Transcripts
1. Intro - Show your design in its best form using Sketchup: showing your design professionally, proudly and persuasively. Does that sound like something you want to achieve? Maybe you're kind of frustrated with the gap between what you have in mind versus how your mother looks like or maybe wanna learn how to really optimize your seen at its best before jumping into your Regnery process. Or you might not be totally aware of schedules potential and your couriers about it. Poor. You just want to put your skills. You're awesome. Hi, I'm These are then I'm an architect and I've been using sketch up for a decade, so you could say I manipulated like my favorite video game. This course is a complete, comprehensive course about the exciting topic off the visual aspect. First thing I have a question for you. In your opinion, where would you find the best references for showcasing an architecture project? Well, the answer is an architectural photography. Just think about it for a second. The essence off architectural photography is precisely to show architectures in the most appealing way and in its best form. And here's the thing. Besides being an architect, I just happened to be a photographer as well, and I've been practicing our protection photography for so many years. So I'm going to share with you the most valuable substance of my experience in sketch of and in photography combined, I would be going through simple photographic notions that we will apply directly inside of sketch, and you learn how to get into the mindset of a photographer to choose the best angle of view for showing your brother. And to make this combo even more powerful, I'm going to dive into how you can create your own personal visual style for presenting your projects, from conceptual styles to diagrams to more realistic styles. There are many ways to showcase your model, each one with a different purpose and character. You'll also learn how to create much more believable models on how to make your projects more convincing by adding life to them and using components in very specific ways Way and I'm also going to show you how you can literally play with textures and add that to your design exactly as you wish. And if you're a designer, I think you're gonna love the part where I show you how you can get creative. Put it and I'll be going through all this easy to follow. Step by step videos that would be organized on the three main chapters. One text churning and playing around with materials to adding life to your model. Three. Achieving the captivating perspective if you so staging with me this unique and exciting course where you gonna learn how to have fun, making your projects more professional, precise and impact enroll and see you in a minute.
2. Textures Resources: Hello. When? Welcome to my first video. Thank you for joining. You are amazing. So in this first video, what I'm going to talk about is the fact that the Internet is going to be your library. So basically, you can pick up any texture from the Internet and import it into your model. However, if you just pick any texture, then it might not look good in your model for some reason. So I will be focusing on the key things that to pay attention to so that it looks good, nice and smooth in your model. Okay, so let's gets right into it. This is a mother of a house that I designed for a client, and it's totally texture list. So we're going to the Internet and start looking for nice textures to import them into the model. There are several websites where you can find very nice resources for textures. 1st 1 here is Google, basically, is Google images. You can find lots of things, and that's where I'm going to pick my texture. Our there are others. This 1st 1 here is textures dot com. You have many, many textures in this website and not all of them can look good inside off attack of a sketch of model. However you I'm sure you can find ah, lot off useful and, um, nice textures here as well for you to be able to download any texture from this website. They need you to register and create a Logan, and then you have free access to a lot of things, but not everything. So that's the first website, second website. Here it's sketch up textures club and the same thing. You have to create an account to get access to some of their textures, but not like the whole the big high definition textures. But you can still find some pretty good quality textures without logo here. So this is a really nice and it's designed for a sketch up. So you just have to go into textures here, and you'll find lots off different categories from which you can download any type of texture. Okay, then they have actually the same. It's the same source they have. Ah, Facebook page, actually, where the post all kinds of things as well but basically have to sign up here also, and it drives you to their website They also have a Pinterest account where they post lots off things. But this is a very nice layout here. Akins see everything pretty quickly and very nicely. Okay, However, they all directly to their website again. Then, as we are in Pinterest, actually, in Pinterest itself, you can search for your textures. Sometimes you have you can come across very nice textures as well. So if I type like concrete texture, you'll find many nice concrete extras that you can apply inside of your model. But not all of them. And I'll explain why. Okay, See, you can even get access to, like, free concrete textures and stuff like that. So, yeah, sometimes I have to pay attention not to, like steal someone's image. Oh, or something like that. You want to make sure it's a free or royalty free texture. Get knocked out so many of them. Then you have Arroway textures. This is really top quality textures with high definition files, and they're really, really amazing. They're doing really amazing job, but they create them for rendering software's, so you'll get the image of the of the texture with other fires that help for the realism off the texture with the in rendering software's. They may have like some free samples, but it's pretty expensive. Onder, if you're really into that, you can check it out. But you have some free resources as well. So yeah, and the next one here. I never used this one. However, they seem to have very nice textures as well. If I have very high definition textures, which is called vis Park here. So if we get into textures, you'll see that they have some very nice, apparently very nice textures. But you have to pay for them. And again they met him. They might have free samples, but in generally have to pay for them.
3. Choosing and importing the right textures: So let's get back to our model and the texture we want to apply. Okay, so here I imagine Let that it's some kind of, Ah, concrete, dark concrete that contrasts with the might white mass here. So I go to school and I talk concrete texture, going to images and here already have plenty off concrete textures that I might use. So you see this and you might think, Well, my model's gonna look so amazing with all these realistic textures, however, you really have to pay attention to a couple of things. Otherwise it won't look good. So the first thing is that you'll notice here that you have the size of the image. And for this one, which is 640 by 640 it is a pretty small image, pretty low definition image, and it's okay if it's like something very far away, like this wall here. Maybe, however, I recommend to find have better quality images so that the first thing you might want to do is click on tools here and change the size instead of putting it at any side. You put it large so it starts. I think at 900 pixels, which is not that large, but it's better than the low of the low definition images. So okay, let's see what we can do now. So imagine you want to use this texture. You just have to download it. Okay, I'll put it on my desktop. And now all we have to do is go to file import and select our image. Now there are two things to pay attention to in this one little window. The first thing is that you have to make sure that the right format is selected. Otherwise the image won't appear. So you click on the right file format selected, and then you see here that you can use image as image, texture or new matched photo. For this course, we're gonna just talk about the 1st 2 here, image in texture. So what happens on what's the difference between image and texture? If I imported as an image, okay, I just select the first point. That second point and what it is, is exactly what it says. It is an image. So if I hit be for my pain bucket and select the sample tool, you'll see that there's a tiny sign read sign that says I cannot do it cannot pick it up as a material because it's not a texture. So the way around this is to right, click on it and explode. Once it explodes, the image actually transforms it into a surface with a texture on it. So now if I take my paint bucket and sample it, you see here the texture appears, and now I can use it as a material in my model. So I'm gonna just delete this and apply it right here. Okay? Now you notice what happens when you use just any texture. What sketch up does is that it takes your image and it tiles it all over the surface until it covers the whole surface. So you clearly see here the edges off the image which you don't want obviously in your model. So this is the most important part To pay attention to, actually is to find textures that are seamlessly tile, herbal. So if we get back to our search here, you'll see that there are all kinds off textures and you really have to imagine that this texture is going to be tiled. One beside the other. So one way to deal with it is either you just judge with your I just by seeing your search results, Or you can add seamless concrete texture. You add the word seamless in the search box and you'll find probably more good results and more tile herbal results without seeing the edges. So let's just pick one here and applied inside of our model. Okay, if I take this one here, I downloaded. Get back to my model Click file Import Smooth concrete. Okay. And now this one, I'm going to import it as a texture, not as an image, and you will see the difference between the two. However, if I imported as a texture, I have to make sure I'm inside the group where I'm going toe, apply it. So I've imported just here. You'll see the sign here on my mouth that I cannot apply it. So I have to get inside of my group and then so that I can select the surfaces. You know, off my geometry, I go to file import Nice. I like this one as a texture, import and boom. It directly applies the texture on my surface okay. And as you can see, it's totally seamless. We don't see the edges off the image, which is great.
4. Editing Textures: Now let's see how we can edit and adjust our textures exactly how we want them. So imagine this frame here. We wanted it to be dark concrete, which is pretty much like this one, but I don't know if you notice here, but it's kind of a brownish color, and I don't want that okay and actually wanted even darker than this. The thing is, you won't need to go into photo shop or any other editing software to make these slight adjustments. You just have to go into your edit menu here off your material. And here you can adjust the color and the brightness of your textures. See if I slide the saturation where over here totally changes the color. And actually I wanted colorless. So I just type zero here, and it completely removes the color. And I wanted darker than this. So I slide this slider down and then it's darker. Tonight represents much more what I had in mind than how it was imported from the Internet . So that's really handy, because you won't have to find exactly what you have in mind from the Internet directly. You can still added the tones and brightness inside of sketch up, so keep this in mind. Now, the next thing what we're going to do is apply a material here and change its position. So I'm going to apply a wooden floor for this terrace. So if I go back here to my search box and typing terrorists floor texture and pick and nice wooden floor, for instance, this one, the quality is good, and I'm going to download it again to my desktop and file import the image. I'm going to import it as a texture. I'm sure I'm inside of my group so that it can apply it and import. I just select the first point and okay, lets say second point here, this might happen to you if you're if there's another surface on the other side, it applies it on just the other side. So this is just I guess it's a bug. So that's fine. I'm just gonna apply it here. Okay, I see that extra is really nice. I really like it. Um, but however, imagine now you want the wood lattice to be on the other orientation, because now you just imported and it's there and the way to deal with it is you can right click on it and come to texture position. You have other things here. We're gonna go through them later on. But now we're gonna hit position and you'll see that you have four pins that appear. The four pains actually re present for corners off the image, and then all the rest is the same image tiled on the whole surface. So as you can see, there are four colors with the pins, so each one does something different. And the thing is, the blue one in the yellow one. In my opinion, you won't need them that much. It's very, um, very specific. I don't really know for what kind of thing that you might use them like. This one just distorts the image, and this one also completely excuse the surface. So in my experience, I look and never used the's, too. So we're going to focus on just the red and the green pin, the rip in. If you click on it and drag and drop it, you can snap the corner on any geometry of your model, so that's the first thing. The second thing is with the green pin, you can just pick it up. And if you're dragon drop, you see that you can totally change the orientation. And as you change the orientation, you'll notice that even the scale of this texture changes. So imagine you want to keep this original scale. You just have to follow the blue arc here, and it's going to snap on the blue arc. And actually it's even snaps every 90 degrees. So it's very useful. These snapping and here are just rotated it off 90 degrees. Now I click right click and had done so now it's exactly how I wanted. However, if you go back to the texture and position after you go inside of position, you right click again. You'll see here that you can rotate the image every 9100 and 80 or 2200 and 70 degrees. So we could have done that, actually, which would have been faster. Okay, and you can flip it on DRI set the position so this might be very handy if you just want to rotate it 90 degrees and then done
5. Scaling Textures: Now let's talk about scaling a texture. There are three ways you can scale your texture and I'm going to show you the three of them right now for this exercise. We're going to apply here tiles, and we're gonna adjust their scale. We're going to import here some tiles, okay? And I'm just going to put them right there. All right? Now, if I take my lying toe drawing line tool and I measured this, it's 37 centimeters and imagine you want this to be 60 centimeters. So the first method is basically changing the skate by I. So if I make sure that this is not the right texture, if I pick the right texture here, If I changed this value, it's gonna change my texture. So to change this this is 45 centimeters. So maybe it's around six here to get the right. It's a bit too much. So maybe 5.5. And you just adjusted by I it's almost 16. Okay, so maybe it's not that important to you, but you just have to get in approximate scaling That that's OK. The second method is the mathematical method. So if I go back I have this random number here. Okay? Which we said 37. Then you can go to your calculator and type in first the the dimension you want, which is here. 60. I wanted to be 60 centimeters and divided by the number that is shown inside of sketch up. Now I have to multiply this by this value here. And then I know which value I'm going to put right there. So this value multiplied by 3.34 5.4, 5.4. And now you find measure. I have my 60 centimeters. Exactly. So that's the mathematical way. Now, if you're not into calculations, there's still 1/3 way to do it, which is, ah, visual way. So getting back here to my 37 right? Basically, you just draw wherever on the surface, a square or a rectangle or whatever that mentions you're looking for. So I type in 60 by 60 here, okay? And now I get inside of my square and select the texture, right click, texture and position. So now we're inside of the texture disposition, and we can move it all around and we can, and just the scale as I said before, So that's why it's going to be useful to do it here. To be able to do that, what I suggest is go take the red pin. So it's not dragon drop. You just click on it. Once you put it on the corner off your tile, pick the green pin, put it on another corner of your tile. Now you drag and drop. It's here and your dragon drop here. Right click. Done. Okay, so now this is one time. And this is a tricky part because if you pick the sample tool example this texture and supple this one for sketch up here for the materials, it's exactly the same one. It's not a new one. Didn't create a copy, however, does make a difference if you pick this one and applied here. So now can just lead our lines here. And we have our 60 centimeters tiles all over. There you go. You have three methods to scale your textures. Use whatever it is more comfortable to you, and you can really get very accurate positioning and results in your model
6. Tiling Layouts and Alignments: So let's get into high precision tiling. So we're gonna work with joints layouts so that they match perfectly and exactly as we want them. So let's get started and import our material. First point, second point, and as you can see, it applied it on the adjustment surface. I'm leaving this in the recording because it might happen to you as well. Okay, now imagine we want 30 by 30 tiles. So how much are these is about 17 16? 17? Okay, a little tip that I'd give you is that to calculate correctly the scaling if you want to use the mathematical method, which I'm going to do right now is not to just measure one tile but a Z. Many tires eyes you can so that it's more accurate. So I'm gonna take 123456789 10 tiles. And see how much is that? That's about 1.70 67. Okay, So Ah, I wanted to be 300 by 1 67 and I have to multiply this number by to like this value times 23 born 59 3.59. And we'll see what we have being 30 centimeters perfect. So now imagine you want to apply this same texture on the walls, Will. So you're just gonna apply it all over? The place looks already nicer, and I want you to pay attention to what's happening here. Okay, so what sketch up does with a texture is that it tries to continue the texture. Even it's on two separate surfaces. It doesn't start over with the image. So what does that mean? Is that as you can see here, if I pick up the measure here, we have 20 centimeters. So the other 10 that are missing for this style are here. Okay, so that's what sketch up does. It continues it as if it's the same surface. Okay, However, it does the same on this wall as well. But as the style is complete, start with another tile. And now our layout here is not matching. So you have to pay attention to this on and really just you just have to position your tiles again so that they match. See? Now it's just perfect. Okay, so that's the first thing. Next thing you can do different scale ings with the same material so imagine you just change your mind. You want to leave the 30 by 30 all over the walls, but on the floor you want to use 15 by 15 so you can do that. But if you changed the value here in the edit menu, so like that would be half this value. It will change all of the textures which you don't want because you want to keep this one at 30 by 13. So what you can do is change only this surface. So, um, let's say now you have to use the third method, which is growing the square off the dimensions. You want 15 by 15 here, get into texture, position and now drag and drop right the air Done. Take this texture and apply it all over the place. Okay, Now I have to do. It's very accurately to get all the right joints, but that's there. That's the idea. So now you have the same material and same texture, but with two different scale ing's. And as I told you before this and this doesn't make any difference in the Material Editor. It's the exact same material however you can create, and you material out of this one and make it totally independent off that texture. And the way to do it is to make this texture unique. So you select your texture, right click, and then you can click on make unique texture. What this does is DRI creates the texture based on this whole surface. So now that we made it a unique texture, if we sample it again, you see here and if I sample this one, it's not the same it created a copy, actually added number one after it. So no, this whole surface here and not just the original boundaries. This whole texture is represented right there. So this whole rectangle became our texture. Now we can apply this and you know, we pick this one or this one. We have two separate textures. So that's a way to go about it if you need or want to keep two independent textures. But you have to be careful with something because if, like, if now the sticks chair, um, let's say this is our texture, okay, for some reason, okay, if you make this as unique texture and we sample it again, you see that it took exactly the same shape here. So if you apply this on a plane surface, you might end up with some trouble, you know, with the alignments and all this stuff. So keep this in mind and make sure if you want to create a unique texture, the best idea is to get a rectangle face s so that you can apply it anywhere.
7. Customized Aspect Ratio: OK, now let's get into dealing with different aspect ratios. So imagine you just found the perfect texture you're looking for, but it doesn't have the right formats off tiling. So I'm going to show you how to deal with that, how to modify it and how to do it with high precision. Okay, so let's get into it. Imagine here we want a band with a mosaic color from sick. Okay, so we're gonna draw. Let's say it starts right there, and it ends right there. Okay, So imagine here. It's a different mosaic. I'm going to import it as a texture. So all I have to do is we find the first point and the second point, wherever it doesn't really matter, does the same thing every time. Actually, it applies it on the adjustment face. That's fine. Okay, Now, this actually happened to me in the past where I had to apply a mosaic which had very specific dimensions that are in the market. So let's imagine that one square the dimensions of one square. So 30 by 30 you have eight mosaic by five mosaic. So eight was I was like stylings by five mosaic tiling So the thing is, the aspect ratio off this is all one by one. There are squares. If I sample my texture and I change this value here. So this is the height and this is the width. So if I change the with their right type two, the height changes as well. So you have to break the sling between the two, and you have to click on this button that unlocks the aspect ratio. Okay, so now if I type one here, it doesn't affect the height. Okay, so that's the first step. The next step is what we're going to do is used to different methods to adjust the tiling and align it exactly as we want. The first method I'm gonna use is the 3rd 1 I talked about, which is the visual method. Okay. And I'm going to put eight ties from here to here using this method, and then we're going to calculate how much we have to change this value so that the with would be correct. Okay, so eight tiling like this. That means 16 until here. And as I told you, it's always better to measure with longer distances. Okay, so Let's do this right. Click texture position. Now I want to grab my green pin and count. Eight. We said to 16 tidings. 123456789 10 11 12 13 14 14 15 16. Okay, so here we are. Okay. Now we'll have to do is Dragon. Drop this there. Right click. Done. So now we have exactly the correct amount off tile ing's in the height. 12345678 in 30 centimeters. That's right. Now we want five here, So let's do this. 123 for five. And now we're gonna use the second method, which is the mathematical method. 12345 And they're about, like point 0 95 So that's 9.5 centimeters. Okay, as you can see, that you sketch up snaps every centimeters, so it's about in the middle, so that's 9.5 centimeters. So we're gonna grab our calculator here and say we want in 30 centimeters divided pie 9.5, 9.53 point 15. And we have to multiply this value by this one here. So, by one, that's three. There we go. Now we have five tile ings right there in 30 centimeters, and it's not perfectly aligned. But that's fine, because, you know, you can do this with more precision. And as I told you, calculating it with more stylings, but you get the idea. So we just adjusted this manually and visually inside off our texture position. Okay, this side and this side we just calculated. And actually, there's still another way to do it on Lee using pains. But this is in the next videos. Okay, You're going to see that now you know how to play around with the aspect ratio and adjust with high precision. All your tile ings. Okay, so it's you in the next video where we're gonna talk about more advanced techniques.
8. Advanced texturing: Hargon in this video, we're gonna use a more advanced technique for texturizing. And basically, your texture doesn't have to be perfect and perfectly frontal as we saw in all the previous examples. So, for instance, imagine this is the texture you want to apply, and that's the only picture you have. And this is exactly the thing you want. It's possible to incorporate this in your model and apply it to your geometry. So I'll be showing you this with that example. So I just imported here a table from the three D warehouse and actually, I'm gonna hide chairs and let's say you want that's lab off marble on your table. So this rectangle here is going to be your mobile using the picture, I just show you. So what we're going to do first is apply the image directly inside of our model as a texture. Okay, so it doesn't really matter. You just apply it. Okay. Obviously, this is really strange, But now what we're gonna do is right, click texture and enter into the position. So no, what we're going to do is reposition and readjust the perspective so that it fits the table exactly So the first thing to do? Let me just just so that we get it in the right orientation. Okay, so the first thing you want to do is right. Click and see. You have this fixed pin that is checked. This is what's different between this technique and the previous techniques. So you have to uncheck the fixed pins. So now you see, we don't have the colors anymore, so they don't do the same things anymore. And now if you just drag and drop one, it's going to completely restored your image. So what we're going to do is pick it up. So that's not a Dragon Rock. Just click once and put it in the corners off your texture. And as you can see here, the corner is not visible. It's cropped in the picture. So what we are going to do is just get it, try to get it right. So if this spare perpendicular, it's going to be somewhere here. Okay, so now that we've put our pins in the four corners off our slab, now we can drag and drop and snap it to the corners off our geometry. Boom, right click, done and what? As again see, we just applied from just a image which is not perfectly frontal and perfectly aligned and perfectly perpendicular, but we still could adjust it to our geometry. I just apply this here and there you go. You can obviously still change here the colors and tones as I showed you before. And now you can push this technique even further by applying it in other kinds of situations. And I'm gonna show you how in the next videos.
9. Creative mapping - Part 1: Okay, so now we're going to see how we can use this previous technique with the pins and get creative with it and really push it further. So let's say you found this model off door, okay? I don't know if it's really a door, just a wall, But imagine you want this to be your door, Okay? Like double door. And it's just in. This image doesn't exist anywhere else. And you want to illustrated inside of your model without getting into modeling the whole thing, so you can just apply this inside off your model. So let's say here you need that wooden door. So we just got a draw It Let's say it's, um, two by 2.2. Okay. And that's our double door. Okay. However, I'm just going to leave it like that in just one surface and apply it there. Okay, So let's go to file import and import our image as a texture and boom. Okay, now we right click, go into texture position, okay? And as you can see, it memorized the fact that the pins are not fixed. So now we can just pick up our pins and place them in the four corners of our door. And now all we have to do is drag and drop them to the corners. Right click, done. And what are really quick? Very fast. We didn't have to model the whole thing. And and it's there, Okay. And actually, you can go into really modeling the whole thing. But instead of doing it just by eye or calculating it, you can draw directly on your image, you know, see like that so that you get the three dimensional aspect off your door, okay?
10. Creative mapping - Part 2: So with this technique, you can really get creative and use it in all kinds of situations. I personally used it many times for really many faces off a design off a building so that I apply directly complete facades on my masses. I'm going to show you what I mean. Go here. Imagine we have this a mass off building, okay for facades. And you want to communicate just on idea off how it would look like. So what I just did here is I just served on Google images, just typed architecture facade. And I picked just a few here. This one, This one, this one. And actually what I'm gonna do is import them and apply them to my building. Okay, so I have to save these. First. I'm gonna say this 1st 1 I'm going to I use this one as well, and we will see if we're gonna use this. Okay, so we get into our model import. I saved it on my desktop, and I import this picture as a texture import. And I wanted here, actually, no, I wanted on the other side right there. Okay. Right click texture, position. So now I want to apply this facade on my building here directly. Okay. So same technique using the pins. Okay, now, boom. Right click. Done. Now, we already have a feel for the facade. And actually, what you can do is, as you can see, if you enter into the position, the rest off the picture is still there. So what you can do now is, as I showed you before, make unique texture so that this whole rectangle becomes our texture. So I kick on making a texture, and now I can pick it up and applied here. I see. So we're starting to get a feeling off how this building would look like. So now let's add something different in the ground floor. It's import our second picture. Then I put it here, get into the position and I want to go back to my fixed pins because it's already in two dimensions. So I don't have to distort the image going back to my fixed pins. And actually, I'm just going to move it like that. Right? Click and done. Yeah, that's that's it. So now I want to apply this here. And while we have feeling off how the building would look like And you can always adjust this. You know, for instance, you want this height to be the same here on DA Yeah, you can play around with this. So this is about 1.2. Okay, so we take this, slide it 1.2 and, um, you can apply this one here, but as you can see, the color doesn't match. So what we can do here is click on them, click on this one, make unique texture again so that we don't affect the other. I pick up this one and now see, I can get closer to my tones and applied there as well. So it's really flexible. And it's really up to you and your imagination how to use this technique in your models and just to show you a couple of others I just did using just images downloaded from the Internet. And you really can use this in your creative process. It can be really handy on DSO as you can see, just all textures and I sometimes modeled a little bit around it so that it gives it more. You know, this three d aspect of it and Yeah, they're all coming from all different pictures. And you can really push this concept further, So yeah, I'm sure we can come up with ideas that I didn't think off. And really, as I told you, it's up to your imagination. Used this technique and get creative of it.
11. Bonus 1 - Dealing with textures on warped surfaces: Okay. Next thing I want to talk about is the problem. You may come across with worked surfaces, and I'll show you exactly what I mean. So imagine you have this kind of surface. If I triple click on it, you see all the triangulation. Okay, you may work with this kind of thing, you know, especially with, um with terrain etcetera. Okay. And one thing you may come across that if you pick for instance, this texture right here and apply it on your work surface. You see what kind of issue you may come across. You know, we see all the triangulation, Z and specially goes crazy here, you know doesn't look good at all, so you can resolve this by making a projected texture. And what does that do is if you right, click on your texture and go into texture You see here projected right now, it's not a projected texture. It just tries to apply this texture on each surface individually. However, if you transform this into a projected texture, what it's gonna do is that it's going to apply it as if it's a parallel projection to this plane. So let's try again. We pick up our texture and apply it. And now, as you can see, it projected this texture here from this plane in a parallel way on this big warped surface . And now it's perfect. So that's how you deal with work surfaces.
12. Bonus 2 - Dealing with annoying white edges: one last thing I want to talk to you about is something really annoying happening sometimes with your model. If you're really looking into the details, you see this wide line appearing here and actually it appears in many other places as well . You see, here we have these wide lines appear. Although if you're turning around, there is nothing white and the way to deal with this and wise it's happening. It's because the rear faces are white. So if I zoom in here, see that the rear faces are white. So all I have to do is paint these faces in the same color. Then what I wanted to look like Now, as you can see, the white line has disappeared. I can do the same right there. I pick up this one and actually, if I just reverse all the faces, I see that all the inside surfaces were white, so I can paint them now. See, this is something that is that can happen very often, actually, if you pay attention to it, I still have wide lines here. I have white line there. So depending on your view and details of your seen, maybe you want to correct this so that you don't see these annoying white lines in your so detailed and beautiful model.
13. Outro - Don't miss out on the next parts!: the way you are the best. You just finished the first part of the course. Pretty amazing. Congrats. I want to leave you with one last message. First of all, I hope you enjoyed it on done some really useful methods and techniques that you can instantly applying to your work. And if you liked it, please let other students know about it. You know, by leaving a short review, you know how it works. Well, Western to follow courses with better ratings. So your contribution there would be really appreciated. As I said, that was actually the first part of a three past course. And if you missed that information, or if you didn't check the next parts yet, stick here with me for a couple more minutes. So you just learned how Teoh I used textures and materials and had to play around with them and all kinds of stuff. And that really boosts the realism of your projects. So that's pretty awesome already. But the thing is, if you want a present, your designs in a truly compelling way. You know what? That power of conviction within the images then mastering textures and materials alone is not enough. You know, it's like going to a job interview and only focusing on how good you look. It's not only that, right? You gotta know what you're talking about. You have some charisma you get. I make the person in front of you comfortable with you and so on. So I would say that the next part of the cause address a similar aspect in the way you illustrate your projects into images. Okay, so hard to we're gonna talk about components from the three d warehouse. This is really important because they can really add a lot of life into your project. And I'll be going into some quite specific details to make your sees more realistic and believable. So I recommend you go check it out. It's a description below. You'll find the link. Just click. It's insane about section now. If you're comfortable and familiar using all sorts of components, that's fine. You may skip that part of the course. However, I have to say something between you and me. I created this whole course as a build up towards the third and last chapter. This is where I share what I consider to be my most valuable teachings. I'll be sharing secrets exactly. I'll be showing you how to achieve a captivating image. I'll be talking about visual styles, not breaking them down so that you understand how they were made and so that you can create your own style. I'll talk about lighting on. That is a major element that is often overlooked by many sketch up users. It's really important, you know, in architecture lighting. It's like, you know, obvious. But it kills me how I see so many people just putting any lighting in their scenes. So drives me crazy. I'm talking about that. I will show you how to add depth in your sees by using backgrounds. I'll walk you through how to choose precisely your angle of view based on many years of experience as an architectural photographer, and really believe that these are some key elements that will definitely bring your images to the next level. Berks. And here's the super cool part. You can still apply most of the stuff I'm talking about, even if you're doing renders so using Softwares and plug ins like Lumi on very promotion and escape. So I mean, it's all there actually not only sketch up users, you just happen to be sketch abuser, right? But it's actually anybody who's looking into showcasing his architectural work in three D so really highly recommend you go check out that third and last chapter as well. Also, find a link video. That's it, guys, for me, thanks again for your attention and public catch and give the next part of the course.