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.