SektchUp-AA Class5: Render with AI | Filip Design | Skillshare

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SektchUp-AA Class5: Render with AI

teacher avatar Filip Design

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Sektchup Trailer 2023 Class5

      2:13

    • 2.

      Triangle Tower and EvolveLab Render

      21:21

    • 3.

      Vase Tower and Lumion Render

      25:42

    • 4.

      Donut and Enscape Render

      17:57

    • 5.

      Star concept and ArkoAI render

      18:25

    • 6.

      Morpf Tower and LookX AI render

      30:14

    • 7.

      GreenLand Tower and Enscape render

      16:11

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About This Class

Welcome to the SketchUp AA and AI Render Plugin class 5 Render with AI, where creativity meets cutting-edge technology! This comprehensive class is designed to empower architects, designers, and 3D enthusiasts with the skills needed to bring their digital creations to life through the dynamic combination of SketchUp, a leading 3D modeling software, and AI-powered rendering plugins.

Today, AI is no longer just a technological novelty (nowelty). It is a real revolution, enabling (enejblig) faster and more efficient design.
During the implementation of this training, you will see how extensions like ArkoAI, Veras and LookX are challenging established programs like V-Ray and Enscape. The synergy between AI and traditional tools is an ongoing trend in the rapidly changing creative industry.

In the following course, you will be familiar with Veras plugin an AI-powered visualization app for SketchUp, Revit, Rhino, and the Web that uses your substrate for creativity and inspiration. This plugin will help you unlock the power of precision and creativity with Veras' innovative Geometry Slider feature.

Then you will meet LookX the world's first AI tool trained specifically for architects and ArkoAI an advanced rendering solution where users can generate breathtaking (breftejking) renderings from their models in a matter of seconds.
We will compare all the AI with traditional render engines like Enscape and Lumion for Sketchup.

By the end of this course, you'll have the skills and confidence to create stunning, photorealistic 3D visualizations using SketchUp 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 3D modeling and rendering.

Meet Your Teacher

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Filip Design

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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.