Transcripts
1. Sektchup Trailer 2023 Class5: Welcome to the Sketch Up and AI Render Plug in Class Five, where creativity meets
cutting edge technology. This comprehensive class is designed to empower architects, designers and Fred
enthusiastic with the skills needed to bring
their digital creation to life through the dynamic
combination of sketch up a leading Fred modeling software
and AI power rendering. Plus, today AI is no longer
just a technology novelty, it's a real revolution enabling faster and
more efficient design. During the implementation
of this training, you will see how extensions
like RQAI Veras and Luke X are challenging established programs like
Viewray and Landscape. The synergy between AI
and traditional tools is an ongoing trend in the rapidly changing creative industry In the following curse, you will be familiar with
Veras plugins and then I power visualization app for sketch up Vid Rhino
and the web that use your substrate for
creative and inspiration. This plugin will help you unlock the power
of precision and creativity with Veras innovative
geometry slider feature. Then you will meet Look X, the word first AI tool trained specifically
for architects. And ArcoI, an advanced rendering
solution where users can generate breathtaking
renderings from their models in a
matter of seconds. We will compare all the AI with traditional render engines like end scapes and aluminum
for sketch up. By the end of the Skuresy will have the skills and
confidence to create standing photo realistic
Fred Visualization using sketch up and state of the
art AI render plugins. Join us on this
exciting journey to elevate your design
capabilities and stay at the forefront of the ever evolving world of the Fred modeling and rendering.
2. Triangle Tower and EvolveLab Render: This time we're going to create some structure
based on triangles. As you can see, it's quite easy. Shapes. After we will
build the mind shapes, we will convert them
into the levels with the slicer and we'll add the glass and profile
profile builder. As you can see, quite
easy to do with some advanced plugins used in sketch up our
concept building. Will start from
drawing the polygon, I will add three. It's mean that there will
be free corner for triangle with 10 meters radius. After that I will just copy the triangle and move
it up for 42 meters. Next, I will rotate
it by 90 degree. We have ground and up now we can connect them together with the line, each corner together. As you can see,
some of the walls are rotated with the
opposite wall direction. Before that, I will just remove one faces to see how
the model look inside. And everything
should be correct. I, I can move it back or I
can draw the wall again. I will select the
correct faces with the white side and
select Oriental phases. This means that all the rest
phases will be also flipped. Now I will just make grope, then I will just copy
it and paste in place. This means that now we
have the same elements. One of them, I will
rescale with minus one. It means that it
will be mirrored. We have to solid. What I can do is to
explode everything. Now I will remove the top floor. Again, I would select everything and I just copy them.
Paste in place. And again rescale
with control and with minus 11 more time, make grope because
now it will be easier copy and base in place. Okay, now again risk. With minus one we have four
solids connected together. Now we can explode everything and grope the next. We also can add
FFD modification. I will rescale the top and I will increase the scale
for the bottom floor. This is the part where you
create the final shapes of you need to do it right now because later when we start
working with the profiles, windows, and floors, it will
be impossible to change it. This is very important. Then we need to copy
our final shapes twice. Also, remember the distance
that use for your copy. In the middle one, we will start with the profile. I will select important edges, I will just copy it and I will exit from the group
and pace in place. Right now, I need to add
the shapes for profile. It will be the square
with 0.5 per 0.5 With control of course to have
the scale from the middle, 0.0point 5.0 0.5 Now I can use follow me tool
to create the profile. Now I need to repeat
this operation. Before that, I will try
to rotate the profiles. First I will find the middle
point for our mind, shapes. Then I will select the
profile and I will try to rotate it and we will
see the results. As you can see, rotate
is not possible because it will not
be in correct places. You can also try with
rotation them with the flip, but I think that
it will be quite hard to find the best solution. I will manually, I will select the edges for
the path and profile. I can do it with
the same pattern. It's mean that I will select
the same edges as before. Or for example, I can
choose another one. Because for example,
I would like to have no symmetrical building
a copy pace in place. And again, shapes for profiles. Of course, if you will try
to use the existing one, it won't be possible
because the profile will be built in the place
where is the mine shape. You can copy the
shapes that you made before to the new location
where you have the edges. Or you can, for example, again, try to recreate the
square in the new area. Again, square, Be
sure that we draw it on the correct surface, on the correct plane. And follow me too, with the final edges. We need to repeat the steps. I will just select edges
required to create the profile. Then we need to again, create the shapes
for the profile. So we are going to
the bottom area and let's recreate the square. I repeat, be sure that you
put it on the correct plane. As you can see, I
just make a mistake. I need to repeat with the
new rotation of camera. Now I have correct orientation. With the following, we
created the last profiles, The next we need to create the horizontal profiles
for our edges. First we need to set the camera with the
parallel projection, and probably with the back
right is a correct one. I will enter into the group
and select the bottom edges. Now we are going to use Profile
Builder. Let's create it. And we need to select
the square and 0.5 per 0.5 create along the path. And select each
edges one by one, also with the top one
to create the profiles. Okay, the next steps we
need to create the floors. I'm going to create
it with the Slicer. Before Slicer, remember
to save your work. First we need to select the
group and add the slicer. Right now we have, this
is not money for solid, I guess that we have some
additional surface inside. I will remove the one and I will remove all of them
that we have inside. Then I will recreate the
gap. To fill the gap. Now we can use the
slicer axis with the spacing for the
four thickness, 0.4 The rest are Okay. And a references. No, we don't use it and flatten
also, we don't need it. After that, we have the floors. Let's check the dimension
0.4 for thickness. The high is it should be 440. Yeah, exactly four. For high, everything is correct. Now we need to select them and move it mana
it will be hard. This is why I mentioned beginning that you need
to use some distance. For me it's 100.98 Always try to remember which value you put because it will be easier
to move back some elements. We have the floor and now we
need to work with the glass. First of all, I will select the glass and we will
modify it. With Artisan. We select the glass, we add some subdivision. Of course, you need to also turn on the visible of
the hidden geometry. You can see we have
additional lines. We will click the first one. Remember to click
it three times. After that, we have
subdivided the surface. We also add soften edges to
make them with the heart. Now we can convert
all the edges with the selection tools for components and we'll create the component with it right now. If I will modify the one edges, everything will be modified, all the rest edges. Let's try to do this, of course, by
selecting the edges. Here you will find the
problem I will show you by adding some value and creating the profile we
have only on the one edges. This is because we just selected
the glass, not the edge. The best options
will be select all the faces and hide them. Also, we can remove
visible hidden geometry. We need to wait a few seconds, we are done. Now we can select the
edge and try to modify. Of course, you
need to enter into the group with the edge,
something like this. You will get control around
the selected elements. For example, if you select only the edges like here,
nothing will happen. You need to exactly
select the edges. Then by adding the profile, you will see that everything
will appear, the new shapes. Now we need to move
back to the glass, of course, now it's hidden.
We need to find it. When you click Hide everything,
nothing will happen. This is because you need
to enter into the grow. And from that right, to unhide the window. Okay. After that we need to add some texture
or the material, I will use the standard one, but maybe we will
adjust the color. Let's go to the app to the edit and change the picker
from color wheel to HLS, and I will reduce the color
to get darker windows. Okay, and we finally
have our concept building with all the
profiles floors and windows. This is how you can
create your building. Remember that the first part
is for the mind shapes. As you could see later, it won't be possible
to change it. You must be sure that the
first one is that one that you would like to get
at the final stage. After finish our building, we will try to render it with some additional plugin
scope, evolve, lab veras. It's the newest version. First, after
starting the plugin, we need to select the
architectural realistic, because this is what we
would like to create. I cannot increase the size of the random image because
I have trial version. We need to go to the compost and we need to select
geometry overwrites, which means how much
our mind shapes will change material over much. I would like to change
our materials, the size. Then we need to select the
categories Aerial View, I would like to get Aerial View. The prompt here, we need to put some information for the AI
how to create the renderings. In this part, you can write as many details
as you would like. I would put hyperrealistic
rendering of sky scrappers surrounding by building house and
sunny weather. After that, we need to renders
to see what we will get. Of course, renders will
take some time because these need to be sent to
servers, the plugging owners. I will increase the prompt
strengths because I would like to keep everything
as much as I can. 85 should be okay. We need to hit the render to start create the visualization
after some time. Mostly in depends how much
ins we put in the prompt, we will get the final render. Of course render, it
takes only 15 seconds. This is quite fast
as you can see. And the final render, it's something that match with the prompt that we put in
the box on the right side. The problem is that we don't
surrounded by buildings, we have surrounded by the trees, we have some clouds. It is maybe not what
we would like to get but obvious give
really fast renders. I will increase the prompt
to 100 and after that you'll notice that
the background is something that we
would like to get. Unfortunately, our
building is covered by some additional
objects. What is more? I don't think that right now, the buildings looks like something that we just
modeled in the sketch up. This is of course
something similar, but some details
are missing here. This is probably because of
the materials in the refine. We can make some elements
and try to change it. I will select these
objects that cover our sky scrapper because
I don't need it. After select the objects, we can add some prompt only
for the selection box. I will put the comments here. Remove Selections,
Render Selection. If you put some missing
or spelling issue, I don't think there will
be any problem because this plugin is connected
to some AI script. It's detect what you would
like to get as a result. You will notice that
the objects that we select a few seconds
before disappeared. Maybe it's disappeared. And we have different renders, but as you can see, it's still not what
you would like to get. The evolve flap is
something very useful, especially if we want to
have quite fast renderings. For example, right now I just change geometry
override to zero which means that the geometry
must stay as the original. And as you can see, we have the last renders if
it is good or not. It's mostly depends
what we need. If the time is very
important for us, then I think that this kind of solution is
almost perfect for you if you have time and you need to customize
your renderings. Unfortunately, some
additional software like V Ray Aluminum or Dudiomax would be necessary here and also knowledge
how to use those software. We can also try to add
additional objects, additional elements
as a background and use for the render. But of course, it will
take a lot of time.
3. Vase Tower and Lumion Render: Our concept building we will start from creating
the mine shape. So as you can see,
this is our base we will use the slicer
to create the floors. Then we will divide
it outside surface into the smaller
one and we will add the profiles with
the profile builder. Okay. The next part is to select the exterior edges for
create exterior profiles. After that, we'll connect
everything to get the final results as a building, as you can see here
on the screen. As you can see, some
plugins will be used. This concept building,
we need to start with drawing five start shapes. With the ten segments, later, we need to move it up according
to the blue axis by ten, and with the vertex tool, we need to select the
specific point on the upper one and the same on the bottom plane but with
the opposite selection. This is for the upper and now it's time for selecting
points for the lower one. And to left and this one. After that, we need
to make re scale on the green axis to 0.5 and the same process
but on the red axis, also with the 0.5 value. We have two five star shapes. Now we need to draw the line to create the side surface Okay. And on this side, we still need one
edges to finish. So this is the last one, as you can see, we need
to reverse the faces, and one edges just to remove. The next step is to add
smoothness for the edges. We need to select Those one, we go to info and
select soft and smooth. Now we need to remove the bottom and the
upper surface and rotate the existing one according to the middle with the
control and four times. Then, we need to make the group. After that, we are
going to copy and base in place and with the
rescale we value minus one. We need to create upper floor. Then we need to explode
everything and connect together, or we can just directly copy it. Be sure that you put it
in the correct place, and we need to copy
it with five times. Okay. So we have
the final shapes. Now we need to add subdivision, but before we start
with the subdivision, I need to explain why we need
to add quad phase convert. So I will just make the
copy of our mind shapes by value 100 on both direction. The left one I will
directly make as a sub dif. As you can see, we have
some hidden lines. The second object, I will also converted with quad
fase and after that, I will apply the subi. As you can see, we
have some different. This is because
on the left side, we have randomized control
points on the right side. We have some pattern fans to convert with quad fase tools. This is why we need to use it. Now we need to work
with the min shapes. So we convert it to grope
with FFT with two to four. We need to use the
control points to create new shapes with the risk. By holding control on keyboard, we can set value 0.5. 0.75. Now, we will add two and at the end, we will rescale it
to also 0.75 value. After that, we can apply
sub dis, but before that, remember to add Qu phase
tools conversation because as you can see, we have some strange results. Let's go back mean
the Qu phase tool. We need to a convert and now we are ready to add
the subi with two times. We can also copy this new shapes to the left sides because
it will be used to create the levels
with the slicer. But now we will focus on the profile structure
construction. Before that, I also
forgot to create the shapes because for
the layer for the slicer, we need to have a strong solid. So we need to add the cup. So it's mean the surface for
the bottom and for the top. Position. We also need to select those one and
make the surface. Now we are ready to work and create structure construction
with the profile. Before that, we need to
add the sharp edges. Now with the vertex tool
with the circle selection, we need to select
the control points. And we also need to
select the lower one. I just forgot to change
the rectangle selection. And with the remove,
we only have some surfaces that need
to be also removed. Now we have the curves
that we need to convert those curves into the line components with
the S four components. We select everything. We create the grope but
before that we need to add demodification also
with the scale, 0.5. D lower one with 0.75 D 1.5. You must be very
pretty sized here, and the last one with
0.75. That's it. D, we need to go inside this grove select
everything we select from line to
components After that, remember to delay on the keyboards because we need
to delay the existing one. Then we enter and with
the profile builder, we will just at the mine shapes with the
value one more time, with the value 0.5. Okay, so now we can
add the profiles. Okay, so we can move it
by 100 to the left side, so it will be located with the same position as
our mine building. Now we can focus on slicer, we select our mind shapes, we are going to slicer
and we had spacing two, fixness two, and created. We need to wait for a
while because slicer will calculate everything after that, we have the floors added. We can also move it by 100 to the center and now we need
to work with the windows. Before we start
with the windows, we need to select the
surface and we'll move it away on the left
sides because for us, it will be easier to work with it if it will be separately. Before that, before we will
start selecting anything, we need to convert
this object into the planar because right now, as you can see, it's quite
hard to select anything. So we select the surface, and we need to
right click and go to subdps and convert
to plane mesh. Now we can select one horizontal
and one vertical line, and with the quad phase, we select all the
rings and loops. So when we have
everything selected. First of all, we can create
lines to components. And we can also we
can make a group. And we can select
the surfaces for the window and also make
a grove and remove it. Right now, we have
only the edges. So we can double click
on one of the lines, and we can add profiles here. So we select with
the profile builder, Fred we will add 0.1,
which will be enough. After that, we can unhind
the glass surface. But first of all,
we need to look for it because it is high somewhere. One more time. So probably we need to enter into the grove. Okay. And hidden geometry. We have turn and in all yes, we have surface here. Now I will select the surfaces. And of course we can
apply the material here, so we are going to
select the glass, apply the glass, and maybe
I will adjust the color. I prefer to have darker one. With the HLS speaker, it will be easier to do this. Now we can unhind also the profiles and select both
profiles and the window, and we can move it
back to the man shape which is located on the
zero, zero, zero axis. Select everything, go
to the move tool and move it to the right
side by 200 meters. So we are almost done. We just need to add the beams, the construction for the beams. I recommend also to
save your progress because it will be
quite difficult later to make it without any
issue, and miss standing. First of all, I will just make a copy backup of
the beam surfaces. Then we need to draw
the lines that will be used as a mine
shape for our beams. Okay. So we have, again, the surfaces, but we
also need the rest lines. Okay. The tool of the last two. Then we can remove the surfaces because
they are useless for us. We need to focus on the curves. This is the shapes and lines that will be used to create
the profiles for our beams. As you remember,
we have two star, so we need to copy those lines by 10
millimeters and rotate it. You can copy to the by 10 millimeters
and try to rotate it. Unfortunately, when you
will try to rotate it without adding to the grow
or to the components, these elements, it will
break your whole surfaces. So there is also the
second solution. You can move the beams shapes to the down
by 10 millimeters, Now, this is not the problem. We can without any issue
rotated by some value. After that, we need to move it up to 20 meters and we have
it in a correct places. Then we need to
select both of them. It's means all the curves. We can make a group. And of course, we need
to move it up with some copy by holding
the control on the keyboard by 10 meters. Unfortunately, as you can see
10 meters is wrong value, we need to add 20 meters, but it also depends
how you copy from which you start or from the
lower one or from the upper. I will just copy it again. So as you can see, I
will just use 10 meters. Okay. And as you can see, this value is still wrong. So as I mentioned before, 20 meters is enough
and this will be the great value for setting the correct
position for the beam. So I will just make
the modification. I will just need to
find it where it is. Okay. We select make a grope and copy
it by 20 meters. Then with the FFD with some control points,
we can rescale it. Of course, we need to put the same value
as before for the D, so it means two to
four and now we can change the scale
the upper one for the 0.5 Then the next one for the 0.75. The first one for the 1.5. And the last one on the
bottom sides, 0.75. With the control because
we would like to have the re scale for each side. Now, we need to
add the profiles, of course, for every
lines that we have. The best options will be as for you add the
line two components. But before that, maybe we can move it also
to the left side. I will select the surfaces, and I will just delete it. Them, I will select the
whole grope and move it by 20 meters to the left side. We can convert it to the line to the
components with S for. We need to select everything in the grope heat the lines to
components and heat delay. Remember about heating delay because this is very important. After that, we'll go into the first line and with
the profile dialogue, we will just change the size for the
profile, and of course, it's too small, so
we need to go back and add 0.5 profiles itself. And now we have it. As you can see on the top, we have some useless profiles, so we can try to
remove them manually. So maybe to see which
one are useless. We need to turn on visible
for all the elements. Again, I need to
go back and now we can remove five pieces. One more thing that
we can do is to move the upper floor up the roof. We can move it up with
the push poll function. Here we have everything correct. Let we move up to the bottom
sides and move the surface. Double click on select
woman with the push pull, we need to move
it up. That's it. We have finished our burning
so as you could see, it is quite easy. Always remember to save, especially before slicer
and make very often the copy because you can go back every time and make
some modification. So if we finish our model them, we can render it
this time in lumen. So I just import
this building into our model where we have
different type of constructions, buildings for the backgrounds in the front and the
back of the scene. Later, everything will be
assembled together with the rest objects and to assemble everything
into the one city, something like you can see
right now on the screen. This is the Luon where we have applied
everything together. And this is our building. I just applied here
two materials. The first one is the
transulent glass blue. In the added parameters, I added glossiness, reduced
transparency because I need to hide that
inside is almost empty. Then for the metal parts, I just use the default material, and this is from the library, and it's located just here metal painted because it's look quite nice
on the rendering. Now we can go to the photo and let's see how
the render looks. I just apply some settings, and this is the
first camera view. As you can see, it's quite nice. Mm. And of course, I have also the
second camera view. I will also present it because it's much closer
to the building. So as you can see, this one also has been built
in the Lumon, everything is built
in the sketch up only the three are important
from the Lumium library. So as you can see, you can
also use Lumium for building such City to present
your visualization.
4. Donut and Enscape Render: Our concept building will
start with drawing polygon with 12 segments and
30 meter radius. Then we need to create
the second one. After select the
first one as a path, we will go with the
follow and add the shape. Unfortunately, as you can see, we need to go back and the second polygon
must be rotated, the top and upper edge must be perpendicular
to the green axis. After that, we have
some shapes added. Then with the split tool, we need to edit the
rest of the edges. This is possible because we have the same segments
on both sides. We can also remove
the middle faces. Now we need to select
every third he, because later with
the edge tool, we will create the mine
shape, the vertex to. Unfortunately, as you can see, the gizmo is not
snap the center. The problem is
that we cannot use it and we cannot force
correct direction. This is because first we
need to create the line. After that, when
we have the line, we can go back to the vertex
tool and an to customs, and here we can select the correct orientation
for our axis. After finish, we need
to again reselect the line and we can
rescale it with the axis. Only be sure that you
will not over rescale it because later it will be hard
to add modificat subdif, we must be careful with that. We have the main
shapes right now. I will create the grope, of course, I will move it up. We have the line from the polygon at the beginning
so we can remove it. Now we need to snap the
objects to the ground. The first thing that
we need to do is to create the floors, the levels. Maybe before that we'll
also rescale a little. Now we need to add the planes, but before that
we'll also turn on the hidden geometry
and the subdep twice. Right now we have the
nice and smooth shapes. First we will add one floor. We will move it up first, be sure that the
mind shape is snap, also the ground zero axis. Then we need to
move the floor up. After that, we need to
divide it into the five. We will get the
floor in the middle. Now we need to rescale the
whole model because I would like to get 4.5 meters high between the floors after you select the measure tape at the control to remove
the plus on the icon. And after that you can
rescale the model. There will be pop up window, just accept it and we
have the new size. Then we can select everything. And our plans, we can intersect with the model
and we can remove the rest. We can also remove the center
of the faces if needed. Now we need to select
the mine shapes. Go and copy it. This is very important. And remember to do it. Remember to copy
the mine shapes. We can hide our original model. After that, we need to
work with the floors. First of all, we need
to remove or use surface that we have
here, as you can see. Five surfaces, or six, even just to remove those, One from the top
and from the upper. Right. Now we have some
floors and the surfaces, but unfortunately we cannot
select those in the middle. This is because we need to
make a flat with the sketch plugging all the curves above and make a flat. After that, you can
remove the middle one. The same operation,
the second floor, and remove the middle surfaces. And of course the first and the last
one, The same process. Here we will notice
that we are not able to remove the middle
surfaces even if we repeat the operation
for making a phase. This is because we
have gap on the line. We need to fix it manually. After that, the middle surfaces will be possible to remove. Now we are ready to add the
thickness for our surfaces. First, let's reverse
the side of the faces. And with the joint push pull, we need to apply the
0.6 meters thick. The first 10.6 double
click on the rest, we will get automatically at
the thickness to each level. We are ready with the model. We can make a grope and we
can unhind the rest of them. Right now, we can try to make intersect between floor
and the mind shape. Unfortunately, as you can see, it's the same issue. This is because our need to
be fixed with the inspector. We need to check if they
are really the floors. We select them and we are going to solid inspector. We need to fix them. And now we can
create intersects. We need to wait for a while. And now we have only
the intersection. But you remember that
I mentioned twice, or even more just to
copy the main shapes. Now it is the time
where we go to the edit and make
a paste in place. And we have the mine
shapes together with the floor,
it's look perfect. What we need to do right now, the first thing is to select the rings on the mine shapes. Unfortunately, this will be problematic because
we have subdo, we need to convert them
into the flat surfaces. As you can see, the
selection doesn't work. I'm going to select whole
model, right click, and go to the subdis and
convert to the plane mesh. And this time it will
be easier to select all the rings and loops. This is one by one, but we can also select
everything at once. Then we need to check soft and smooth because we would like
to get the sharp edges. We need to select
every second surfaces on our mine shapes. This is the only one time
consumption process. After that, the selection to select ring for each surfaces
with the joint push pool, we can add the thickness. Before that we will
start and make the group be sure that you are
selecting the whole group, not only the one surface. Because as you can see for
example in this situation. By selecting only one surfaces, we'll give you only the
thickness to this area. Let's go back and select the
group and at the thickness, 0.3 then we need to
wait for a while. After sketch up, we'll apply the thickness for
so many elements. After it finished, we have now chance to create the glass together with the
profiles around them. Let's open the group where
we have the surfaces. It will be those one in the middle and we have it right now. We need to apply
the glass material. I prefer to have the dark one first. Let's just select the faces. Be sure that you
select the faces. I need to select
them one more time. We select everything
with the filter, we are for the surfaces. We only go for the edges to convert them into the profiles. It will take for a while
before we'll get the results. Now when we have the
lines separated, we can go into the faces, select all of them, and with the filter, go only for the faces. Right now, apply the material, but before that we will
add it to the grope. Now apply the dark
window materials. Maybe for a better simulation, I will use this
time the red color. Maybe I will increase
the opacity. Now we need to select
the line and convert them with the profile builder
to the square shapes. And 0.10 meters, as you can see, we have the glass profiles. And when we unhind
the final model, we will get the final results. As you could see, it is quite easy and very nice to practice. Now we will go back
again to the sketch up, and together with the enscape, we will try to
render our building. As we can see, I have some
scene prepared with the LTI. As a light, I apply
some material. Now I will turn on
the tags one by one to add some objects
to our visualization. Right now, everything is hided. Let's start maybe
with the roads. I will untag the road. As you can see, this is
normal, easy free model. We've applied some texture. Maybe we'll start
with the grass. I divide the grass into
the front one and back one, the road lights. After that, we will
also add the people, because I have some people inside and outside the building, because we have also the
second camera sidewalk. Some road assets. The station. I also have the
railway station to add more realistic wide
drops on our roads. They will also appear the high poly buildings
from the enscape material, and they are in the
front of the camera. Also, I have the buildings
in the background. This is with the low poly. At the end, we can
the scatter objects. It's means all the trees that we generated with the
sketch up scatter. As you can see, this
is how renders looks. I will run the full screen. So thanks to that, we can see how our building will be visible inside
the surrounded city. This is much better
visualization if you want to present
it to the client. We have also the second camera. This is where we can see the people that are outside
and inside the building. I also change the settings for the atmosphere
here in Sketch up, I also and change the material itself for
the metal parts because I think that this one look much better from
this point of view. This is how you can make
some visualization to present your concept building
also with Sketch Up.
5. Star concept and ArkoAI render: We need to start
our building from drawing the star first with the five point polygons with
16 segments and ten radius. Then we need to remove
the middle surface. And with the control points, we need to move it
up to 7 meters. When we have the shapes, it is better to move to the top view With
the vertex points, we need to select
some of the points, those one that you can
see on the screen. After that, we need to
rescate it in red axis to 0.2 and to green axis
also to 0.21 More time, 0.2 Let's put it from our keyboard. And the same maybe from this camera, it will be much easier. We have the star. The star we will use to create our mind shapes
for the building. Before that, we need to
select those ones from the middle and remove
the point from the center and rescale
it to something about 0.4 We have something like then I just need to create the guideline with
the blue axis locked. This will be used to move one
of the points for the pass. First, we select both faces
and make them as a group. With the move in the
direction of the guide light, you need to hold the shift on the keyboard and
selecting those points, you can create this phase. What is next? We need to remove all
the rest of the faces. Then we need to
explode those one created and convert
it as a component. And at the sub D to
make it more smooth. Now we need to rotate these shapes from this view. We need to go to the
center and rotate it by 45 degree and make
seven times copy. This is what we have right now. We need to use curve loft
to create the side faces. To do this, we need to
select only two edges, the top one and the
straight, the vertical. After that, we need to reverse. As we have reverse pass, we can explode it and
make as a component. Of course, we need to
rotate it according to the center holding with the control to copy by 45
degree and seven times. Then we need to make a copy
of our primary shapes. And now I need to
explode everything. Because we need to create
the top surface with the for you make face the
same with the ground. I will select everything from the above bottom and make
a face one more time. We have the solid right now. Now we can convert
this into the group. I will just remove
the guideline. We can start to create a ground reverse faces.
We can move it up. As you can see, we have
the gap in the surface. This is because before we
start to create the floor, we need to select whole solids and convert
it into the group. Make a group. Then we
need to create the plane, Copy it, and divide by eight. Then we need to select
all those faces. Maybe I will just move
our basic shapes. Always remember to make such
a copy because later it will be easier for you to move
back and change something. First, I need to rescale the model because
I would like to have 4.5 meters between the floors. Now we need to convert those
surfaces into the floor, but before that we need
to copy the mine shapes. Then we can make a group from our floors and we
select all of them. With the push pull, we can add the thickness, 0.6 should be enough. Let's put it on our keyboard. Now we have to grope. I will select everything and
we just make the intersect. We need to wait for a while
and we have floors now. We can paste our
before copied solid. As you can see, we are almost
done with our building. Now I will just hide the
floors and I will select or the faces where I
will convert it into the glass because I
cannot convert them. As for components
into the components, I need to copy them and
paste outside the group. We have only the surfaces now. I need to convert one of
those into the components. We will just remove
the rest of them. I will copy the components by, let's check 45 degree. Now I will just remove
all of the faces because it will be very hard
to convert them into the components
for you components. Because this was created
with Curvelofw 45 degrees. Seven times, we
have the windows. Let's enter, let
just soft edges. Let's go into the soft edges and select the faces and
make smooth normals. Then we need to
select the faces. We filter on to edges. We can convert lines
to components. Then we need to select
only the faces. Also the selection tool, we need to change the color before the glass. I will also change to HLS
and make them more darker. Then we need to select
all the faces again and convert them to the
grope with the filter. Faces and right click
and make a group. Now we can enter the grope
and select all the lines. Now with the profile builder, we can create the profile. You can create your
custom profile. I will just select the foot one, then we can unhind everything. We have really nice building. Before that, we need to also
select all the surfaces. We need to add the thickness, so the thickness here will
be something about 0.6 We need to wait for
generate the thickness for each wall we have, the building is complete,
so as you could see, it was quite easy to
build it in Sketch Up. This time we will try to use co I extension for sketch up that will help us to render
anything in just a few clicks. After you install the extension, we need to set up the
accounts to get free credits. There is 30 creates that you
can use to try anything. After we have
created the account, we need to log in and we
have the trial version. There are two switches,
Basic and Sp. We can add more details
for the prompt. For example, we have
also the Render and ID eight D button
that will help us to, for example, put some
difference from the original. So how much our model will be modified and
prompt importance, how much I should stick to
our words that we put in the prompt window image quality. We can also increase or
decrease the quality of our image and render left here, we need to also select what kind of architecture
we would like to render. This will give more
information to our AI engine because we
are in the trial version, then we need to go back to the basic settings
unfortunately. But let me check what
we will get when we put anything inside the prompt
window and we generate. Unfortunately,
profatures are only available for the subscriber. Before we decided to
buy this extension, we need to check the
results in the Basic first. We need to select that we would like to
render architecture, we need to put the prompt
and click Generate. As you can see, this
is the results. Hard to say if it is even
close to what we expected. But let's change some elements like different from original. I will reduce it the same
as prompt importance. We can also add some more
details in the prompt box. For example, architecture, building and also
the modern natural. I will remove and we leave
aerial view sunny grass. We can also add the sharp and generate what we get right now. This one is much better. Unfortunately, it's not
what we'd like to get. Maybe we can change
the prompt importance. Let me see what
we will get when, for example, add some more
details to prompt words. For example, London. Because I would
like to have render similar to the London city. We have also some, not exactly what
we'd like to get, but render really fast. Maybe we can add some ground. It will be easier for AI to generate more accurance renders. Let's check architecture. Let's generate. Okay, this one is much better. Now let's check Box prompt, put office building designed by, let's put some famous
architecture name. Maybe this will give AI more information about
the rendering in Miami. Every time you
change the camera, you need to also refresh. Let's see what we get right now. After hitting refresh,
I will change the camera position
and hit the refresh, maybe a little refresh, generate the result.
This is what we get. If this is good or
not, it's hard to say because everybody expects
something different. What I can say is we spend
eight credits right now. We need to make a lot of
render to get result. Even if we put some detailed information
in the box prompt RI, give really fast results. Unfortunately, it is
very hard to get what we expect to have in
the final render.
6. Morpf Tower and LookX AI render: Our building. We will start
from the four segments, polygons with four corners. Be sure that you draw it in
accordance to green axes. It will be easier for you
to create the shapes. Of course, we d 5 meters then we need to convert
it into the group. We start with the circle
16 segments with 5 meters. Also we need to convert
it into the group. Then we can rescale it. We will rescale it with
the 0.5 it will be a half. Then we need to move
it up by 60 meters. After that we can select
both and make explode. Now we need to
connect the points. We can select the midpoints
in the rectangle because it's polygons shapes and the
standard rectangle. After that, when we
get the guide line, we can rotate them to speed up this process because we
have rectangles so it will be easier for us to find the middle point and
copy three times. Then we need to select
everything with curve loft. We can create the shapes, make sure that
everything is exploded. We can go to the
curve loft and create the shapes the heat apply. The next important
thing is to check if the faces are set in
the correct direction. If not, we need to reverse them. We can click reversed
faces or orient them. If we have the shapes, we need to check if trianguland
lines are set correctly. If not, for example, as you can see here, we have different direction. We need to go into
phase tools and reverse the strangulent shape. We have it in the
quad phase tool. Let's select the options and switch the
direction after that, check twice and be sure
that or the direction are the same because later it
could generate some issue. Right now we are done. We can just make the
copy these shapes. And now we can select everything and only exclude the curve
loft and delay everything. We will get that tube. Then we need to select the
vertical line quad phase tool. We need to select all the rings. Then we need to divide
it into the 11. This is because we
need to generate the floors after that. We also need to select the
ground one on the roof. Then to be sure that we
only select the edges, we need to check it
with the filters. After that, we need to copy it. Then we need to paste it
in place and move it to the right side because
we will use it later. Now we need to select all the shapes with the correct camera view
and with the vertex tool, with the liner zero softness, we need to move it up. After that we need to
switch to the move tool. Double click on a point and move it directly to the
up to the next edge. Finally we will get the shapes, but some of the pass need to be reverse select them
and heat reverse pass. Our building is almost complete. If we talk about
the mine shapes, now we need to convert
faces to components. Because now we will work with
the push pull operation. The first to the inside by 0.3 After that to the
outside by 0.8 meters. Then we need to create
the offset 40.3 meters. Then we need to remove
the middle surfaces. We need to create
the gap inside. Now we need to switch our
view directly to the faces. As for slice, we need to create the first
shapes for our windows. Tap on the keyboard
to switch the site, and we have the windows frame. Now we will work with the shapes for the windows and we will prepare
it for the subd. First of all, we need to create another edges
to separate the faces. It will be easier for sketch
up to calculate with the sub D. Check if all the
surface are separately. The same process we need
to do on the other side, but we need to hide the
rest of the components, things that we have
on flat surfaces. This area, we can
use split tools with round split tool donut, or it is also called donut. Now we need to check if
all the edges are correct. For example, here the
edges is divided. We need to select all
the surfaces and with the Fredo tools there
is remove one vertex. Now we just remove them and
we have correct geometry. Now as you can see, without any problem, we
can move the points. It looked like the
geometry is correct. With the vertex tool, right now, we will just work with creating the minus shapes
for our window frame. It is recommended to use
Gizmo set word to original. Now you need to experiment, create different
type of variation. How you would like to have your final shape for
your windows look like. As you can see,
you can scale it, move the points here. You need to focus and
create the shape. Every time you need to switch in subd to see the final result, maybe I will just
create the final shape. I will just select this
edge and move it back. Then I will also select
those edge at the bottom. Thanks to that, we can rescale them exactly this position. Now we have the
windows with the subd. We can increase the subd,
it's look correctly. Then we need to select the back surfaces and with the function from
sub the increased we will froze the elements
will not move those parts. First, we need to
focus on this area. As you can see, there will be pop up window with some value. This means that here
we have the value for the freeze everywhere, we need to switch to one. As you can see, this is the
frame windows, of course. We also need to select those
edges which are inside. Here we have the one, but as you can see, there is still zero. Let's change it
now with the move. You can see that the window
frames look really nice here. You need to make a
lot of changes. Try. To froze different edges, different points to get different variations
of your windows. Unfortunately, you
will notice that by freeze too many edges
or too many points, your final shapes for
the sub D will look really strange or it
will be impossible to create it later
in the real life. Sometimes you need to go back and some operation for increase. Or for example,
sometimes you can change the value to something
like 0.20 0.3 and so on. I think that the shapes
will be almost good. Maybe we will also
fly with this one. As you can see now it
generates some kind of issue. We will probably
need to go back to the previous version because right now it's look
quite strange. We need to also fix those
on the bottom left corner. Probably because the shapes is quite strange in this area. So let's go back to the zero. Yes, this is probably
what we will. Just to the end, we
have the final shapes. Maybe I will hide the geometry. As you can see right
now, it's acceptable. The next part is creating
the floors and the windows. I will use our basic shapes. I will move it to
the right sides and we will convert
it with the slicer. But first we need to add the vertex tools and
create the roofnessc. As you could see, it's
missing with the vertex tool. With the move we need to go to the up, something like here. Before we can use the slicer
to create the floors, we need to fill the gaps. Of course, we need to
set the correct size. For me, 27 meters will
be correct here because we'll get for each
level six grounds, each of them with 4.55 high. 27 should be okay. I will just make the copy backup because later I
will use it first. We need to fill the gap with the make face on the roof and on the ground we have the solid now we can start to
cut it with the slicer. In the slicer axis, the spacing 4.5 meters. One more time, we need to switch off for adding
reference and for flatten. We can hit. Okay.
We need to wait for a while and we have the grounds now we can
move it to our mind. Shapes on the left side. Maybe it will be required
to make some adjustments. If we talk about the scale, I will just try to put it
in the correct position. We are done. Then we need
to work with the windows. So we select the shapes, change the color for the glass. This one, I will go to the edit and I will decrease the lightness For this class, it will be more
dark and now we can move it again back
to the left side. Some adjustments with the scale will be also necessary here. Correct. Now we need to
make some variations. For example, I will just make the flip
individual components. I can do this because
I have the plug in and flip multiple
version one. And I can select multiple components and flip
it individually along axis. Again, flip individual red. As you can see here, we create a different
variations for our building with
the flip function, I will just select those ones that I am
interested in to flip. Now we have the mind shapes
and for me it's look great. The next part we
need to focus with the glass and add the frame
because as you can see, it look like
something is missing. First of all, I will
go into the glass. I will just select
the faces and make the new grope for
the windows faces. Let's select the filter. Select on the faces and
go to the make grope. Okay, then we need to make a copy of the glass because later we will convert them into the profile
with the profile builder. This is our mind grope. Go to the edit copy
and base in place. And now we need to select
them to run hidden geometry. Select the vertical
lines with the loop, and connect them with the 11 additional lines we need to wait for a
while for creating. After that, if we have
new lines one more time, we need to create
connection between them. But this time instead of 11, we will put the value free, let it apply. After that, some additional
lines will be generated. Then we need to select all
of them one by one with the loop version and options. As you can see, not everything has been generated, but this
is not the problem. We can manually
select all of them. When we will finish with that, we can lines two
components for components. This will convert the
elements to the components. Now when we go and try
to edit only one lines, everything will be
copied to the rest. We will select the lines and we'll go to the
profile builder. With the profile builder, we will just select
the square 100, 100 and select dimension to
0.05 and create path profile. Right now we can see we have
the frame for our windows. This is the final building that we just built
in the sketch, up with some
additional functions that we didn't use before. Okay, this is the
morph tower in sketch up when the building
is finished, we can start to render it. This time we will look
I for render first what we need to do is to remove all the useless elements was
helpful during the modeling. I will also move our
building to the zero axis. Let me set the camera for the perspective we need to set the correct angle that we would like to get on
the final render. I think that something
like this should be great. First of all, we
have two options. Creation Plaza is
the gallery and Step Creation is
the start options for creating the renders. We got the windows
with the setting. I will select the architecture because this is
not the interior, but exterior input freely. Massive or realistic photo. I will use maybe a realistic photo together with the
architecturalistic photo. Then we have three
options to choose. Prescise creative customs, where we can set some settings. This is how much will be difference between our
original image creative. We have default and rendering
style to choose and press. This is the closer options
that our render will look like as our original
model building in sketch up. Then we have the prompt for adding the information
for I and base image. This is very useful because
it's automatically create screenshot from renders in sketch up style reference image. Right now we will leave it then we have
the more settings, how many image you would
like to render at once for and see the minus
one is the lowest value and this means that we'd like to use exactly the same building from our sketch up after start creation for
credits will be taken. We wait for the renders, we will see what this AI
will generate for us. We need to wait until it
will generate the image. We have four images. Let me start with the
first one and let me see. I must say that I'm
very impressed because this render is exactly what I would like to get the colors. Maybe we can adjust some colors, but the cities looks perfect. What is more, really
nice looking background? Let's check the rest
of the renders. They look very similar, but probably the
difference are with the buildings
because camera view, I see that for all that time. Let's wait for the renders also very good and really
nice looking renders. Let's look closer. So as you can see we
have it, of course. The problem is that
the render size is only 1320, 792 pixels. This is very low render image. Mostly we will have to use upscale AI to increase
the image size. But probably from
such a small size, it will be very
hard to upscale it, for example, to 42. Maybe it will be enough, but with the four K, it will be some issue. Okay, let's back. Let's change, for example, set to 50 and we will see
the difference between the original building together
with the new renders. We have the new renders, and let's see what we get. Our building is
almost invisible, so it means that this was rather generated by chosing some image, and our building has been added, for example, this one
is terrible here also, I think that better it will
be to use this image as a reference and Photoshop
at the building manually. By changing the seat, you will modify your renders and your building will
look really different. Now, we will make some adjustments to see if
we can change the results. I hope that we will get some different because
as you can see, all eight renders right now very similar colors and they
look also very similar. Maybe this time I will
change the set to zero. I would like to check how much this will
change my building. Let's turn it, turn
the image again. The first building also
is quite different, the second one as
the same situation, the same as you can see. Only changing the
seat by one will very deform our in construction. So let's go back
with the St minus one then I will
change the camera. Maybe something with this will be more interesting
architecture. We'll go to the
realistic photo and also architecturalistic
photo for style transfer. We will go with the
customized rendering style. With the prompt box, I will put more details
elements in the base image. Will put the screenshot
from the sketch up. Then we need to add
style reference image. Here I will put something
that I found in the Internet. More settings for creation
and set minus one. Let's check what we get. All of them looks very similar, but the renders look very good. It was really quick. Do it manually in the sketch up. It will take a lot
of hours to do, even with so many plug ins, but here the results
are really nice. The problem I see, the problem, is with the cars in some area, there is some mistake. But for the first view,
it's look fantastic. Look X AI for me right now is one of the best I
rendering generators. I recommend to use it and test. Especially that you have almost 100 credits as
a trial just to use.
7. GreenLand Tower and Enscape render: Our tower will
start from drawing five polygon shapes
with 16 segments, 40 meters radius with
push pool, 55.5 meters. After that, I will
remove both cap on the upper and lower the
hidden geometry, and we need to select all
phases and triangulate. Thanks to that, we can
change into the vertex tool. And by setting up
the correct camera, we can create the mine shapes. With the new shapes, we need
to flip the triangulation, we need to be very careful
and we need to look for all the edges that shod
be placed as horizontal. The next and we are done. Now I can copy those
elements and move it. B, move it up. I need to only switch
the camera itself. And with the lock axis,
we can move it up. But as you can see, this
is a good example that I wrong select the edge. So I need to select the point, move it up them heat x nine. Okay. And then we can select the edges necessary edges and select the loops and
with the vertex tool, we can rescale it first
in red axis after that, in the green axis
with the green. It doesn't matter
because here we decided what will be the shape for for our tower After that, I can remove the lower base and the upper base
because it's useless. And I will just copy
one of the segments and move it also up with the
be careful what I select. And now I will just move
everything down to x 0.0 point. Unfortunately, as you can see, I can't snap to anything. So what I can do is add the
value with the keyboard. Unfortunately, this
would be also a problem because the tower will be
moved also in other axis. The best solution
will be to draw the line and with the move tool, snap it to the line after that, remove the line itself. Okay. Then, we need to select
everything and make a grope and F D manually set value 22.4. Then I can select all
the points and I can move them up and the
top control points, I will rescale maybe a half 0.5. Now I can remove the control
points from the FFT. Now, I need to make the
planar surface on the roof. As you can see, make place
will not work correctly. This is because all
the points are not located in the same plane axis, and even I will draw a line, this will be also problematic. The best solution here is to Use vertex tool and rescale
everything to the blue axis, but I think that this will
also not solve our problem. So what I can do here is to
create the standard plane. I need to select one
of the corner here. That might need to
start drove the shape, and as you can see, there is some issue with the
high of the lines. Even when I move the surfaces, this will also be a
problematic because other snapped vertex
are also moved. I will manually drove
the second plane. With the control, I will just copy the line and I will add the surfaces and we have the surfaces. Now, I can remove the surfaces and try to
intersect everything. Then I can intersect
with selection. I can select all the edges. And the same I can do
with the bottom line, make a planer and I can
move the vertex down. I will rescale it, you will notice that
there will be still problem with creating the plane. This is the same issue
that we had on the top. The best solution is
to create the shapes. And then we can intersect
faces with selection. And as we can see still
there is the issue. The best options
will be to select the shapes with the vertex
to scale it not too much. After that, we can
select everything and intersect faces
with selection, and then we can select
reverse faces or the edges, and now we can remove the material that
we have above our. Then we need to select everything and we need
to make it as a grope, copy everything, and we can
use slicer to cut our solid. Unfortunately, there
will be issue that this object is not
a manifold Solid. I will select everything. Then I will go and
make solid inspector. As you can see after fix all, it's still the problem. So we need to move to
the top and again, we need to remove it. So we need to remove
all the materials. We need to remove all the lines. And here, we have oment we can use I will just put 3.5
spacing thickness, 0.60, the references to flat and
also to know because we don't use this information
and we can add the slicer. We have the ground, the levels, and then we need to paste
in because before slicer we just the min shapes
and this time, I will select all the edges. With the selection tool, we will filter only with edges. But as you can see, there is some issue because soften
edges are also selected, so we need to go to
the selection tool and add some additional objects like the select all
hidden elements, soften elements, and select soften element
in current selection. We need to save and
restart the sketch. After that, we have
additional functions to select soften edges. Okay. Be sure that there are no any
additional edges selected. For example, here
as you can see, we need to remove them manually, and now we are ready to convert with the S four components
line two components. And we need to select all the faces with
the faces filter. We need to convert
them into the grove. And now we need to change
it into the glass. But before that, I will convert the lines
with the profile. Let's add the value for
0.8 and create the path. Maybe I will revert it and I will switch the
shape to the circle. With the path, we can change our profile builder mine shapes. Again, let's select the lines. We have all the lines selected. And now we can add
the mine shapes. We also need to turn off the hidden geometry because
we don't need them. I will increase
the profile shapes and we need to turn off
visible the hidden geometry. Then we can go to the components edit and we need to select the
faces at the glass. And we can apply the material. As you can see the
building is almost done, we can also change the
color for the levels. Maybe we change it to the gray. Now we are done
with the building. As you could see it was quite easy with only
a few steps and a few placings we just
built some tower. And at the end, again, go back to the ndscape
and we'll try to render our building to see how it look in the realistic mode view. So I have the sketch
up Right now, everything is rendered a part
of our concert building. So I'm going to the tag
and turn on our model. So as you can see, this is how it's look in the
middle of the city. You probably agree with
me that this kind of rendering is better than the standard one
in the sketch up. I have also second camera, so let's see how it's look like. So after rendering and
save it to our hard drive, the render will be much better, and we'll be ready to make a post production in photoshop.