Sketchup Make 2017 a beginners guide part 3 | Matthew Abbott | Skillshare
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Sketchup Make 2017 a beginners guide part 3

teacher avatar Matthew Abbott, A Teacher of all things Computer Graphic

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.

      1 Titles

      0:53

    • 2.

      2 Create a Building Plan

      12:43

    • 3.

      3 Create Walls and Make Components and Layers

      7:20

    • 4.

      4 Adding the Door and Window holes to the Walls

      16:13

    • 5.

      5 Create Door Component and Copy it

      14:01

    • 6.

      6 Create Bathroom and Kitchen Windows

      8:45

    • 7.

      7 Create Bedroom Window Component

      9:29

    • 8.

      8 Patio Window

      7:50

    • 9.

      9 Main Doors

      7:50

    • 10.

      10 staircase

      13:20

    • 11.

      11 Staircase Railings

      10:04

    • 12.

      12 Make Kitchen Counters

      9:48

    • 13.

      13 3D Warehouse

      11:52

    • 14.

      14 Apply Textures

      11:09

    • 15.

      15 Add Styles edit Styles and add Scenes

      4:21

    • 16.

      16 Class Project

      1:33

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About This Class

This intermediate to advanced level class will teach you the basics of "Sketchup Make 2017" in simple steps. This class is useful for anyone that wants to create and visualise a building in 3D.

Sketchup is used mainly by Architects but can also be used Furniture Designers, Set Designers, Product Designers Furniture Designers and Engineers, in fact, anyone who wants to create a visual or "mock up" a 3D object or space of any kind be it virtual or physically built.

This class assumes that you have watched the first two classes in the series as a primer if not they are available from these addresses: https://skl.sh/2sdqRNs (Part 1) and https://skl.sh/2RJvqha (Part 2)

Following on from the last class, you will learn how to create the ground Floor of a basic apartment.

The "Make" version of Sketchup is completely free to download and use, and if you want some more specific features such as exporting simple animations you can pay for the full version which is called "Pro". For most people though the functionality of "Make" is generally enough.

The Software can be downloaded for free from www.sketchup.com/download/all

NOTE: Each video has an associated Sketchup file associated with it that you can download to see what I did.

Meet Your Teacher

Teacher Profile Image

Matthew Abbott

A Teacher of all things Computer Graphic

Teacher

Hello, my name is Matthew and I have been teaching all things Computer Graphics to Degree level Students for the last 15 years at one of the UK's Top Arts Universities within the areas of Interior Design, Architecture, Fashion, and Textiles.

Alongside teaching, during this time I have also run a freelance business specialising in Architectural Visualisations. I have produced visuals that have secured planning permission for many property developers and Architects in my local area.

I regularly use software such as Sketchup, Cinema 4D, Blender and Vectorworks alongside some very Fashion specific software called "Clo" (this is "Marvelous Designers" big brother!). I also have extensive teaching experience with Adobe Photoshop, Illustrator and InDesign. And it is with thes... See full profile

Level: Intermediate

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Transcripts

1. 1 Titles: Hello and welcome to my third sketch up glass on school share dot com. This video follows on from my previous to sketch or videos. Please watch them first in order to get the basic skills required for this one. This video is aimed at intermediates to advanced level users. I'll take you for my process of creating a flat or an apartment block, which will eventually going toe a block of flats. We will practice some existing skills learned in the previous classes, as well as introducing some new skills such as layers toe. Organize the drawing better when you have completed the class. Don't forget to click the follow bottom and leave a review below. Right, let's get to the lessons. 2. 2 Create a Building Plan: Hello. In this series of videos, I'm going to make a simple house plan. So to begin with, I'm gonna leave the man in for scale. I'm going to use the pencil, Remember? I always start on the origin, so I'm clicking the origin, moving down the red access. It will say, read access on the screen on. I'm gonna type 15 and then free zeros. So 15 meters basically millimeters gonna zoom out, check the scale of the building against the man, and I'm happy with that. So then I'm going to click on the end. Point it down the green axis. Onda, um, eyeballing it and about 10 meters. Looks good. So that's four zeros. So 10,000. I'm not going to return it back. So that's 15,000 and then go back to the beginning. So I didn't bother type in the measurement on the last one because the measurement was the lines were already correct. Therefore, it bridged across and then it filled in like that. Now the man is no longer needed, So I'm gonna click on him. I'm going to delete him now, Like in the previous series of videos, I created a basic wall outline. I'm gonna do that again on here, and then I'm gonna lay out the block of flats I'm gonna build, So I'm going to use the offset tool. I'm gonna click and drag in. And remember, always let go of the mouse when I've left one of when I've got the initial shape there. So now I'm going to say, but the walls are going to be free. 100 thick. So free Double zero return. Perfect. Now I'm gonna lay out where the corridor there the stairwell in the building will be. So I'm going to use the pencil tool. I'm gonna click in the corner of that wall and I'm gonna point across here. So I wanted to be quite a wide corridor. I'm going to say free meters That looks decent. So free. And then freeze a rose. Now I'm drawing the line across. I'm in the green axis. I could tap the measurement and internally bought because I can infer a can move across when I hit the right spot. It will say on edge on the line will be green, meaning if a click that line will be perfectly perpendicular to that wall and it will work perfectly for I'm trying to do now betweens the the stairwell area on the flat. I'm gonna have a few 100 thick wall. So I'm clicking that line there. I'm moving it to the left free 100 return, which leaves where This endpoint here. And then I could move along again and click up there. So now this area is going to be the stairwell in the entrance to my building. This will then be the flat, which I'm gonna I'm gonna subdivide up. So I'm going to use the eraser to get rid of the two lines. Ivor end. And now I'm gonna put the layout of a basic flat into my building. So I think I'm going to go into the corner here. I'm gonna move along and again about free meters. Looks like it works. Well, let's see. I say four for Look full, Andi, I'm looking at the size here and again. Four meters works. I'm gonna type 4000 and I'm not going to return 4000. So this room here that was pretty going to be the bedroom or the bathroom or something like that. So now I'm gonna put in the 300 thick wall again. Actually, as it's an internal wall, it might be a little bit thinner, so I might go for 1 50 instead. So I measured in 1 50 with straight line tore down this axis. That gives me this green dot I couldn't pointed out here. And what I'm gonna do is I'm gonna make the wall on the other side of the building matchups . I'm gonna recycle this line. So when I go across it for C on edge like that, I can click. I'm gonna measure out again in this direction the green access from this corner. I'm gonna measure out 1 50 and then I'm going to extend this line out here. So I do this deliberately so that can align the next part of the building into the right place. So what I'm going to see now is I'm gonna measure him from that corner and we have the last what? This room here was it for me, too. So I'm gonna have this a four meters as well. Now that looks like it's gonna be a little bit too big, so let's have it at about free and 1/2 meters Onda again, I'm gonna put the line all the way across. That way I can align everything into the right area here. So this is going to be my main bedroom. This will be the bathroom. This will be the kitchen area and the diner, possibly. And then this will be the lounge. So I'm going to now use the line tool again to give this an extra 1 50 Not that on a measuring across. What? That Perfect. Now this wall here needs a bit of thickness. And you see this one goes that side. So I'm gonna go that side of it as well. That's so measured in 1 50 which gives me the endpoint there shouldn't click home. I'm gonna gonna join it to here. Excellent. So now I'm going to zoom in a bit. I've got these lines here that the brake lines on the end of the walls so I don't need that particular line, so I'm going to get rid of it. I've gone overlap here that I don't need that's all cleared that junction up, and then I've got this line here, so get rid of that as well. And he said He's also won over here that get rid off. Yeah. Perfect. So this will be the bedroom. This would be kind of the entrance hallway, and this will be the bathroom. That'll be the kitchen. Or put some kind of entrance through there when I've done it, and then this will be like a lounge kitchen area. Okay. Now, just to divide it up a little bit better, I'm gonna put the entrance into the kitchen now, so I know where it is, and then the room can divide up a bit against it. So I'm gonna measure in from the corner there. I'm gonna measure it in about a meter. Then I can use my inference again cause I want to go this way. I could just point it down the green and type 1 50 actually, and I will be quicker that So that's where the wall is gonna break at that point. And then I could get rid of the rest of this line, but I want to put it in a meter from this slide as well. Okay, so that gives me that brake line, will meet her in Then I pointed down the green towards me like this on a type 1 50 again. So then I can use the eraser to get rid of those two it middle lines. So this is gonna be the kitchen. That would be the lounge diner, the bedroom and the bathroom on the whole way here. And this is the main corridor into the building. So now I'm gonna put the doors on, so I'm just gonna mark on the drawing exactly where I want my doors to be. So I'm going to send to my door on this gap here. So I'm going to use that midpoint and come this way along the Red free 100. They're so that's the centerline of my door. Then I'm gonna move it to the left, and I'm going to say that overall, the door will be 900 across. So because I'm on the midpoint on, I'm going to say that down and left, it will be 450 thick. So 450 So that's half of 900 which will leave me with this break point here, which are then want a copy across. So I've clicked it with a pencil. I'm moving this way and you see it says on edge. So it's correct. It's correctly snapped, but it should be in the Red Access free 100. And if you look in the bottom right of the screen, that's what it says. Okay, so then I'm gonna do the same on this one. So I'm measuring from the mid point again along the green 450 that will leave, move the break point, and then I can come across like that. Then using the eraser, I can get rid of these lines here. So that's the doorway into the flat. So now I want to put a bedroom door hit. I'll say, I want one here, one here and I'm going to slightly inset it. So from that corner, I'm gonna come to the right along the red access. You can't see it, but it's actually read. If you go far enough, you will be able to see it. And I'm going to say it's gonna be 100 and 50 in from that corner. So that really move the screen endpoint. And then I'm moving in the green access and that will be 1 50 there. Now I want a copy over to here. So I'm gonna click on that corner. I'm gonna go straight across to that point there, which is on the opposite side of the opposite wall that draws a line straight over. So then I can use the eraser to get rid of this bet. Right. So that's whether the edges of those two doors are gonna be the door again will be 900 thick. So click on that point, all that one. That's pretty easy to do on that one. I'm gonna move in that direction. I'm going to go to 900. What? That So that gives me an endpoint. That which I can click on. I can then go straight across today, the exact opposite wall like that, and then use me. Erase us. I don't need them. Two lines on them, two lines on that line. Okay, Now I'm going to say that the main entrance into the building will be here. So again, I'm gonna measure in from the corner here. I'll just continue this wall after think. In this case, I'll come out free 100. I don't do the same on this one. So I measured across with a pencil from the corner. In this case, it was down the green axis and it was free 100 over, but because it said on edge, it had inferred the measurement in for me, so I didn't actually need to type it. So now I'm going to use the eraser, but so they will be a kind of a glass door into the flat here. I'm gonna have a window at the back here. So I'm gonna do the same thing. Is this over here? So I've come across in the green axis, have joined it to that wall. I've come across from that point on the green access, and I'm joining it to that wall. And again I erase that lime. So that's gonna be kind of a window course second door. And that could be the same. A window or a second. Or in fact, I might even have a door on both ends. And then I'll put a stairwell in the middle here. Okay. Now you can make up your own measurements for your your flat. What? I'm using these ones, and I'm just basically making them opposite. Go along. So I'm using 300 for the thick walls on 1 50 for the fin walls on just to keep it logical and keeping the walls in alignment with each other all the way across. And to make life easier, I'm gonna make the doors online with each other. Now, if you watch my previous classes, that will tell you exactly how to control the tools and how to create the straight lines and how to do. Inference is and inference locks. So in the next video, I'm going to give the wall some height. Then I'm going to create the tops on all the doorways and the archers. And then from there I'm gonna develop this building or to make it look more free, dimensional and more interesting to look at. See you in the next video. 3. 3 Create Walls and Make Components and Layers: Hello. In this video, I'm going to mark out the heights of the walls. And then I'm gonna put the door holes into the doorways and create the tops off them off as the tops of them will kind of be they were kind of disappear into fresh air. We don't want that. What kind of a little going across the top of the doors on the windows. I'm going to use the components tools well, to turn the floor section here into a component on impossibly going to mark out about Kony area around here as well. So first off, I'm going to use the push pull tool to give the wall some height. So I'm going to click and drag it upwards your seats A random height again. So in the bottom, right corner, making sure you let go of the mouse. First you write in the height that you want your walls to be. So I'm gonna say that mine is going to be 2.5 meters high. So 2500 now everything is blue at the moment. I need to turn all of this around so that the white is facing front. So that I don't get problems in other programs later, arm So command a will select everything and then directly on a selected face. You right, click and you go to reverse faces. So now everything is turned white. And then if I look underneath the model, you'll see Look, that the blue is the underneath objects. Perfect. Now this one as well. This Finn strip of wall here that also needs to go to this height. So I'm just going to use the push portal to get it moving on. I'm gonna infer the heighten. So the tip of the red arrow we'll go on the wall which will instantly set the wall height 2 2.5 meters. So again, that's an inference. And that's something I've shown in my previous videos. Now, if I double click the floor, click, click and then I right click on the selection, I could go to make component. So I'm gonna call this building fool on a make sure that replaced selection component where a place selection of component is selected. First, there's got a tick there, check the names, correct. And when I'm happy, I hit, create, so that creates a floor component that is all over the building, and it kind of separates away from these wall objects Then So now I'm gonna go into using layers which have not used so far. So under the window menu, I'm gonna go to the layers palette, which is here on this will bring this palette hair up. So I'm just gonna stretch spread to spread it out a little bit, and you'll see that it's got a plus on a minor. So possible create a new layer minus will delete a selected layer. So I'm gonna hit the close, and it's by default. It's called layer One. So I'm gonna call this floor and then hit. Return now with the black arrow. A click once on my floor object. You'll see the blue borders appear for it on the entity info palette, which is that if it isn't open on yours, you need to go to the window menu to enter T info. Okay, if it's got a tick, is active. If it's got a horizontal line next to it, that means it's minimized. So now the floor is selected on the entity info palette. You'll see it says component one in model and it lives currently on layer zero and it's called Building Floor. So that's all good. Apart from Malaya. So I'm gonna click on the little blue arrow to the side of the layer on select floor now to check. It has gone to the right layer on the layer pallet. There's a visibility column and it's the one next to floor that we need. I'm gonna take that little tick, so if I click it, the floor should turn on and off onto DeCota my drawing and make selections easier. I'm gonna leave it turned off for the moment. Now I'm gonna put all these walls onto one object onto one component. Sorry. So I'm gonna click and drag over all of them, so they're all selected. I could also don't command a there and then on a selected face, I'm gonna right click. I'm going to go to make component. I'm gonna call it flat woes. So this is one floor in a block of flats are making, So I called it flat walls. I've got a making sure again, that replaced selection component with component is ticked on. Then I hit the create bottom and that man creates a component of that. So now on the layer pallet, we're gonna create a new layer by hitting the plus button again, I'm gonna call this walls. Excellent. Now, if a term of floor layer back on. So on the visibility column next to floor, I made sure it had a tick. I'm going to select everything and then hit the plus bottom. Sorry, right. Click on the selected object and then make component. I'm gonna call this ground floor and again make sure place selection were component is selected. So when I hit the create bottom, it's made one component that is containing a wall component on the floor component. So it's a container within a container, basically. So now on the layer pallet, I'm gonna hit close. I'm going to call this ground floor, then our components on the entity and five pilot look, says component wanted model living on Layer zero called ground Floor. So it's on the wrong layer. It needs to be on our new ground floor layer. So where the latest where it says layers their own entity and we click the little blue arrow on. We go to ground floor. Perfect. So now we can turn the floor off independently. We can turn the walls off independently. I never could turn the ground floor off. Now, something's gone wrong here. So when I click the walls, that should have disappeared. Now I'm suspecting that I've not put the walls on the right layer. So I'm going to double click my component. The edits it. I'm gonna click once on my walls and yet have a look on entity And for a lot. You see that the wall component is not on its layer. It should be So I'm going to click that blue arrow. I'm going to click on walls and then I'm gonna click outside this dotted line anywhere outside their wants. So now I can turn the walls layer off. I could turn the floor layer off on def wanted to and everything off. Turn the ground floor layer off. So that's the walls in place. So in the next video, I'm gonna show you how to put the tops, the lintels on the doors. I'm gonna show you how to put the windows in the walls as well. So I'm gonna place a few strategically around the building. So see you in the next video 4. 4 Adding the Door and Window holes to the Walls: So in this video, if I zoom in on the window of the doors here, you'll see that the doors go straight up to the ceiling. Now, that should be kind of a little going across the top off them. So first off, I'm gonna let that in. Then I'm gonna probably had a few windows here and there across the building on our mark on where the balcony area will be. So first off, let's sort these doors out. I'm going to zoom in. I'm gonna double click. So by double clicking, one of donors have open that main ground floor component up. So if a single click on the walls look, you see this show up, there's one object because the walls are in one component. So I got a double click back component again. Uh, and now, if a click on lines look and faces, you see the showbiz individuals so about to double click twice once to get into the ground floor component, and I'm once more on the wall component to edit the walls. If you don't do that, things don't attach correctly by using these components on the layers, you're going to really organize the project really well, so later on, you can edit to easier, so it might seem like a lot of work at the moment, but it's worth it in the long run to keep it organized. So I'm zooming in on this door. I'm gonna get the pencil out, I'm gonna click the bottom edge of it. I'm going to go now if you look in the bottom right corner of the screen, we made that door that wall height 2.5 meters. I'm going to say that the doors are going to be 2.2 meters high. So 22 double zero. So by typing, landing with the line tall are broken it there. And that's where the top edge of the wall was gonna be. So I'm gonna click it and then go across like that. So I inferred across it said on edge. And that's what drew the horizontal line. A lot of the green access for me, then accused the push portal to drag this face here. Now, if this is not working, it's because this face here is selected. So I'm gonna hit escape ones. Then I contract that face What it will do is once it hits there, it will constrain. So that's the door, Dawn. I've just got these little extra stragglers lines to get rid off, so I'm gonna erase that one on. Then I will erase that one. So now do exactly the same on this door here. So I'm clicking at the bottom edge. I'm going up to two double zero return. There's my break, Kleiman points across saying on edge. So it's correct. And then I can use my push portal across the months it hits here. I'll say offset limited to 900. So then I can use me eraser again and get rid of this line on this one. So that's the two lintels done on them to door. So I'm gonna add one across here on one across here. So same height again. 2.2 meters. So I'm measuring up from the corner to to double zero return Find man point with the line tall click it come across and on edge in effect. So then I can use the push puller across perfect. And then I can use the eraser than to get rid off the two lines at the top so I'm happy with that. So now I'm gonna put a lentil across this open area here so it creates a square arch. So I'm clicking here. I'm measuring up 2.2 meters again to to double zero, finding the green dot comming across on edge, click and then offset that point over to there. Brilliant. So then I've got this line here to get rid off and one on the other side. Perfect. Now I think what I'll do is as well I put a little across here and here slightly more difficult, though, because we're in a war line to go with. But it's nothing too hard. So I'm gonna zoom in. I know that that wall is free 100 fic. So I'm gonna measure down 300 free people. Zero with the line tool that gives me a break and inferior. My son's right. From that point down to there should be 2.2 meters. And that's exactly right. So I'm gonna come across the green access now measure in free 100 a man find the on edge on the blue access going up. They're so then I can push pull that across to this face here. Now, if it doesn't talk on, put your mouth on the target line on that infers the distance, Then so then we clean up side on that line on that line, and in theory, it should all be good on the other side yet that's perfect. So now I'm gonna do exactly the same on the back edge of the building over here. So I'm clicking in the corner. I'm gonna measure down 300 find the break measure n free 100 and then come up 300 in the blue. So it says on edge, and then I'm gonna push Pull. Now, this looks like is a problem. May see that line looks slightly bent. So I just called that one. So I'm gonna hit, edit on do then I'm going back to the pencil. I'm gonna click on that point, I'm open the blue access now it's seen on edge, and now it looks parallel. So I'm going to trust that it's stuff like that that could completely screw a drawing up, making have to go right back to the beginning if you don't look out for as you go along. So you just have to be careful sometimes and keep a close eye on what you're drawing. So I got just that line there to get rid off now. Like that. Excellent. Now what I'm gonna do now is I'm gonna mark in where I want the window here to be. So I'm going to get the pencil tool I'm gonna keep in alignment with the was caught out here to put some kind of internal logic to the building. So I'm measuring from the internal corner there. I measure in one meter because that's how long that over war was in 1000 return. There's my break point so I can measure across, and then I want to measure down free 100 that. So now I'm gonna measuring from that corner one meter, find my break point there is from across free 100 and then down free 100. And then I'm going to join the dots, so that's perfect. Now, bat line isn't needed on that line. Isn't needed on the same there and there. I've got an extra face now here that's not needed. So I'm gonna click on it and delete it. So that's the top edge of my main window. I'm then going to use the line tool toe measure down in the blue. 2200 and I'll do the same on the other side. The effect. Now that's where the balcony window or go. I'm gonna measure out from the base of it in the green access, and I'll say that the balcony area will come out. It's the ground floor, so I'll put it out free meters and then I'll quit the tool. So that's escape. I'll click the base of the over side and I'll come out free meters. So it's a very generous balcony on this one. Um, there's going to be more like a patio area, so that's where the patio will be. And then this wall here needs to have a hole through into the main living area. So that's the push portal hover over that face, and I'm on the far edge, not the close edge and from the far edge of drag towards the close edge, I'm gonna see on face on the mouse on that blue might corruption. I know I can let go. If I can't see it, I wiggled amounts of it and that should them make it make it happen. Then you can let go. Okay, so that is the whole court through for the balcony area, The patio in this case. So I'm going to use a similar technique now to draw the window here, So I'm gonna have a window here. I love. Ah, small bathroom. When those Somewhere here. I don't have one in the kitchen here. Now, I want everything to be at the same height at the top. So I've got a line here on line here, so I'm gonna click from there across to their so I can hang the top of the window off that now. Now I'm gonna measure him from that corner across, and I'm going to say that the window is 500 from the corner of the room, so I'm gonna say five doubles there. Oh, from a break point. Come across, look for on edge and click. And then I can click that point and go right down to the floor. That so Then I got to decide how. Why? Don't want my window to bay. It's a bedroom window. I wanted to let quite a bit of light into the room s so I'm going to go from that side. I'm going to go in. Let's call it 500. It just makes it symmetrical Them Okay, So I'm gonna come across toe there and then go down in the blue. That excellent. Now on the erase. I don't need that line. Well, that one. Well, that one. All that that and that. Okay, that gives me this bit here I don't need. So I'm gonna click and delete that as well with the black arrow and then push pull that in ST technique it'd on there. So from the far side on the push portal to the close slide when it says on face, I can let go. And that's perfect. Now, problem here is I'm not gonna height on it. So I'm just gonna drag this up and I'll say that it's 1.2 meters up, So 1200 return, and then I can use the eraser to erase that line on that line on on the back. I love those same two lines. I'm gonna zoom them under, raced them to. So that's good now. So I got the bedroom window in place again. Big win. Doug but it will do the trick. So on the bathroom, I'm gonna put it in this corner here again. I'll measure it 500 in Onda. By doing that, I got this face here, which is kind of annoying. So I'm gonna delete it with the Black arrow, Find the endpoint. A measure down 300. Andi, I'll measure along the red. I'll measure it to be, I think about 1.5 meters that Okay, And like before I'll come round to the floor. So I'm looking for it. That blue line, And if it Oh, in this case, it says midpoint. I've actually found the middle of the room there. But if it's a blue line above a gnome in alignment cool. So I just click. So then I've got this one. I'm gonna come down to the bomb. Not that, And what I'm going to see now is I'm going to say it's a kind of a narrow window in this room. So whereas before I measured 1.2 meters up from the base on going to measure a meter down from the top, in fact, let's have it slightly smaller. So let's call it 800. Okay, that breaks that line. And then I can come across in the red again. It says on edge. So I know it's parallel. And I know the line is red, so no, I'm in the right direction. So then I can use the eraser to get rid of that guideline, that one on that one. And then the push. Polar, get an angle on your screen like that from the far edge to the close edge, click and drag across. And when you see on face or that blue and white corruption, then you can let go. So if that corruption don't appear on the screen, wiggle the mouse a bit that will then make it attached to the right piece. So now I'm just going to click the zoom extents bottom. Andi, I'm gonna add a window in on this slide. Not going to be quite so big as they are. The ones I'm gonna measure in a meter again. Tow line everything up from that corner. I'm gonna delete that top face with the black arrow and hunt down the endpoint, which should be about there. And I'm gonna come down free 100 again now I'm going to make this window about 1.5 meters long. So 1500. I'm gonna make it 1.2 meters down. In fact, that looks a bit too low. So I'm gonna hit him, do on that one. So that's commands. Add or edit on. Do Now, I want it to be in alignment with the bathroom window here. So I'm gonna click on one end of that one. I'm gonna come down in the blue, and then I'm gonna hold down the shift key. So that's an inference lock. That's what I've taught you in the previous series of videos. So if you haven't checked in the previous videos out, check them out now and that will give you the skills you need to move on. So now get the inference. Look blind goes fix. So when are holding shift? It's Vic. When I'm not, it's fin. So shift means it's locked. Then I can hover over appointments, the right height, which is that one there, and I can click. And then that line is perfectly to the same height as that one. So now I can come back on the red type 1500 and then join that dot over used the race of them to get rid of that point and then use the push pull on the far side to the close slide and it says on face like it does there can let go. So that is the basic building laid out now, So all the walls and windows and doors are in the right position. The final thing to do is just exit the component at it mode. So notice. Look, the dots are still around the building. Meaning was still editing the component. So Black arrow, one click outside. Do you see? It was actually two levels deep. So I gotta click out again because of this line here. So anywhere out there with black arrow click Perfect. So that gives you the basic shell of the building now. So in the next video, I'm going to show how to create a door object. And then I'm gonna copy it into the free door holes, and I'll also create a window object and copy into the window holes, and that one there will have to be unique. And then eventually I'll have to put one in the balcony window and then won an ivor end of this piece Here. See you in the next video 5. 5 Create Door Component and Copy it: So in this video, I'm going to draw door component That will go in this whole, this whole on this one. So I'm going to zoom in on the door. First off, I work on this one first, and then I'm going to rotate into the right direction. So I understand a good camera angle. I'm going to use the rectangle total. I'm going to join it from that point to that point and it should fill in like that. Now I want to work on the front face. So that's blue. That's a back face. I'm going to, right? Click on that and reverse it. Now, if I double click the door, I'll select the face on all the four bounding lines. Now, directly on the selection using the black arrow, I'm going to right click on going to go to make component and I'm gonna call the Component door and then check replaced Selection were component is ticked. It is therefore I can hit create. Okay, so that's one rectangle. Now I'm going to go to my layer palette, which is on the window, and then layers and I'm gonna add a layer for doors. So I'm hitting the plus bottom. I'm gonna call it doors, but now it's a It's a component lock on the edit info palette, which again lives on the window and it invokes you've lost it. There's one of them in the model, and it's living on layer zero and you see, it's called Door. So I'm gonna click on that down arrow. I'm gonna put it on the doors layer that now to check its worked on the visibility part. The little ticks look next to the doors layer. I'm gonna turn it off briefly and then on again. So it disappeared. Therefore, I know it's worked. Now, if I double click my door with the black arrow, this will happen. It will go into the edit mode for it. You can see the little dotty box around the edge now I want to build toe work clearer on it , and I don't want told this quarter around the edges here. So under the view menu, I'm gonna go to component at it high dressed of model. What about? And that gives me just one copy of the door that's visible. So then I can work on that cleanly and clearly without any struggle involved. Now I'm gonna put a frame on the door and then I'm going toe draw the center, part the door. So to do that, it's easiest to use the offset tall. So the offset tall is here on the left side of the screen. I'll click it. I'm on my face. Look, it goes, Doctor, when I'm over it when I'm not, it doesn't, And I'm gonna drag in and let go of the mouse and type 50 and hit return. So that's a 50 mil offset. That would be the thickness of my door frame. And what I'm gonna do is might seem strange, but I'm gonna erase the bottom line on the two sidelines off made. The reason being is if I extended the EC's the current line down. That ought to be a line in two pieces. It's cleaner to go to the line tour. Now click that corner, come down in the blue. So when it's blue, hold shift to do an inference lock and then click my target line. So instead of having a big line in a little line, this creates one line which makes Ryklina model, and then I'm gonna do the same in this corner here. Perfect. Now next door, I am going to give the doorframe a little bit of thickness. So that's the push portal. I'm gonna hit the old key on my keyboard once. I think it's control. If you're on Windows on, a little plus should appear on your push ball tool. What this does is it leaves the current face where it is and then extrude the rest of the shape so it creates that push pull effect but leaves a face on the beginning spot. If it didn't do that, it would be hollow, so I've hit it once. You don't have to hold the key down. It's literally tap it once and forget about it. Check that the pluses on the mouse it is and then dragged the outer ring. We made out in a way like that, and I'm going to say that I want it to be 75 mil thick. So 75 return now. Overall, I want the fitness to be 50 mil on the frame. I've gone to 75 though, because I want to slightly and set it into the wall. So I've got this blue face. I'm gonna push Pull it that way. I'm gonna move in 25 mil. What? That So the blue needs to be inverted. So I'm on the black arrow. I'm going to right click that blue face and I'm going to reverse faces. Now this face, If I double click it, I can delete it. And that will leave me an empty window frame and four little corner points I'm going to click on and then delete Well, more to go. Come. So that's a 50 mil frame. So the thickness is 50 on the height on the whip. Sorry, the whip from the depth. And it fits perfectly into the door hole. So the next thing to draw is the door itself. So again, rectangle tool. I'm gonna go from that corner the back corner, which fills it in nicely and then using the push portal again, I'm gonna push it that way into the model. I'm going to say I want it. 10 million that now we've got an extra face here That's not needed. So with the black, our I'm going to select it and delete it. So now if I zoom into the bottom edge you'll see. I've got a spare line here that's not doing any fence. I'm gonna click it and delete it and just check around my model for more. So this blue face and he's right clicking on and then reverse faces need needs clicking, so that turns it the right way round. Now for a look at the back row, you see, it's still infinitely Finn. So it's still a blue face on the back bought If I use my push portal, it ought again toe can't keep the original face in place I'm gonna zoom in to make life easier I'm gonna drag it to the right on I'm gonna make it 30 mil thick that so inferior for turned the view around Now the old face is still there But again it's just flipped itself. So with the black arrow, right click it and I go to reverse faces that So now when I look around it, I've now got a nice door. Now, the final thing that I'm going to add on to this is a door handle on the right hand side. So the easiest way of doing this, I think, is to go with the pencil tool. Zoom in on this corner here. So I'm going to use the zoom window Hex. It's not zooming very well. So have drama Window. It'll zoom in on it. And with the pencil from this internal corner, I'm gonna measure to the left on. I'm going to see that. Say that the handles going to be about 50 millimeters in, so 50 return. So it's natural break about there. I'm going to say that is 1.2 meters of the world, so want to double zero? Okay, so now got it. They're going to say that's the top edge of the door handle. I'm gonna measure across Andi, eyeball it to about 90 mil thick. So 90 returning the red. Then I'm gonna drop it down. I'm gonna go down 300 and then I'm going to return in the red on over 90 and if it's worked , the line should go fin around the edge like that, and it should separate this island out. So now I've done that. I'm gonna delete the guideline and use push pull to bring it 10 millimeters out. Like so Now, to add a little bit of detail to the door handle. I'm going to use the pencil tool on that top midpoint, and I'm gonna measure down. Ah, I don't come down 90. So then I'm going to use a circle centric upon that 90 line that I've just made on a making sure that I'm on the red. Access like that on going to see the radius is going to be 30 there. Now, I don't need the two guidelines, so I don't need that one. A mat warm. And then I can use the push. Pull Teoh, Give it some height and I'm gonna give it 60 mil on the height there. Perfect. So now we need a natural handle. We can pull him, so that's kind of the barrel part of it. I'm going to use the pencil tool on the top point there. I'm gonna guess that that's the top. I think I'm right on going to come across like that to the middle of the door on the red access on. I'm gonna come out 100 and 30 male. Now I'm gonna find the bottom point to the door, which I think is they're gonna come out again. I'm gonna draw a line longer than a need. And then I'm gonna join that one down on the blue and then erase that line there. So that's created me kind of a handle shape, which then needs a little bit of debt for use in the push pull. So I'm gonna pull it out five millimeters like that. Now I'm going to leave that line. There is a bit of design, so I've got my door handle on very chunky one, but it will do the trick. I'm going to use the Black Arrow to go drag selection over it got back, and then I'm gonna edit Copy it. So that's in the memory now. So if a flip around to the other side of the door because you need to get in both sides, I am going Teoh Oops. I just gotta go back. Have forgotten how far in a media made it. 50 million. Okay, so I'm measuring again from that corner in 50 return and then from the brake line or 1.2 return. What? That cool. Now if I hit paste Command V, the mouse follows me around like this, so I'm going to attach it to this face here. Then I'm going to use this scale tool. I'm gonna get that middle right hand, adult. I'm gonna move it that way. I'm gonna move it. Negative. Warm like So Now I'm gonna double check to see where my handle waas and it was actually aligned to the top left corner. So we're going to zoom in with its still selected and then use the move tall on that top left corner to my top left corner of my guideline, like about. And then I can erase the 1.2 meter line. So that's given me a door handle with some detail on now to stop editing it, I'm going to go for the black Arrow and click anywhere outside the dotted line wants, and you'll see that I've got a detailed door handle of a detailed door. Sorry. So now want that door to be in that hole on that whole? So if it selected, I'm gonna go to the move tool. I'm gonna hit the old key. Wants to get that close on the mouse again. The common point to move it from would be that top left corner of the door. Any corner of the door, basically. So I'm gonna move that corner to back corner. So that duplicates that door object in the new position because we use the same number. It should fit perfectly, double checking it. Yet that works. So I'm going to duplicate it 11 more time. So I'm gonna hit old. That puts the plus mode. Um, so the pluses on the mouse, I'm gonna click that corner on, go to that corner. Now it's in slightly the wrong angle or it's 90 degrees out. So whilst it's still selected, go to the rotate tool, hover on the top of this warlock when it's blue on hold shift that will keep it in that direction. Okay, so we're doing an inference lock. But, you see, it's kind of freaked out a little bit here, so I'm just gonna let go shift a sack and do it on the top edge of the door. Not that. So now I can click the corner of this door, so should be a setting somewhere around here. There it is. So that's the hinge. Then I'm coming off to the right and African see red. I can click, and then I can click on the other side of the door, so that's a little bit of a tricky move to begin with. But after a while it becomes second nature. So with rotate tool, it has to be selected. First. You then click a point that's gonna be the hinge. That's the point. You want to spin it around, then you click a point that's gonna be the handle of the door, and then you drag it in the direction and click on your target or type the angle in like 90 degrees in this case. So in the next video, I'll be drawing the bathroom window on the kitchen when and I so you in a moment. 6. 6 Create Bathroom and Kitchen Windows: Okay, So in this video, I'm gonna make a window object for this window here on because I've used the same numbers in this one on this one. That one component will fit in both holes. So I'm gonna turn the view around. I was like, a sharp view like that when I'm drawing something like this on going to use a rectangle to draw from that corner to that corner, which fills it in visually Now with the black arrow. If I double click it, that will select the face on all the bounding lines, which are then right click on So you don't right? Click out there where there's no selection, you right, click directly on the selection, and then I'm going to make component, and I'm gonna call this back window. Okay? So one of called a sensible, unique name, I make sure that replaced Tick is there And then I hit create. So now that's filled that hole in. And that whole, in theory, is the same size as that one. So what we gonna do now is what's its simple I'm gonna duplicate over there. Then I'm gonna edit it and put some detail on it so it selected its blue. It's got blue line round it look. And that was with the black arrow. I'm gonna click on the move tool. I'm gonna hit the old key one so that that little plus appears next to the mouse and then going to click in that top left corner of the window and then I'm gonna click in the top left corner of that. We know, and you'll see, then those windows are exactly the same size. Now, something I noticed I did wrong on the last German video whiles that door at one and that one need to be inside the main ground floor group. So I'm gonna click that one, hold shift and click that and that I'm going to go to edit and then caught. So the reason is I want them controlled on the ground floor component objects. I'm gonna double click that object, and then I'm going to go to edit on and paste in place. So I want to check the entity info palette. There are free components, the cold door under on the door layer on because it's inside that bit there it will be controlled by the main model. So what I'm gonna do now is the same with these back windows are gonna click that one and shift. Click that one ongoing edit courts them, double click my main object and then edit paste in place. So now the wren on we need a windows layer. So I'm gonna hit the plus button on the layers palette. I make a layer called windows and then on the entity IMCO palette. Look, it's has two components living on layer zero called back window. So on the blue dropped down next to layers. There, I'm gonna click that on Goto Windows Perfect. So now if I double click that window because under the view menu under component at it, we're on hide. Rest of model The rest of the models disappeared. Bought There's a second window here so that if want to get rid of it, is hide similar components. So anything the same is the component Amman at the moment he's showing. But when I click this, it will just show the one component so I can hit the zoom extents Botton. And then I could go to town on edit. In the actual component of making it look like a back window. So first off, I'm going to use the offset er and I, Officer at the door frame 50 mil. So I'm going to do exactly the same here. Perfect. Now I want to divide it into even even thirds. I'm gonna right click on this line. I'm going to go to divide now. It is a segments option in the bottom, right? Bought. You can drag your mouse around as well, and you'll see the dots on the top of the screen here shall walk. And if you hold your mouth still, it will tell you how many segments you've got. But here I want free. And that's giving me free. So I'm gonna click Perfect. Now that'll put a break mark in there, lock an end point. So I'm gonna click that and come down. I'm gonna find the over one, which is there and then come down. Now that's a center mark. That was 50. I want this to be 50 so I'm gonna offset that one. So I'm going to draw a line to the slide of it. 25 mil. Find that in point on, draw it up, and then cause I know whether it is almost measure 50 to the left, find the on point and drove down. So I'm gonna do exactly the same down here now. So 25 in then go up to the top. It snaps on it, saying on edge perfect. Click it click again. Come across 50. Find the end point again. Calm down until it says on edge, and then click. And then I can use me a race or then to get rid of the lines at the top there on the two remaining ones at the bottom effect. Now I'm going to push pull this face here back 25 mil. So I'm gonna hold there. I'm gonna hit the old key. So I see the plus again, I'm gonna move it back to five. Return. Perfect. Now I moved it back 25. I will not to be 10 mils beyond 25 So that will be 35 So I'm gonna push it back. 35 Return on. I'm gonna do the same on this one on the same on this one that now this blue face is no longer needed, so I double click it and then I hit backspace, which gives me these little endpoints here, which I'm just going to delete Bear with me a moment. Also, delete these couple more to go there. That's all of them. So now the blue needs reversing. So right, click on it. Hit reverse faces. So that's my window in free sections now I need to draw the back edge of the window now, So to do that push, pull it old. So the pluses on the mouths pull that face to the right. I'm gonna give it 50 mil. What about Excellent. Now that front face. And he's right, clicking on again and reversing with the black arrow. And then these faces here, the glass, the free blue ones, which at the moment are infinitely thin. So push, pull, hold down the Okay, well, hit it once. Plus, is on the mouths gonna hit escape once there because it is. It's kind of stuck in a broke mode. I'm gonna move it to the left and I'm gonna move it to the left. Five mil. Sorry. The right. Five millimeters. So you hit old, you drag it to the right five Mil Holt, drag to the right five Mel there. So now the glass pane is five millimeters thick, but the front faces a messed up again. So I right click the blue ago to reverse faces, and I do not two more times they're So I've clicked outside. That's giving me my window. And you see, I've got two copies off them. So when you do it this way, it saves you time and effort. And it means if you want to turn your windows off, you can just by turning the layer off like that and you'll see locked, my doors can be turned off that way as well. So I'm just gonna spend my view back around to my standard view on What I need to do now is I need to model this window here, then the big patio one and then the to end one's. Okay, so the next video will be modeling this bedroom window. But first I'm going to click outside this selection area to stop editing that component. See you in the next video 7. 7 Create Bedroom Window Component: now in this video, I'm going to concentrate on making this bedroom window here. So first off, I'm going to zoom in on it. And then with the black arrow, I'm going to double click on it. So that gives Minnis dotted line here around the edge of the shape. Look, Meaning? I'm editing the main ground floor component. Now I'm zooming in to make life easier. I'm going to use the rectangle tool from that corner to that corner there. The technique come using, by the way, is exactly the same as the window technique from before. I'm just gonna modify it slightly. So I've got that of drama basic shape on a double. Click it, then right, click it and then make component. This is the bedroom window. So that's what I'm going to call it. I'm making sure replaces, own and then I create. Now it's living. Look on layer zero on the entity info palette. So put it on the windows layer. Now, if I'm right, if a zoom out a smidge, I could turn the windows layer off now and you'll see that that new window will then disappear. So I've turned it back on again. Now, Now I'm going to double click it. And then you say I've just got one copy on the screen. Now I'm gonna push it in 10 millimeters. So hit the all key again. I'm on the push. Polar. I moved in 10 mil. Where? Okay, then with a black arrow, a double click the blue face and delete it. And then I get rid of the little straggler lines that are in the four corners. So last time I did it in a slightly different way. But I think this way is slightly more efficient. So I'm going to go with this way now that blue face needs reversing. So I right. Click it on. I go to reverse faces. Perfect. Now I'm gonna push Pull that it in the old key. First to the right, and I'm gonna make it 50 mil thick, Gord. Now this blue face here needs to be inverted. So Black arrow, right? Click it reverse. Then I want to do the 50 million set that I did before. So that's the offset tool. Come in. 50 return now and the last window. I have free pains. I'm gonna look to see what visually works of this building on this one. So I'm on the black Arrow. I right click that line. I go to divide, I'll give it a little bit spacing. So I'm moving my mouse left and right. And before the windows were about 430 wide when I looked at the segment part. So I'm looking at the yellow hint and I wanted to be a similar number for eight free. Close enough will go with that now. So I know where they are. I'm gonna click every over one and delete them. They're so now. Kans, clearly see where all of the segment saw from my window. I can then draw the vertical lines down, remembering to have escaped to quit the tool when you need to. Excellent. So now I know where all the verticals are on the window. These are the centers mind. So I'm gonna measure out to the side like a did last time. 25 mil. Then I hope and now this time I haven't got a reference line. So I'm gonna hold down the shift key and just click a point that's at the same height that I need and that gives me the right heart, then. So, um, food again. I'm going to go to the left. I'm gonna move to the left 50 which breaks it. And then I'm going to go down and infer again by holding the shift key like that. Now, to make life easier, I'm gonna go from that top corner. So that corner. So I'm gonna put the top some basically for each of these shapes. And then it's a case of repeating this process than all the way across there. That one to the right, 25 hoop Hold, shift, Click. The top line income across 50 found the endpoint come down. Perfect. Now this line here looks a bit thick. I'm suspicious of that. So I'm going to click on it. I'm going to delete it. Now if the face vanishes, you know it's not connected. In that case, it was connected. It was kind of lying to me visually. Okay, so I'm happy with that. I'm going to come across this way, then 25 return and basically repeat. Why did on the right there last one, and we're done now. I'm gonna use the eraser to get rid of the middle lines at the top and bottom of these faces. Now that does look a bit suspicious there, where that line is thick. I'll find out if it's a problem in a minute. Okay, now, if I can click that face there and it gets a boundary line, then I know it's worked. In this case, it hasn't you see that it's leaked there and they're so there was a problem. I'm gonna delete those four lines because they misbehaved. This happens on complicated models. It's totally normal that point across 50. Then I'm going to escape, and I'm gonna measure him from that one across 50 in the opposite direction. And then I can use the rectangle tool from that point to that point. And I see the line is Finn. So it's behaved itself this time, so get rid of those two guidelines, and then I will repeat them here and here. Then I'm going to use the rectangle tool from that point to that point and finally erase my two guidelines. Excellent. Now and then you get a nice, sharp angle and then I'm going to use push, pull on the far edge dragging to the close edge So far Edge to close. When I see on face, I can let go And I'll do that all the way along. And that then puts the window hole there glass hole into the windows. Now I want to put the glass in the window, so I'm gonna go from there to there with the rectangle tall. Those might seem counterproductive, but it works. So I'm filling a member of the rectangle groups that will messed up, but that, uh and finally that one. So the idea here is I've got the front edge of the glass that's going to be set in five mil at 10 mil, and then I'm going to give it a five mil thickness like it did on the back windows. So from the far side to the right, I'm gonna move it 10 so I could get moving, then attachment on Bren. I'm gonna do that all the way down about that, and then finally give it some thickness. So hit the old key a direct to the right again, and I'm going to say five return. So old drag right? Five return. Oh, drag right, five return. And so, um, so the old. It's important. If you don't do the old, it will move the face and I will leave a hole behind. So now on the back. Look, I've got all my glass there. See that? So these front blue faces just need reversing now. So that one shift click that one. That one. That one. That one. And that one. Then I right click and is a reverse faces option. So now that's my bedroom window in place. So it's Exeter. Click outside it. Zoom out. And then I could click outside again. That so that's my bedroom window. Now I'm just going to check it out. Yep. It's nice and inset into the wall. Just I wanted that. So, on the next video, I'm gonna draw this large patio window here, and then the video after that would be the front and back windows for this hallway area. See you in the next video. 8. 8 Patio Window: Now in this video, I'm gonna work on creating this patio window, so I'm going to zoom in on it, double click my model. So that means I'm editing the main ground floor model. So anything I create now we'll go inside that model. I'm gonna start like I did in the last video on the window, because that was nice and efficient. Sorry. I'm gonna create a rectangle from the bottom left corner to that top. Right? Then with the black arrow, I'm gonna double click it right click it and make component. So this is gonna be called patio window. So then I check the replaces. Ticked, um Then I hit the create bottom, and then a double click my patio window. So, like I did last time with the window because that was a nice, efficient process. I'm going to use the push portal. I'm gonna hit the old key once on going to set it back. Now, the wall is thicker on this one, so I'm gonna set it back 50 mil. Okay, then on the Black arrow, no double click the blue face and hit delete. Then I've got the four little corner pieces that I don't want. So I'm going to select them and delete them. Perfect. Now the blue needs reversing. In fact, I think I'll leave it. I'll go to the push portal. I'll push. Pull it back, Onda, I'll drop it back. 100. Okay. So thicker than previous ones, But it's kind of an external door, so I'd expect that Now I'm gonna use the offset tool again. I'm gonna drag it in. But that on going to say in 50 Perfect. Then with the eraser, I'm gonna get rid of that sideline the bottom line on the right hand line leaving you with that top internal edge. Then with the pencil tool, a click that corner, get it in the blue access and hold shift, and then click any point on the bottom and then to end their ICT escape. So I'm gonna do the same on that side. That son, that's the main kind of shape of the building sorted. I'm now going to create the divisions on it. So on that line there that I'm hovering over with the pencil through the red mark on it. I'm going to right, click and divide it. And I want needs to be bigger this time. So I'm looking at the numbers on the segments on four segments. Looks perfect. So they reach about 1.2 meters across, which gives me four even divisions that now. So I know where the brakes are. I'm going to select the second segment in with the Black Arrow and delete it on the 4th 1 So now I can clearly see where the ends are of each segment. So then with the pencil e, click the line. I mean the blow access hold shift and I click my target point. And I do that on all the endpoints like that. Then I joined that top corner point to that top corner point, and that creates before even divisions. And like it did in the last video, I'm gonna measure him from the base all the top in 25 from the end point of made. And then shift when it's in the blue and click my target point. Then I'm gonna click that green dot Come to the left, type 50 and hit. Return from the new endpoint, come down into the blue on hold shift and then click that target point and I'm going to repeat that all the way across. So base out to the right. 25. Find them Point open the blue hold shift. Click a point on that target line. Joined on that in point left. 50. Fund the new M point. Come down into the blue hold, shift, Click my target point. Perfect. And then one more time. That one. 25 to the right. Fun man point hope old shift clip my target And that one last time across 50. Find the new endpoint down in the blow. Old shift. Click on the target. Now I'm gonna have to clean up now with the eraser, so I'm going for their race. It'll look pink. One I'm going to get rid of the corners on the top edge is only like that. Excellent. Now I'm going to use the push Pull tall on the far side to the close side and I'm going to do that all the way along my body. So that's the basic frame drawn. So now again, we're gonna put the glass in so rectangle tool that point the to that point there, I'm gonna do that all the way along. So one corner of the window to the over corner. Basically like that. Then I use the push portal. I'm gonna drag it to the right 10 mil and then hit Return. Now it's done it You just can't see it. So I'm gonna click that, But I'm corner point and erase it and that will reveal what I've done then so that's offset the glassy in five mills to the 10 miles to the right. So I'm going to do that another free times. Now delete that warm zoom in If you're struggling to see it, that so that's in position now I could rotate them. Reverse those faces. Now I'm just gonna push pull them cause I got the suspicion that they'll correct themselves . So I'm on the push pull. I'm dragging to the right. I'm gonna say five return. You see, it's correct on that one. So that worked. I'm gonna hit the old again. Track to the right. Five return Hope Right five. Return Holt, Right. Five return. So it corrected. Some of them didn't correct. All of them know. So I'm gonna do that manual. So Black arrow, right. Click the face. Reverse it on one last time. They're perfect. So now black Arrow and click outside the dotted line, which will de select it and you'll see. Now I've got patio window. So in the next one, I'm gonna draw this component here, which will be duplicated over to here. But first, I gotta put this one on the window layer. So you see, I've selected it with the black arrow and you'll notice. Look, it's on layer zero. So that means changing for windows and again, Just a double check of got on the windows right now. Could see everything. I'm gonna take that visibility next to windows on the layer. Pallet, he said, have all turned off. So it's all worked, so I can turn it back on again now. 9. 9 Main Doors: Now in this video, I'm gonna work on creating this patio window, so I'm going to zoom in on it, double click my model. So that means I'm edit in the main ground floor model. So anything I create now we'll go inside that model. I'm going to start like I did in the last video on the window, cause that was nice and efficient. Sorry. I'm gonna create a rectangle from the bottom left corner for that top, right? Then with the black arrow, I'm gonna double click it right click it and make component. So this is gonna be called patio window. So then I check the replaces. Tick, Tom. Then I hit the create bottom, and then a double click my patio window. So, like I did last time with the window because that was a nice, efficient process. I'm going to use the push portal. I'm gonna hit the all key ones on going to set it back. Now the wall is thicker on this one, so I'm gonna set it back 50 mil. Okay, then on the black arrow on a double, click the blue face and hit delete. Then I've got the four little corner pieces I don't want. So I'm going to select them and delete them. Perfect. Now the blue needs reversing. In fact, I think I'll leave it. I'll go to the push portal. I'll push. Pull it back, Onda, I'll drop it back. 100. Okay. So thicker than previous ones, But it's kind of an external door, so I'd expect that Now I'm gonna use the offset tool again. I'm gonna drag it in like that on going to say in 50 the effect. Then with the eraser, I'm gonna get rid of that sideline the bottom line on the right hand line leaving you with that top internal edge. Then with the pencil tool, a click that corner, get it in the blue access and hold shift, and then click any point on the bottom and then to end their ID escape. I'm gonna do the same on that side. That son, that's the main kind of shape of the building sorted. I'm now going to create the divisions on it. So on that line there that I'm hovering over with the pencil through the red mark on it, I'm going to right click and divide it and I want needs to be bigger this time. So I'm looking at the numbers on the segments on four segments. Looks perfect. So they reach about 1.2 meters across, which gives me four even divisions that now. So I know where the brakes are. I'm going to select the second segment in with the Black Arrow and delete it on the 4th 1 So now I can clearly see where the ends are of each segment. So then with the pencil e, click the line. I mean the blow access hold shift and I click my target point. And I do that on all the endpoints like that. Then I joined that top corner point to that top corner point, and that creates before even divisions. And like I did in the last video, I'm gonna measure him from the base all the top in 25 from the end point of made. And then shift when it's in the blue and click my target point. Then I'm gonna click that green dot Come to the left, type 50 and hit return. Find the new endpoint, come down into the blue on hold shift and then click that target point, and I'm going to repeat that all the way across. So base out to the right. 25. Find them Point open the blue hold shift. Click a point on that target line. Joined from that in point left. 50. Fund the new M point. Come down into the blue hold, shift, Click my target point in effect. And then one more time. That one. 25 to the right. Fun man point hope Old shift clip my target and that one last time across 50. Find the new endpoint down in the blow. Old shift. Click on the target. Now I'm gonna have to clean up now with the eraser, so I'm going for their race. It'll look pink. One I'm going to get rid of the corners on the top edge is only like that. Excellent. Now I'm going to use the push. Pull tall on the far side to the close side. I'm going to do that all the way along like that. So that's the basic frame drawn. So now again, we're gonna put the glass in so rectangle tool at that point, the to that point there, I'm gonna do that. All the way along So one corner of the window to the of a corner, basically like that. Then I use the push portal. I'm gonna drag it to the right 10 mil and then hit Return. Now it's done it You just can't see it. So I'm gonna click that bottom corner point and erase it and that will reveal what I've done then so that's offset the glass in five mills to the 10 miles to the right. So I'm gonna do that another free times now, Really That warm? Zoom in. If you're struggling to see it, that so that's in position now I could rotate them. Reverse those faces. Now I'm just gonna push pull them cause I got the suspicion that they'll correct themselves . So I'm on the push pull. I'm dragging to the right. I'm gonna say five return. You see, it's correct on that one. So that worked. I'm gonna hit the old again. Track to the right. Five return Hope Right five. Return Holt, Right. Five return. So it corrected. Some of them didn't correct. All of them know. So I'm gonna do that manual. So Black arrow, right. Click the face. Reverse it on one last time. They're perfect. So now black Arrow and click outside the dotted line, which will de select it and you'll see. Now I've got patio window. So in the next one, I'm gonna draw this component here, which will be duplicated over to here. First, I'm gonna put this one on the window layer. So you see, I've selected it with the black arrow and you'll notice. Look, it's on layer zero. So that means changing the windows. And again, just a double check of Got all my windows right now. Could see everything. I'm gonna take that visibility next to windows on the layer pallet. You see, they've all turned off, so it's all worked, so I can turn it back on again now. 10. 10 staircase: OK in this video, I'm going to draw the staircase. I'm gonna draw it in this area here. Someone's gonna zoom in on it. Now, First stuff, I'm gonna draw it separate to the main model. Then I'm gonna put it in it later on when I've drawn the initial shape. So I'm going to get the pencil tall out the line tour and find the midpoint. It's gotta be around here somewhere. Well, you Well, now because it's inside a component. The midpoint is a purple icon. Purple pink. So if I was editing the actual wall object, it would be blue. I'm gonna click it. I'm going to drag it down in the blue, access to the bottom. And you see, Look, it says mid pointing component. So that's gonna be the center line of my staircase. In fact, I think, how have it is the right hand side Now, next up, I've got to decide how long you want the actual stare part of the steps to be So I'm gonna click there. I'm gonna move across Andi, I am going to say 2.5 meters. In fact, let's push for free meters if you now look a bit better. So I typed the non Bren 3000 hit return. And then I'm coming down to the floor level, which is there, and then returning back to the beginning there. So by doing that, if I double click, I've got this square here. Now, this rectangle here. Sorry. So what I'm gonna do now is in the right click on make into a component. And I'm gonna call that component stair case make sure replaced. Selection were Complainant is ticked and then it create there dome. Now, if I double click it, I can edit it. Now, What I'm gonna do is I'm going to divide the top. So in the middle, I'm gonna put a landing object. So I'm going to use the pencil tool from the mid point I noticed this time it's blue, because from inside the component, I'm only gonna click on the opposite midpoint. So in theory and gonna have it going up like this and then across like this So the sterile have a landing in the middle. Now I'm going to decide how big I want the landing to be Onda. Good size for a landing is about 1.2 meters. So I'm gonna write 12 double zero return, which will break it. So I'm gonna draw vertical line there. And then from that mid, I'm going to draw a line to the bottom like that. Excellent. Now I'm going to click on one of these vertical lines of just drawn right, click it and then hit Divide, and I'm going to move the mouse up and down to look at the segments, and I'm looking at the link for the segments. So this is five segments and each step is going to be 2 50 high. That's a bit on the big side. So I'm looking for about 1 80 ish, 208179 That looks like promising that seven steps has to see what eight looks like eighties 1 60 offering us a little bit shallow, so I'm gonna go with seven steps. Seven segments now, so can read it easier. I'm gonna delete every other segment. Now I can clearly see where they start and end and one of done that I'm gonna draw some lines across, so I've clicked on the endpoint of that segment line. I'm gonna go away across like that hitting escape if you want to quit the tool. Okay, so about their the rises of steps. So now I need to put the tread part of the step where your foot would actually go. So I'm going to right click on this line here at the top. It can be any of the lines over. It's easier to go top or bottom. I'm going to go to divide again. I'll put it to something that looks roughly right. So that's 250 deep. That might be a little bit big. That's 2 to 5. That looks better in my mind's eye. I'm going to click on that and again, I'm going to delete every over segment, and that's purely for eligibility. So I can see Well, I'm start on end. So from the I can click on the one of the end of segments on, bring it down through all of them like that. So what I've ended up with now is a simple grid. So what we're gonna do is we're going to use the eraser to get rid of lines that we don't want, and this creates the top part of the step then. So I'm dragging down and right, and that has created the top edge of the staircase. So now we don't need all of this information now. So again, I could swipe with me a race at all over any line that I don't want, so that's a little clean dope. Now, on this part, I'm leaving the underside. I'm gonna even look kind of a gap like that. Now, the reason I left that gap Waas to put a shape on the bottom of the staircase. So I'm going to use that corner there to that corner there. But that looks a little bit thick to me. So I'm actually gonna do is I'm gonna drag this down here. So I've clicked a line on that corner. I'm coming down in the blue and I'm gonna click that base piece. I'll click on the bottom of that line and I'll come up to that line there and that looks a bit better for me. So then I can delete he's angled lines on the underside of stare my back. Cool. Now I need a horizontal line for the underneath area of the step, so I've used it from, And I've come across the green access to their and then this one needs extending out to meet it. So I'm gonna click that endpoint, come back along the line on hold, shift, and then come the other way. Touch any point along this target line, and then click. And then I can delete that line there. So inside the inner side view, an elevation view. I've now got some steps going up a landing, and then I need to do the same up here. But now I've got this I can use as a template. So I'm gonna delete this line. I'm going to double click that shape and hit command. See, that will copy it now, outside of the object, I'm gonna hit Command V. I'm gonna drop it down. Clear of this object here. So why don't The reason I've done that is so that I can mirror it. So with its selected, I can hit the scale tool, which is here on the left. I can click that dot there on the middle left. Move it to the right and you'll see in the bottom right corner of the screen. I want to go minus one which will exactly mirror that shape. So now I've done that. I can use the move tool. So it selected I'm gonna hit the move tool, and I'm going to click that bottom left corner there. Now, that's nearly working. I've picked the wrong kind of base point now. So what I'm gonna do is I'm gonna click this this point here. Thank nearly not quite happy with that. So I've dropped it down out there again, So I'm gonna click on that corner point there now. Now it's kind of worked, but I want it to be a little bit higher ups. I'm gonna drop it again. I'm gonna click on that bottom right point ideal They go. So it took a bit of trial and error bought. It's given me a landing now, so it's giving steps up and then stepped up again with the landing at either end. It doesn't matter that this is falling short, because in a moment I'm going to use the eraser like this to get rid of the trouble area. So I'm gonna keep that line in the middle. That's useful still. And what I'm gonna do then is use my extra tool to give this piece some thickness. And I'm going to say that I want it 1200 wide. In fact, that looks a little bit too wide. So I'm gonna hit on dough. I'm gonna go 900 wide that now this line isn't needed, so I'm gonna get rid of it. Then I'm gonna drag on this one. I'm gonna get this 900 wide, and now we will see that I've got a slight problem. You can walk up the steps, but you can't walk to the landing. Okay, so not a problem. I use the push pull tool again. I'll bring out another 900. What? That And then on this face, the back face, I'll bring that across. 900? Yeah. So now we've got this useless line here, so we'll get rid of it. And then we need a bit of an area below the landing, so I'm gonna click their toe there and use the push portal on that face to bring it across . So now that's the middle Landon Sorted port. There's this whole underneath here. Look, that needs fixing first before I go any further. So it's a really easy one you click on that corner, you go back on the curve on hold shift and that should then meet the over one perfectly like that on, because it's simply that Cornet er there I could do it on the other side are so I can click one to the over. So now I've got there to race that one. That one, that one got one have that one, and that has created a perfect stair object. So in the next video, I'm gonna put a banister on the stairs. So I'm just gonna exit this sir component and it here. So that's black Arrow and click anywhere outside the dashes dots. Even they're so that's got my staircase in position. I like how it fits there in the building. I might just move a longer little bit, actually. So I'm gonna click on the bet on the object. I'm gonna use the move tool Click on that bottom corner. Move it there. Ideal. So now I've got it in the right position. I'm going to cut it. So that's command X or edit court. I'm gonna double click on my ground floor object and then edit paste in place so that will drop it on exactly the same spot. So now we need a staircase layer on the right here. So I hit the plus. I'll call it the case and then on the entity info palette. It's a component is one of them in the model. It's called Staircase, but it's living on layer zero, so it needs to go into our new layer called Staircase like that. So now when I click out the object, my staircases in position. So like I said earlier in the next video, I'm gonna put some banisters on this on the staircase. See you in a moment. 11. 11 Staircase Railings: Okay, So in this video, I'm going to add a railing around the edge of the staircase. So staircases inside the main ground floor object. So I've got a double click, the main ground floor object. Now, that's my my component for my staircase. I'm gonna double click on that, and then I'm going to zoom in on it. Now, I'm just gonna modify it slightly because I don't actually need this area here because that will be on the floor above. So to do that, I'm going to use the push, pull on that face there to bring it all the way back to their like that Oops thing. Quite want to do it like that. So what about what I actually meant to do? Their sorry was to click that point there and come down in the blue access and draw it to that that age there. Okay, then I am going to continue this line here across like that, and then delete that line there. So I'm going to erase this corner on this corner and then news to on that one. So that's broken this side of the staircase. But that's easily fixed. That corner would join to that corner of the staircase and that fixes it. But now you see the faces in reverse. So I'm going to right click on that and reverse it. Now, it doesn't matter for that tops infinitely, Finn, because what I'm gonna do is I'm going to hide the edge on the floor above when a drawer it eventually. So now what I'm gonna do now is I'm gonna mark in where I want the actual banister to be. So I'm just getting a nice overview of May object like that. And I'm going to use the pencil on that bomb corner on gonna measure ORP, and I'm going to say that the banister will be 900 up. Might that So then I'm gonna do the same on that corner, go in the blue 900 up, and then that can join the dots like that. So did the same on these two corners. 900. So the 900 toe there Onda on this one, the number is going to be ever so slightly different. So it's actually going toe is gonna be 900 up from that which will then have to blend into this banister here. So what I'm gonna do is I'm just going to join that one toe that one and then that one toe there, and I'm gonna draw the 900 upon this piece, and then I'm going to join those two dots together. So you see, it's steps up there. I don't want that to actually happen. In reality, I want this line just to go straight down, so it will meet about there. So I'm gonna click on that point with the line tool, move back and then move forward. So I get that pink line. Hold on, shift and click my target line like that. So then I can delete that line there. Now, this side of the stair will also need a banister. So I'm gonna drama 900 line up on that side on my 900 line up on that side, enjoying the dots, and then I'll do the same down here. So a 900 lineup and then this one again is going to be slightly different. So I'm gonna get that point there, move along in the red access, hold down, shift the locket and click there. So then that gives me a point to hit there, Ideo. But in reality, this would continue. What? Pluck something like that. Okay, so now this line isn't needed. So in fairy. Yep, that's worked. That should create a trigger shaped like that. So that's the the edges of the banisters imposition. So what I'm gonna do now isn't gonna work detail to them. So now I'm going to use the push portal to pull this face towards me, and I'm going to move it. 50 Mel groups fifties A bit bigger there. That's because of wrote 500 instead. So I'm gonna git commands there, drag it 50 not 500 this time. And then I'm gonna do the same on that one, and then the same on that one. Okay, now, on the down list stare objects. I need to bring these in 50 millas. Well, so I'm going to start there. I'm gonna bring a n 50 return double. Click that one double click that warm. That one. I'm not one. Okay, now some of the faces of mess stoke, so I'm going to reverse them. So I'm going to select them with the Black Arrow doing a drag selection right to left right click on do reverse faces. And then I'm going to do the same. Appear right, Click reverse faces. And that leaves me of one here. That's the wrong way around, which you can right click on reverse individually. Now, because I created this. We're a normal push pulling. I didn't hold down. The old camp is going to rebuild these faces here. Whoops. So connect that one too. There that want to the floor like that? I went to the corner like that. That one too bad like that on that one down like that on the mount corner will need connecting. So you just work your way around trying to find all the corner points. And now it all looks like it's working apart from this area here. So these two faces So I'm going to use the push portal again. It escape if it doesn't function the old so it doesn't delete the original shape and drag it 50 towards May and then the same here old Drag it to me 50. Now that screwed up somehow. So gonna drag that one again. So old drag. And I'm gonna infer to that face cause it messed up Now that line isn't needed. That line isn't needed. I'm not little woman. Ah, that overlap isn't needed there. That overlap isn't needed. It is a problem there to fix a swell. So the only problem there is that this face is back to front. So I'm going to right click on it and reverse it on the same problem here. Right Click Reverse. Now, this sort of pattern isn't needed here. So I'm going to use the eraser to get rid of that line on that one. That diagonal. And then those two lines Ah ah! I found that that line isn't needed, so that could go away. And then I'm just going to do a quick check. That one isn't needed as well. So that will go. Excellent. So now I've got Bannister running all the way around the steps. If I wanted to, I could go in there and put some clothes of details like verticals and horizontal walls, and I could really go to town on it if I wanted to. Now, as a final touch, I don't need these diagonal lines here looking at them. So I'm going to get rid of them on these two end rectangles they can revert, be reversed. A swell They're never going to be seen. No, Because that that those three little faces there, we're gonna be hidden by the floor above when I put the floor in. So I'm happy with that edge. I'm happy with that edge. Andi, I am happy now. We have a badge apart from that line there, which is not needed, so I'm gonna get rid of it. So one final scan through what is a line Mary don't need? So that can go. So the more lines I can get rid of that I don't need. Now, the more efficient the model is these elitist handle later on. And the more of these blue faces I can get rid of or hide Now, the easier it is later, Um, now, actually thinking about it, this little blue line here is not needed on that one there. Oops. Now that one was needed because that one disappeared. So I'm just gonna hit him do on that one and that one. So I was trying to make it more efficient there, but those lines air actually needed, so I'm gonna leave them in place on a model of this complexity. That's totally fine. If it is really complicated, then I would try and make it more efficient. So I'm happy with my staircase now, So I'm gonna click outside and you'll see I've now got a staircase object with some railings running around the edge. So in the next video, I'm going to draw a kitchen counter in here. I'm gonna put some detail in this kitchen area. See you in a moment. 12. 12 Make Kitchen Counters: next stop. I'm gonna put some furniture items from kitchen cupboards into the kitchen area here, so I'm going to zoom in on it. Andi, what I'm gonna do is I'm going to use the thickness of the wall is the edge of the counter . So this this wall here came out warm. Ito when I drew earlier. So I'm going to use a pencil on that corner to come across to hit this wall here. Okay, So I'm gonna measure him from that corner 1000 like that that give me a break point there, and then I can come down the red access hold, shift the locket. That's an inference lock again. And then I can click any point, Any known point on the edge there. So then that will draw it to the right length. Hold shift. Andi, I wanted to be level with that point there. Perfect. Now that line isn't needed on the face isn't drawing at the moment because these lines here are not actually there. We've only got free lines drawn there, every finances inside the main ground floor component. So I'm gonna click on that corner and go to that corner and then that one to that one. That one to that one. So that one and finally that one. So that will draw that now, that horrible balloon white pattern you seeing That's where two faces are occupying the same spot in a moment. That's not gonna be a problem, because I'm going to give it some solidity and you won't even see that area. So I'm gonna use the push poll. I'm gonna drag it up, and I'm going to say that the kitchen counter will be a meter high. So 1000 return Perfect. Now so I can edit easier. I'm going to double click it. I'm factoring in a triple, click it 12 free, and that will select everything select attached to that face so things like the component aren't attached to it. The separate But all these faces and edges and stuff are so that's all selected. So I can right click, make component and because it's the kitchen counter. Whoops. I can't spell again kitchen counters like that. That's what I'm going to call it. Make sure it places on and then hit the create bottom. Perfect. Now I'm gonna create a layer. So in the layers palette. I'm gonna hit the possible Tonight, I'm gonna call it kitchen counters, but and then apply my component to that layer on the entity invoked palette again. So I'm gonna cut it now. So that groups that's cut out the actual layer name. So my mistake there, So check. It's on the right layer. I've got it selected, so I'm gonna go to edit court. Then I'm going to double click on my ground floor object, and then I'm gonna edit Paste in place. Perfect. So now I'm gonna add more detail to it. So I'm going to double click this object. And now you see, I can see everything that I need to see now to make it more efficient. I don't need those two corners there or that edge there. Okay, I also don't need those two lines at the back. Mm. He's too here because they're all going to be where the wall in the floor are. So I don't need to show them Now. The next thing I'm gonna do I'm gonna had kind of a recess below the core birds. So it's like the the area below. The Colbert said plenty. Basically I'm gonna say that's 100 and 50 mil up. So I'm gonna click that corner a measure or 1 50 might that which will break it there. And then I can join that point to that corner there. And because of nowhere is now conflict that one. Change my view on move over to there and then join that one. So there. So you've got to make sure it's I have a red or green when you do in that, and you can infer as well if you want to. Now I'm going to step it back. Now I'm going to step it back. 100? Not that now. I want the same on that suitable click on the same on that double click. So I'm going to use the eraser to get rid of those corner points close to the those to the on those two. They're in the bottom, right? So now to check on Danny for this, check for any rubbish and you'll see there, we don't need that line. Onda, we do not need that line there. Okay, so that's nice and clean now. So what I'm gonna about now is a slight overhang on the counter at the top. So to do that, it's a very similar technique. In fact, it's the same tiny we just don I'm gonna measure down on. I'm going to say that the counter will be 50 mil thick. I'm gonna find that break point measure along a lot. That and then across. So I'm gonna pan my view again. Hold shift the locket and click into that corner tweet, move you slightly and then draw the final line across like that. Now I'm going to say this is not quite such an extreme overhang. I only want it to be about a Let's call it about 15 mil overhang. So I'm gonna bring that face out 15 mill about then I'm gonna double click that one like that. And then there's one more to do over here. Well, in effect, that one, I just click my mouse a few too many times. I'm just gonna do men click that line and check that it's 15 yet. That's fine. So that's working Well now. So I've done that. Now there will be some overlap blinds on the bottom edge here. I want to clean up, so I'm gonna zoom in, get rid of that overlap line that was in that corner there. And they will be one over in the right hand side as well. So I click it or delete it. Now, these end pieces here when a zoom in on them, they have got an overlap there on that faces filled in. That's fine, because that's gonna protrude out from the wall. And I want Mac edge to be covered up. So what I'm gonna do now is I'm going to divide this into individual kind of Coupet's just on the screen. It looks like cupboards. So I'm going to right click on that line. I'm gonna go to divide. I'm gonna move the mouse. I'm gonna look at the mouse and you see the length there for five segments is 500 each. Perfect. So now I've done that. I'll have an end point on there. I could go up in the blue access, hold the shift and click a point that's at the same level. So I'll do that all the way across there. So it's a case of finding the endpoint every time. And when you found that you click it, you hold shift when you're in the blue and then you click a target point. So there got five cupboards. So I'm going to do a similar thing on this face and the same thing on this one here. So I right click there the edge. I divide it andan looking for each one to roughly be 500 so 10 segments there is roughly 500 probably won't get perfect because it's a It's a random shaped room at the end of the day. But that's close enough for my liking. So are subdivided, like it did before groups. When the land goes Fick, you know it's no attached. So I've owned on the line held shift on going to click on a known corner, and that should get me around that problem then. So a few more to go. I'm going to flip to this side purely because it's more convenient at that angle to look at that. So that's that face doom. So now I'm gonna right click on this bottom line, and it was five segments before, so it should, in theory, be five again. It is so there again, about 500 wide, some holding shift again clicking my known corner point. So you hold shift once you go to the blue access. Not that perfect. So for some basic kitchen cupboards, that'll do the trick. He could make the upper level ones in the same way. So I've clicked out there. So now my kitchen has got a little bit of detail on. Now, in the next video, I'm gonna show you how to use thes schedule warehouse. So this is a really cool way about in detail, toe a scene so I can have some furniture in the living room, a bed in the bedroom and we'll put some things like washing basins, a bathtub in a shower, into the bathroom area here. So I'm going, Teoh. See you in the next video. 13. 13 3D Warehouse: Okay, So in this video, I'm going to show how to use the good and the sketch up warehouse to put furniture into the file. So under the window menu, your found an option called components. There's also one further down called the Freedy Warehouse. They're both link into the same area. So if I go down to fix the Freedy warehouse at the bottom of the window menu there, I'll be greeted with this screen here now in my gear living room. I want to put a sofa in so I'm going to search for so far, and this will give me a selection of sofas that can use now. These models are completely royalty free, and you can download them and use manure projects and modify and tweak thumb. And you can also upload your own files to the three D warehouse. So it's basically it's created by the people who use the software. Having said that, the quality of the models come very greatly so somewhere, really God from a really bad some are drawn to the correct scale. Samant Summer Really lightweight and efficient models. Some are really heavy, so you do have to be choosy about what you want to use in your model. My idea is to use it. And if the model starts lagging that I know I've used the wrong component in their mats. I don't know if it's too heavy for the computer. So for now is gonna look for a nice eso for object. That one's a good one. I'm gonna click on that one, and because it's got this kind of texture on it, that's a good sign that it's been modeled efficiently or accurately. So if I click it, this will bring a preview up like this. I'll just close this message in the corner and you'll see if hover over it. Look, it's a three D model, so if a click valuable, I can launch the three D Web viewer. So what it does is it previews that inside a Web browser care that's taking a bit too long , So I'm just going to cut that out. If you want to download it straight to machine, you scroll down a bit and you're looking for the red download button here. Okay, You might have to agree to the terms and conditions you can read thumb and then you can hit by clicking here. I accept the above terms. So then it says, Do you want to load this directly into your schedule model? I do. So I clicked the blue okay, bottom. So it downloads off the internet, and then you won't. You see, it's modeled correctly. The size looks about right for the living room. Andi, I'm gonna put the sofa there. Okay? So having looked at the room a bit, I think it needs to come over to the side. So what's it still selected? I'm on the move tall and click somewhere on dykan. Just a bullet into the spot that I want, Max. So you can basically go through your entire model now finding objects that you want in different places. An ad in the men. So if I go back to the free D warehouse, I want a double bed in here. So let's find a bed. So we do a search for bed and we'll find something that simple that looks like a decent, simple, efficient bed object. That one looks good. I'll go with that one. Now, if you don't want to go to the second window, if you hover over it. You'll see that there's a down red arrow there that downloads it straight in without previewing it. So I'm gonna click that. Gonna load it direct into the model I do. So hit. Okay, that will download it. And then I can position the bed in the rooms are gonna roughly position it there. Okay, Now, you see, it's quite away off the wall. When this happens, a click a corner with the move tour. Get moving in that green access in this case and hold shift. And then I can literally click a point That's level with what I want like that. So that's moved across its moved a bit farther, so I'm just gonna move it back slightly. Announcer back along the green on just one at a small distance off the wall. So that's the bed. Put in the room. So I got so far, I've got bed now I want to put a dining table in here in the kitchen area. Nice, big kitchen. Um, as well. So I'm going to go back to my Freedy warehouse on little window menu. I'm going to search for a dining table. Group's gonna make sure you spell it right now. So now I'm gonna look for something appropriate. That's a bit too elaborate for I'm going with. So there'll be something in a moment that was clicks with me. Now that looks about right. It might be a bit too big for the space, though. Something's going to click on it. I load it straight into the model and then we'll see if it fits. It is a bit on the big side, but I think we'll go with it. So it's in. It just needs moving over a bit. So I'm gonna put that about there so that the kitchen is free for people to move around in it. But the so for probably needs to come a bit further forward. So I'm gonna hit the black arrow, select the snow for and then use the move toe somewhere on the floor to move it forwards a bit so that I've got the tape of dining table on the sofa in. Now, now in the bathroom, I want to put a bathtub a wash basin basin on a shareware. So window Freedy warehouse. Andi, I want to write Baffin to the search, so let's see what we've got here. So I want some. It's simple, but not too simple. So that's not worth download in that one. That's just literally rectangle. Um, let's see. So what looks appropriate here, Um, looking for something simple, but not too simple. I'm just gonna try a different search time Set of bath. I'm gonna write bathtub. That's better. I'll go with that one. So hit that down arrow. Okay. The message And that will then download it to my machine groups Sometimes if you get stuck after click, but now that's dropped out of out of positions. I'm gonna click on that corner and bring it into the bathroom. You say it's about the right size, but I want that corner to be in that corner there. So now got it. Moving in the red access. I can see a red dotted line on my screen. I'm gonna hold down shift, bring it into that wall. I'm gonna click that back edge and get it moving in the green access hold shift and then click the back wall. So that's my bathtub in place. So I like what I got there. The model is still moving efficiently, so Nothing's overly heavy at the moment. So now I'm gonna stick a a shower unit in that corner. So window Freedy warehouse. I'm not gonna write showers my search term. So let's see what's in here then. That's a bit simplistic. Good in. Ah, find something appropriates. Just have a look down the list. It's not a shower. I'm gonna write shower unit him. That looks OK. So I'm going to download that one. I'll see what that one looks like. Now, this is where the model will begin to lag. Notice that beach ball that's appeared on my screen. So I put that in that corner. That looks good. And then I'm going to spin the view around a bit. I'm gonna move that corner, get it moving in green. Hold shift on the move it right in. So now I've got a bathtub and a shower cubicle in there. Now, I could also put a washbasin in, actually, so I'll just do a search for a wash basin. So again, you have to search for something appropriate for the room that doesn't look like it's been overly modeled or on the model Would you just wants the happy medium. Why is everything will start running a bit quick, a bit slow. Now this one looks promising, so I'm gonna download that. Agreed to the message, and what you'll find is a lot of manufacturers do actually model their their their pieces, their products and put them on the warehouse. So people have, like, modeled I care, furniture in and the right nearly always are accurate. So now this one, I can't actually see the tub. So that's about sign when you see that that means it's been drawn badly. It's kind of off center, so I won't go with that one basin again. Trained different search terms sometimes is also a good thing to do. Round, wash, base, hand wash Basin that looks simple will go with that one that it download. Click it in now. This is a classic case off. Something has been modeled badly. Say it's huge, so again can't use that one. This is the problem you get with the warehouse. Some models, a great some models of bad. Some models are really lightweight and efficient, some are not, and some the scale that we've just seen is this crazy just out of whack So I'm going to leave the washbasin off a fitness enough detail to demonstrate the warehouse. So in the next video, I'm going to show how to texture the building. See you in a moment. 14. 14 Apply Textures: Okay, So in this video, I'm going to show how to texture the building. Now, it's been done in several pieces, which does make easier for selecting things. Therefore, I'm just going to double click on the main object and you'll see lot with walls or one object. So if I double click them one of that, you'll see, then I've just got the wall objects. So this makes easier to paint in texture. So I'm gonna put a wall texture on the outside. And then if I wanted to, I could change the internal walls. But I quite like him in white, to be honest. So I'm going to click the paint, book it. I'm gonna click on this drop down menu, which is below the brick icon here. And then I'm gonna look for something suitable for the outside of the building. So I'm gonna look on the brick cladding and siding, and then I'm gonna find a text that I love the look off. So quite like the look of that one. I'm gonna pace that on the outside. Yeah, I like that. Then I'm gonna paint it there. Ah, of that. Okay, so it's kind of kind of a weather board kind of cladding on that. If I wanted to, I could break the wall of a bit. I'm just put it on certain areas. So if I have bricks, say on the right, let's find a nice brick texture, that one there. I can put bricks on that face that looks interesting on then on this face here. If I just modify the drawing slightly, I'm gonna draw a line across in the green and then down in the blue, and then I can apply that texture in that area. Then so you see, I can break it up. So it's not all one material. It just makes it look more interesting at the end of the day. So I will do a similar thing on the back edge. So if the building is finished off with just one material, it looks very bland. So it's better just to make it a bit more interesting makes it look like a nicer place to live as well if it's kind of broken up a bit and it's visually more interesting, So I'm happy with the outside now. Now I got the patio to fill in so I'm gonna put that kind of tile there on it, I think. Yeah, that works nicely as an outdoor tile. I think we'll see if this and if announced the works better. No, I don't like that one. And I think I had it all right the first time. So I'm gonna put that one back on it. Just a za test. So I'm going to see what that one looks like. Now, I like that one will stick with that. Okay. Cool. So you can be a bit creative, these textures. So that's the outside dumb. Now, the next thing going to deal with is the floor. So if a double click the floor, that would give me the floor object. Now the corridor area is here. This is the flat. I want to put a difference between the two. So I'm gonna draw a line across and that will constrain the texture from that area from my area there. Now, I'm going to say that that area has got this texture here on it. My lap. Now, that does look a bit heavy, so I'm just going to try and find a better option. Let's see. Is there anything in here Now, this is the brick and cladding section that might be a better one under flooring. Often there's a floor section in here, um, printing, clubbing, siding, fabrics, escape fencing. No, it's probably staring in the face, and I can't see it here, so I think I'll just go with that texture for the moment. For speed on, I'll pick a texture for the inside of the flat. Now I'm gonna go for a wooden floor on this one. So I'm looking for an appropriate wooden floor. I think I'll find that under here. Okay, so I looked for one. I like the lock off and I can paint it in. So now my flatters got wooden floor throughout. If you wanted to say in the bedroom, have a different texture. You could draw a line going across, probably want the same on the bathroom as well, my lot. And then you could find another floor for in there, so you might want to start like a colored carpet in the bedroom. So if I go to colors named and find an appropriate caller, let's go for kind of ah, silver grey, a light silver gray so that will do. We'll paint that on there. So that's a carpet that's a wooden floor. And I want a tile for the bathroom floor. And I believe there's a title section under here. Yep, there. So if I look in here, I'm gonna go with Tried that one first. Not too keen on that. Let's try that one now. That was a bit like a swimming pool, so let's try that one. But to big industrial walking, that'll do it. It's not a perfect color, but we'll go without just trying over a couple, though just in case of do manera on is a better option. Let's see. Ally looks interesting. Okay, I think I'll go with that one now, in this section, that might be a more appropriate texture for this hallway area. So I'm going to go down it, and I'm gonna look for something appropriate, hard wearing kind of a large scale for the outside. Now that's on, but the scales wrong. So this is an ideal opportunity to set show how to edit a texture. So I'm going across this pallet out here. This textures one black arrow, right click on the offending texture and you'll see that there's a texture palate and is an option called position. So I'm gonna click that now It gives me this these four icons here, the green, the red one is the position off it. So I could move it into a corner if I wanted to. So I'm just gonna move it into the bottom left. So I always move the green, the red one first. Now the green one is the rotation on the scale like that so I could bring it out. So I'm going to scale it up to something that looks decent for a hallway. Andi, I think about their works. That one is the scale of the scale. That kind of distorts the scale on that one. Shears it if you want to put an angle on CIA that like that. So I want to leave the yellow alone on. I want to leave the blue alone as well. So red and green, then blue, then yellow. If you want to distort the texture. Now, if you happier of what you've got, you can right click out here somewhere or and then hit. Don't Okay. And that then has textured the hallway so I'm happy with what I've got there. So I'm gonna click outside now just to give the bedroom probably a bit more life and was gonna add it the wall color in there. So I'm gonna double click. Gonna go for a paint bucket on going to pick a color. That's name. You can also go. Just Fritz, go to straight callers. There's not much difference between the two, so I'm gonna pick her. Kind of, Ah, neutral kind of color. That's not too in your face. Probably this light blue. So I painted it on them to walls on that bull. Now just tried a bit of difference in the room. I might just put a darker color on that wall. Let's try that one. That so that's a bit of texture added around the building. So in the next video, I'm going to show how to apply a style to it to make it look a bit more hand drawn. Now, I believe Yep. I put the furniture in on the previous video, but I didn't put them inside the main component, so I'm gonna fix that now as well. So there was the bed. I'm gonna hold down. Shift the sofa, the dining table, the shower cubicle on the bathtub. So I'm gonna hit, edit and then caught. Then I'm going to double click my ground floor model and then edit paste in place might take a moment, cause that quite heavy models. Then I create a layer a new layer called furniture and then on the entity info palette, I put them on the furniture layer, the perfect. So I'm gonna exit out that model. And now we've got a textured off apartment, but is one last thing I've forgotten here. We need glass in the windows, so I'm gonna double click again. I'm gonna go to the paint, book it Onda. I want to put a glass material on, so I'm gonna look down there for the glass and mirrors section on. I'm gonna pick something simple. I'll go with this one here, and you literally hoops at it on. Do you got to edit the component? Because they're component, and then you can paint it where you want it. And remember, it's got two sides. So you got a minimum to paint it on both and then you'll see transparency in the window so I do the same here. Use the same texture each time. Okay, so it's quite easy to do. Click outside. I've got to texture that bit on. Then I've just got these back windows style. Zoom in on. Don't make life easier. So I'm going to use zoom extents there. So that was the zoom extent born down here. The magnifying glass with the red lines around it. So that has got nearly perfect color on there. I'm going to click outside. Zoom out. Sent to my file. Onda. I'm happy at that song is going to close the cause palette off an exit. The main model Perfect. Now, I could also put a glass bannister on the banister if I wanted to. I leave that up to you. You literally despicable click drilled down until you get to the staircase and then texture it appropriately. So I'm gonna call that dawn on the texture ring. So, like I said in the next video, I'm gonna put style on it and then set some nice views up. So you in the next video 15. 15 Add Styles edit Styles and add Scenes: So in this final video, I'm going to show how to apply a style to the building again, like having previous lessons. So under the window menu, you'll need this styles palette. I always lose this one There is. So it's about 1/3 of the way down on the Mac version now. This gives you the styles palette here. So on the little drop down menu that currently says in Model on Mine, I'm gonna click it and go to sketchy edges. Now I'm gonna look for something interesting, so I'm going to click around a bit quite like that one. That's interesting. It's got its own quality about it. That one's interesting as well. Red lines are a bit in your face slow, so I'm gonna have a quick look around. Just find something appropriate. That one's a bit too sketchy. In my opinion, we'll try a few different styles out. I quite like that one, actually, in a market pen kind of style. Now toe let the callers through that air in the file and get a bit more detail link. You see, the self has been lost. You go to edit, you go to a level of detail and you increase that level of detail. So you see, it's coming back again. What? Not on DTA. Let some color through. You need that of these five. Great que these five cubes. Here, you'll need the second Cube. Now it's on that mode, which is just kind of flat shaded in white. But if I click that stripey one that will let the colors through, which will help you see the scene a bit clearer now it is quite a heavy model. So the sketchy style disappears when you drag a few machines quite old, like mine. Cool. So I like what I've got there now I've got detail on it, I can see it. So now I want to set up a camera view. So under the view menu, I'm going down to component goingto animation. So view animation and then obscene on that will record this view here. Now, would you like to do? And at what would you like to do? Your style changes. I want to update the selected style, and then it creates scene. So this records this view here now seen one. You might think that's a decent name. I changed that and be a bit more descriptive. So if I right click it, I've got a rename option here and I'm gonna call this overview that. So if I never need me Overview. In Majorcan. Click that one. Then I can change the perspective a bit. So let's have a plan view. So get it into a view that looks good for a plan. What about? And I'll go to view animation at scene again. Onda again. It's called Seen, too. So I'm going to right Click rename and call it plan. View that now just for look, I will put a view in from this angle. I'll zoom out smidge to make it look good. Onda View Animation at Scene Onda. I will call this one overview opposite because it's the opposite corner. Approve of you oppose it. I think I spell that right. Onda. We may as well have a rear view as well. So if I go for quote ashore, Pangle like that and then if you animation out scene and then I'll call this overview ria of of you Really? It was capitalized that cool so I can click any of these now. Andi, it will animate into that view like that. So that's how you set your viewpoint. So that's how you start your textures up stale. Sorry. So you know your viewpoints on your styles, and that concludes the series of lessons. 16. 16 Class Project: So for a class project, what I want you to do is design your own flat. Make the measurements soap. Use any warehouse furniture. You want a ride. Then, just like I said, be picky with it to make sure it's not too heavy or the right site. Make sure it's the right size. Make sure it doesn't like you file out too much, then apply textures. Then I want to set a nice camera angle up. Apply a style using the styles palette, which remember lives under the window menu. And then when you happy file export to D graphic and export A J peg. And when you've done added to the project area on skill share for this class on don't remember, don't forget to hit the follow button for me to find out about what I'm up to in a moment at the moment, to produce a new video each week on a different subject probably related to sketch are probably related to something else. But it's all going to be creative computer Freedy stuff. And don't forget to finally hit the review button at the bottom of this video. And if you really interested in the subject. Don't forget to watch the over videos are produced on it. So this is the third class of the moment. And I'm planning on doing 1/4 where I'm gonna turn this entire building into a block of flats and push it a little bit further. Thanks for watching the video. I hope to hear from you soon and see your projects on the project area. Thanks. Bye.