way how the slicer calculate the spacing between each elements a reference. It means that we don't have the numbers, this is something obvious. Then we can set the text high end flatten to know it's means that we don't have those elements above with each surface set to individual components. Now there is also options to set the different axis for different cutting. As example, I will set, for example, X, y. With x, Y, we put the same value without the inserts, with no flatten and no reference because we don't need them. Then we have the additional options where we can set tolerance and overcut. Right now tolerance will be 0.5 meters. On the model, there will be half of this dimension from left and from the right. And overcut 2 meters, it will be half of this value from the bottom and from the top. As you can see, we have slicer in both direction. We have two different elements in two different directing, x and y. Now let's make some calculation. Now, the overcut, this is 1 meter, 1 meter from this side, and 1 meter from the top. This is why we have in total 2 meters. Then we have the tolerance. Tolerance is also calculated as this dimension. Let's remove the camera. 0.25 from the left and 0.25 from the right. This is why we have 0.5 meters at all. Now we have the options to add the slaughter. This can be useful especially if during the slicer with two axis will as a slot choose to no. If we set the no options, then you will notice that we have the whole surface or plane without cut it. When we add the slaughter again, we can add tolerance and overcut can cut the plane with each other. This is quite interesting function if we forgot to add the slaughter. There is also some report with some information. There is the slice, there also slice exporter. This is mostly useful if we add the flood for our slicer. Once again the flat to yes and then we have the separately the plane. We can export this plane a file for example later. We can import those file into auto cut and work, for example on some documentation on the documentation. Then we can add plan to the PDF file. For example, to present it directly to manufacturing of this element slicer five, I recommend to use it. 5. 33. S4u Transformer: The next plug in from for you, this time Transformer. I will only focus on the main features of this plugin. There is a lot of variation, a lot of options. Mostly you need to try by yourself. This plug in works only on the components or Growp and of course on the solid. This will give you some randomization for selected elements. After active the plugin on the top E, we have main options like we can choose the transform, we can choose the selection type, and so on and so on. The same we can do with the icon from for transformer from the window. Or we can do it from the top many. And of course from the right click. All options can be fined under different methods. For example, from the right side, right click, I will select transform as a scale. It's means that I will change the scale. The select base from the base point. How I select the base point, the select axis, in which axis I would like to make, changes them. I select the scale, distance ratio or fixed length. So how much I will get the scale. Then we have the dynamic selection, for example, how to select all the elements. And we can of course, rest something, okay? I select the changes in red, blue axis, dynamic. We have mostly I use circle and liner. We'll use the liner. And first we need to draw online. For example, here I change the scale. And as you can see, we have different colors. Each element has almost different colors. We can enter dynamic parameters to change. For example, opacity to know after. We can of course change a transformer here. Dynamic mode, everything that we can find under right thick. Right now you can see that I just remove the opacity. Some of the solids are now with one color. To totally remove color, we need to go again into the edit parameters. For example, as we can see, I just increase the scale. Right now, we can always rest at the color, We can transform, we can rest rotate. Right now, I will go to the set dynamic parameters and I will remove color. Now I only change, for example, the scale. How huge this change in the scale will be. It depends from the units that we used in sketch up. For example, if we use the meters as our mind units, you can see that all the value for changes are the millimeters, for example. I can also change the selection for the circle. If we said for example to be value, everything will disappear because it's also something obvious. We can also make some rotation. We can also change the calculation from the mind point that the modification will start. What is more, we can change, for example, axis for modification to only change everything in one axis, red, green, blue, only. As you can see, it depends what we need them, we'll get a different results. We can also change the scale value for ratio, so we can see that now it's much bigger. I will reset it. Sometimes we can reset everything to the first options to the first stage. But sometimes we will need to move back with the sketch up. Okay, I just almost remove to the first stage now for example, I will change the scale mode to ratio in the A dynamic parameters. I will change the minimum value to zero and maximum to one. After click Okay. This is the maximum ratio. With the okay with the liner, you can see that now the changes are, look much better. I will rest it and for example, right now with the circle selection, I can make modification something like this. As you can see mostly this will give you some kind of randomization for your object, for your solid in sketch up. 6. 34. Bezier Surface i Flowify: The next two very useful plug in baser surface and fly. First, we start with the surface. Very easy to understand. Plugging mostly used to create the surface with some red surface. We can bend in different axis of the plug in to transfer some shape from the planar surface to bended surface. Okay. We'll start with the basier, one baser surface with the pencil the surface in the bottom right corner, we can set the value to increase the grid. It's called Subdivision 816. The more subdivision of course. Then we'll get more smoothness surface. After the bend, I can select some of the corner and as in the vertex tool in the plugin that I described before, we can bend the surface. Of course we can only draw in the green and red area. It's mean that for the other direction we need to rotate the surface. With the standard sketch up tools, I will rotate it and I will move it far away. Okay, this is our target surface. Bended surface. That you would like to transfer any object from the planar surface, because on the bended surface, it is impossible to draw in the sketch up. We can also use some plugins, but this is still not good enough. First, we need to create the planar surface, but to do this we need to create the guidelines, guidelines that will end in the same position. Then we can start to draw the planar surface. Now everything that will be on the planar surface with the Flowify will be transferred into the bend surface. First to do, we need to create some Gps. Thanks to those Gp sketch up and the plugging in the Fif will know how to transfer any object from the one surface to the second one as you can see. And the surface in a group, this is already in a group. Then we need to transfer the guidelines into the group. We can make a group. Then we have the surface, but be sure that your guidelines are connected with the planar surface. It means that if we move the planar surface, the guidelines will also move again. We can make a group for the first planar surface. Also, we can make a group after that. We need to select all those three group. We need to create all of them into one big group. Now we have the grope, which we can call transfer growp. After that, on the planar surface, we can start to grow some object. Also we need to convert it into the grope. Now we have to grow group with the shape and the group with the transfer. We select all of them, now we can go to the extension fly and flow. After that, you'll notice that the object has been moved from the planar surface into the banded surface. Right now, something that normally it is impossible to do is catch up with this extension. It's work almost perfect. As you can see, we have a lot of sharp edges, so we can use JH S power bar. I will describe this plugging in details later, but here we have options to smooth edges after it. It, you will notice that we have right now the same shapes as on the beginning in the Flowify extension. We have also three more options, like imposed grid cut, fly without cut. And now I will try to ascribe you all of them. As you can see, we have four the same examples. The first one is the flow f with the fli fi. As you can see, we have transferred the mesh into the bended surface. The second options is only for the transfer group. If we turn on the hidden edges with extension flow. Ify impose grid, then it's mean that we have moved the grid from bended surface into the planar one. This is also something that could be useful then we have the cut. It's means that we move the grid from the banded surface into our mesh and into our planar surface. What is more we can select right now, the cut shape. Cut it mesh. And we can move it just away, even if we hide the geometry, they are still visible. And of course we can just move it away. We have the last options with the flow. I will select both grob, we select Flow without Cut. Now as you can see, to compare with the standard flow, I will turn off the hidden geometry. You can see that we don't have the sharp edges with the standard flow, you can see the sharp edges. If we compare box both objects, you will notice that they are not the same. From without the cut, we have more smooth object. But of course, there could be some problem to repeat. For example, the bended surface. There is one more option. For example, we have planar surface with some horizontal line and we have some line. As you can see, sometimes there is useful vertex on our line. We can remove it and we can make this curve more smooth with flowify here with the reconstruct path, you can see the path. This reconstructed path is also connected to our horizontal lines. If we add more horizontal line, then we will get also more reconstructed path. Sometimes this could be also very useful. So it is good to know that the options you can find in flowifi 7. 35.TIG Smart Offset and Selectio Toys: Now there will be something about the plugins, smart offset and selection toys. The smart offset is more intelligent offset elements, options, the standard one for example. As you can see, if I hit 1750, there will be problem with calculate correct offsets with the smart offset. If I will hit minus because the minus is for correct scale. Inside the plus, there will be scale outside with the values, we can see the smart off calculated correctly. The same with he sphere, for example. If I will hide the hidden lines and I will make the offset. If I would like to copy this offset to the next grid, I need to double click on it, for example. You will see that here we have a lot of grid. It's meant that a click mouths must be done to speed it up. I can hit the smart offset, for example, with 20. After that, you will see that we have already made offset for a plane. For all grid, I will remove it, and as you can see, some of them still exist is because we have some additional offset line. Sometimes this could be an issue. To solve this problem and select all the necessary surface, I can use selection type. This is some filter selection I can choose, for example, what I would like to select edges. Or for example, I will select everything. Again, I will only faces. Now I will delete it. As you can see, we have on the edges, then we can only select only gropes or components. Then we can also disselect only edges. We can disselect only faces, gropes and components. We can switch between each of these elements, and sometimes this could be very useful. 8. 36. Soap Buble: The next extension with the name soap bubble. Quite interesting options to create the surface between few curves. First, we need to select the curves and apply the generate soap skin. After that, in that division, we need to select the correct resolution. We can increase the grid resolution to get more details after applied. As you can see, sketch up will automatically add surface that lie on each curves. Then we can edit it. By add the stress ratio, it's mean that to increase the quality. For example, when I hit the four, you can see that the surface has been more smooth. You must look out about the high value because sometimes catch up can crash. Then we can also add the pressure. It means that we can add something similar to bubble. We can add value with the plus or with the minus increase bubble and the minus for decrease. We can also modify it with plus and minus. Then we have two options. One is for star dissimulation, the second is for stop dissimulation. Sometimes if there is some corion takes too long, we can stop it. The last option is for help for some additional info about this plugging. As you can see quite interesting functions to create very complex shapes on existing curves. 9. 37. JHS PowerBar: Now it's time for HS power bar. As you can see, a lot of icon here, a lot of function, very useful tool bar, especially to speed up some of the process. We will start with the smoothness for the surface. As you can see, we have the surface here with many sharp edges. We would like to remove them. So it means that I would like to make the surface smoothness. To do this, we have six first icon, all of them are used for adding the smoothness for the surface. The first one is the options that we can set the value of how much we would like to smooth our surface. As you can see, by changing the slide bar, we add more smoothness. It's meant that we remove all the sharp edges on our surface. Then there is the next icon, the blue one. It's mean that we will use the last settings from the windows. Here we set some settings, for example, 183. If we will go back to the options, 83 is always set as the fat options. Right now for example, we can increase almost to 180, this is some tolerance right now, if I will select the surface, I don't need to enter the first options to open the money, but I can fast click the blue icon. It means that all the edges has been removed. For example, right now we have still some sharp edges because I said only 243 value. Then we have the light smoothness. It means that we only remove some of the edges because we have very low tolerance. Next we have the green on. It means that this is hard smoothness, we have very huge tolerance. And this is why we remove all the sharp edges. We need to remember that if we remove all the sharp edges, the surface construction, the geometry will be a little different than before. If you would like to go back, we can always use the unsmooth options to have again all the sharp edges as it was at the beginning. And we can convert smooth to quadrants. It means that we have quot phases, sometimes quart phases are better options, for example, for some modification, then we have some trout tools, free icons, it is better work then follow me. Unfortunately, for my sketch up for 2021, this plugging, those three options don't want to work. Skip it. Maybe soon there will be some kind of update. Then we have the options to find the surface. As you can see, I have the contour. Instead of draw the line inside, I can select the contour and click Find the Surface. Very useful options. I need to only reverse the faces, then we have the offset edges also very useful to create fast offsets. I think that it is faster to create the offset with power bar instead of standard sketch up tool. Then we can select some edge and we can extrude lines by selecting the edge options and add the direction, for example, to the app. Right now you can see that we have wall or surface. Then we can also extrude a long path, some contour. But this contour is selected from this window first alignment. Where will be the reference point? Then we said the dimension for our surface. Okay, then there is a pop up window. The face is correct. If we should extrude it to the end, as you can see, we have extruded object as a group. Then we can also select the face and convert lines to tube. Here we select the follow curves if we would like to add the crops or not and of course diameter and some precision after click. Okay, you can see that we have the tube on the edge, then we can copy components along some path. Here I select the guide object, and as you can see, we have copied all the elements if you would like to change the dimension. After we select the options on the right bottom, there is distance between, so we can set, for example, 5 meters. We select guide. Object. And as you can see, we have 5 meters between each sphere. Then we have the options to select objects from the components, from the components list. It is located on the right side. It's means that you can select from all the components that we have in the scene. Here the component I will select the sphere foot spacing center. This is from this list on the right. After click, okay, we have a copy of the selected elements along the path, but only one pieces. Okay, Now I just copy all the sphere from the exercise before. And now we have options to align, for example, to some axis, to the red one, to the green one, and blue on the first is the red one. As you can see, this is the result. Now there is the green one. The last one is the blue. This is how we can fan anything. Next, we can convert any object and copy it to make a grid. I select the grid. I select the components. Right now it will be sphere foot, a grid spacing and angle, grid type orientation, vertical and vert, and perspective. And click Okay. Now you can see that we have the grid from the sphere foot. Then we have the options to drop down objects. We select the components, drop until we get some intersection with any elements that is below. You can see we have some surface and it will drop until it will hit the surface. There is also the second options, but the difference is that here we set the drop at level. It means on the axis I will just set the zero. And now it is at the same place as red axis. It means where is the ground. Then we have the options to mirror any objects. First, we need to select three points. These three points will create the surface. And the surface will be the surface for the mirror. As you can see, very fast way to create the mirror very useful. Then we have one of the most important function here. This is especially useful if we have a lot of lines and we would like to connect them into the one. It's mean that we would like to weld them. We need to select all the curves and select the super weld. After that, all our lines are treat as one. We can also explode all the curves as before. We'll have a lot of them. It's mean the segments or we can weld them. For example, we make some divided by number or by length. It depends what you would like to have. After that. As a result, we'll get some many types of different segments or lines. Now some options for move. The first one is JS move. It means that we will select the components. And after it JS move, we can move any elements with the keyboard arrow very useful and with the very good precision, we can set elements. Then we have the Align tool. This is mostly used with the axis. We select the tool them components. After that, we select the peak origins with the base point, the red axis, the green axis, the blue one is as a result. And the same we select on the target reference point. Red axis, green axis, and as you can see, the component has been copied into the selected place. Then we have the rotation. Unfortunately, it also won't work, this version. Then we have the options to rotate elements with the keyboard arrow. Also by hitting the arrow, we can add some rotation. The one issue here is if you will hit Controls It for under your last move, you will notice that we need to under each of the elements separately. The problem is that the history in sketch up is limited. For example, you will see that we'll hit the limits. Unfortunately, the rest of the box we are not able to rotate. There is also options for random. Rotation for random scale, the first one is the scale. After icon, we have different rotation, we have random scale, random rotation, and both random scale and rotation at the same time. Then we can also convert all the elements, especially if we have very heavy elements, into the proxies. For example, if we have a lot of cars, we can convert it into a proxy because this will give us a possibility to work smooth in sketch up. Even if we have a lot of elements, then we can change any elements or replace any elements or replace the gropes, for example. This is on the right side. You can see that we have the new components you would like to replace it. We need to hit the object by click on elements. You can see that we can replace it in a very fast way by heat control and keyboard. You will see that we will replace all of them at once. Then we have four icons for FFD. This was described in some lessons before and it's work in the same way you can see the previous lessons. Then we have some icons for surface dividing. We have three options here. First we need to select the surface. We select the cell size and mesh angle. For example, one meters. And you will see that our surface will be divided into one by one cell. If, for example we'll add some rotation, for example 20, then we have some angle for all the grid. Then we have the number of division. Division will divide object into two elements. If we add more value for ten, you will see that there is some calculation we have divided into many square. Then we have the traditional split. It means that if we hit ten, we have ten square horizontal and ten square vertical. The last three options are also quite interesting and useful because normally we can add the point in the sketch up. This is the point at vertex, we can create many points, all of them are selected. For example, we can also use from the second options to draw the line. Between each point we have selected all the points and we can connect them with the line. The last function, we can copy any components into selected points. It's mean that we'll just draw some points. Then I will just make some components on Grope, I will convert it into the components. Now I need to select also our points. I will select everything, can dis, select the surface. We need to also select the components and hit the icon to copy components into the point position. As you can see, power bar, very useful. Some of the options will be definitely use a lot, some of them. But it is worth to know that the power bar is power. 10. 38. SubD: The next plug in with the name sub D, mostly use for organic modeling, For organic shape design, something like this. The main issue here is to understand how the subs work and how to correct model for adding the subdisubdives. Mostly work with the place shapes plug in I the box at the beginning. Now we need to rescale it to have bigger for better details. After that, the first options that we can do is to add subdist. Now you can see that our box has been smooth, but unfortunately because we don't have enough edges here, this is why we have unpredictable shape. We can turn or turn off the edges just from the here. As you can see, we have a lot of edges, sharp edges. And there is not enough inside edges for adding the good enough smooth. We will turn on the hidden geometry and as you can see right now, I can increase subde, I can increase the grid for our shapes. As a final, we'll get the sphere from the box because we have a details, a lot of grid, a lot of edges. Of course, this is sometimes complicated if you would like to start the modeling right now because we have so many edges, we can increase or decrease it with the green or red. But on the sub deep now, we can do the same with many shapes to get the better results. To get the more smooth. There is also options to increase the tool. It means that we can select some edges and we can increase the shapes of this edge. Normally the value up to 50, it's mean that edge is not sharp. After 50 it's became more sharpness. And of course the one, it's meant that the most sharpness edges that, that we can do in sketch up as we can see right now, if we'll hide the rest of the grid still, we see the sharp edges for our shape. There is also very important to one thing to correct prepare our model. As you can see, I will just create the box. After that, I will add the offset. To create the second box on the top, I will select the box and make a group. We will add the suds. You can see the result is not also not acceptable. This is because we still need some edges. I will just copy the shapes here. We will add edges between those vertex. It's mean that from each of all the vertex are connected together. There is no any gap. Thanks to that, we have the correct quartz shapes for adding the subdis on the left side. This is the sub dif on the right side. You can see that sub dips is more regular even if we increase the sub dips on the left and we'll do the same on the right side still. You'll notice that we will get some additional unnecessary edges on the left. And on the right side, we have very regular edges and this is the edge that we would like to remove. This is how you can create the proper shape, the proper grid, and all the necessary edges to have the correct final results. There is also a Total Info window here. We can also increase the sub dips iteration. We have steps. The more iteration, the more grid we have, but also the more smoothness is our mind shapes. We can, for example, and turn off a lot of interesting options like for example, match smoothing or boundary corners. Unfortunately, here I don't have any boundary corners and other objects to the sharpness. There is also one more quite interesting function and this is push pull for quartz, and this is the full name of the options. I will start with draw the box, I will show you the difference between the standard push and pull options and push pull for quartz. On the left side, we have the box and I will duplicate it. After that, I will select some phase and we can use control with push pull to add additional segments. And the right side, I will just move the second box, we'll do the same, but we push pull from quartz, all the dimension will be the same. There will be only small difference but very important, this is the difference that will appear if we will add the section, the section, you will notice that the traditional push pull at the section plane inside our block with push pull from the quatre is not anything inside. This is very important because if you would like to add subdivision right now for both block there will be some problems and difference. For example here the subdis increase, you will see that we'll get some sharp edges just here and we'll add the subdis for the right box. I will turn off, for example, the edges. You'll notice that here in this area we have some issue exactly here. And there is no such a problem with the push pull with sub D. This is quite interesting. This is how you should your organic model in a proper way. Always remember to add the edge for all the vertex, instead of use traditional push pull, you need to add the push pull for quartz. And this is quite interesting and you will see why it is so important in the next lesson. 11. 39. Artisan: Now the next plugin, very similar to the previous one, to the subdiv artisan, allows you to create some more organic shapes. And we can divide those functions into free group. The first one is of course for the subdivision, all of those options. The next we have sculpting brush for creating the landscape. Then we have the grope for working with the vertex alone. So we can select each vertex and we can rotate it move, and so on and so on. As you can see, this is some more complex dual. First we select the box and we subdivide and smooth. It's working the same way as the previous plugging. We add some smoothness and we have iteration the first, we have four steps, so we can change it to get more grid and more smoothness in the right corner. We can change the steps if you will try to add higher value, for example, 567 up them, you will get the windows pop up. Warning that only four is the highest level of compression, or four adding more grid. Okay, we'll turn on the hidden geometric. As you can see, we have a lot of polygons. This is very high detailed object. The next options is Subdivided selections. For example, we have surface and we can subdivide it. If we need more polygons, more grids, we can do it exactly with the options. Then we have the next tool also very useful, especially if we have not plum surface, we have some peaks, we can make it flat. We select the surface and we can smooth the selection. We can, so quite a until, for example we'll get the circle because this will be the final shapes, anything. Then we have the next option. I will create the box. We can create the crystal, we select the edges, then we will try to subdivided the subdivision. And sometimes you need to also back to the style, and you will notice that all the edges that we select are sharp right now. Right now, the calculation is made in another way. The same is with the knife. I will create the box. I will push, pull it. We can right now try to divide anything with the knife with the straight line. We can add the knife, for example, here on the opposite direction and the same on the top and the bottom. So we'll add it from each side. Now you can see that with additional edges, if you would like to add the subdivision, then we'll get the due on each corner. We select all of them, and as you can see, the final, we have some small radius. This is because we have additional edge. Now the calculations will be made with new condition. You can see right now, it's also depends the distance for each edge. Because you can see that on the corners we have some issue with the edges. Probably we will need to add more knife on each side to get more smoothness radius. Then we have the push pull in the artisan. Also its work with the same method tests for subdips. If I will add the cross section, you will notice that on the place where we add the push pull, there is no surface inside. This is also very useful, especially if you would like to subdivide this object right now. This tool is also used for more advanced modeling, for advanced organic shapes. For example, I will create the push pull with the standard sketch up and now we will make a group. Now we can use the push pull to create more subdivided object, but first you check if you have created proxy from the group is set to on right. Now we enter into the group, we subdivide the elements we selected subdivide. Now we can also increase the iteration, for example, for two now we can make some modification. And as you can see, also the object that is inside this group will also be changed. And this is some of organic modification. We can, for example, change the shapes. We can create decrease. We can add the knife for example. And then we can select some of the site or wall. We can rotate those points and move them and so on and so on. All modification is allowed here. For example, I will try to use the knife, as you can see, to divide more this object. After that, I can, for example, select the site I can use, for example the scale for change the scale only on the segments. What's more, We can also move it far away. As you can see, the shapes became more and more complex. This is the whole options in this group in arts. Now, there is another group that is used for landscape. With the landscape, we need to create the plane from the sandbox. We create the mesh in a traditional way. Now, with the brush, we can change or build the landscape. We can create more complex shapes with this tool instead of sandbox, because sandbox is very limited. First add the scalp, and with the arrow left or right, we can increase or decrease the size of the brush. And with the up and down we can increase the strength. We will get more pick. With the right click, we can select the type of brush, or we can change into the vertex mode. It means that we switch to the last grope, also from this localization from the right click. First we will use the scalp with the mouth, we can change the high for the landscape. We can build it without any problem. Then we have the smooth to remove all the sharp edges. The pitch, it means that we collapse everything into one selected points. Then we have inflate. It means that we add the peak to our landscape. Then we have the flat, and so we can select some of the elements to make them flats together. Then we have the brush selected because normally we can select the surface with the mouth. But sometimes this could be quite complicated. This is why we can use the tool which is called select the brush. After that, we very fast and easy way. We can select multiple faces at once and we can modify it. For example, here I will try to add the color. Of course, we need to first select the color. I will use the standard one. After that, you will get windows pop up. That color must be only selected from the model. It's means that we need to go into the edit. Colors. We need to find all the colors that we have in model. So it is also in top. After that we can start to draw. Of course, because before I selected only some of the quotes on some of the triangles, then I can paint only on the selected one. We can change the color, for example. And with the brush we can paint everything. If you would like to paint on the whole landscape, then we need to select selection. Now we can easily at any colors on the whole landscape. This was the second group for creating the landscape. And now we have the third group which is called the vertex option. We add the merge, but before that we need to also explode the merge to start to work with the vertex. After that, we can start with selecting the vertex. We have two options to select. The first one is the group with some smoothness. Or with the right click, we can switch between heart and soft selection. With the heart, we only select the one vertex. With the soft we select multiple, of course, with the right key on keyboard, we increase the selection. After that we can move it up, down, left or right. This is standard options for sketch up. We can also rotate those points. We can also rescale it. We can change the soft follow mode with the follow. For example, add only the peak. You can see that right now we have the peak. If this is not the correct direction, we'll make it up. As you can see, we have the peak, but with the follow selection of the smooth options. Then we have the peak on the top. As you can see, the standard move mode, this will not work. We need a plug in. So we need to only select the options from here to move, rotate, or rescale any elements from our landscape. I, for example, try to rescale it. There is also the last options. For example, if we select all the elements, we can set the flat options, and now we have the flat here. We can, for example, place new object on it, for example, the house on the landscape. Because we have the flat plate, then we have also the options to reduce the polygons. For example, we can reduce 50 percentage. So I will select the first shapes, I will reduce the polygons. Of course, we need some time. As you can see, this shape is quite easy and the calculations takes so long. It's means that you need to look out and it is better to save your project before the options. When you add them, you will get the objects with the reduced polygons. Artists and very useful plugin for creating the landscape. For creating more advanced organic shapes with division very easy to use and I recommend to use it, especially for creating more complex landscape.