SketchUp Mastery Foundations: Part Three | Victoria Wilson | Skillshare

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SketchUp Mastery Foundations: Part Three

teacher avatar Victoria Wilson, Designer & Digital Creator

Watch this class and thousands more

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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.

      Introduction

      1:56

    • 2.

      Your Class Project

      2:52

    • 3.

      Reminders

      4:00

    • 4.

      Class Model and Resources

      2:27

    • 5.

      Shadows

      12:38

    • 6.

      Styles Toolbar

      7:19

    • 7.

      Styles Panel

      10:57

    • 8.

      Creating a Style with Watermark Logo

      6:35

    • 9.

      Fog

      6:10

    • 10.

      Keyboard Shortcuts

      4:09

    • 11.

      Paste vs Paste In Place

    • 12.

      Purging Your Model

      7:03

    • 13.

      Wrap Up and Review

      2:43

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About This Class

This introductory SketchUp series is perfect for someone brand new to the 3D modeling software or someone looking to brush up on the foundation principles.

In this course we'll be building on the tools and techniques that I shared in my Part One class and my Part Two class. While you can definitely take on this class without going through Part One and Part Two in this series, I do highly recommend taking those classes first. In this class I may gloss over the drawing and editing tools that I covered in the first two parts of the SketchUp Mastery Foundations series. So if you feel a little lost when it comes to some of those tools then it might be helpful to revisit those and then returning to this Part Three class.

We'll touch on things like shadows, styles, watermarks, fog, along with some of my top efficiency tips. Just like with the first two classes in this series, it's all about the foundations you need to work quickly and efficiently no matter what you choose to use the software for. I'm sharing my experience learned through years of building models of homes and interiors to help you save time figuring out all the tips, tricks, and shortcuts to make your modeling process easier and more organized.

Course Objectives:

  • Learn ways to use shadow, style, and fog settings to create different looks to your model for different purposes
  • Create a custom style to add your logo and/or project information to a view of your model
  • Use and modify keyboard shortcuts to speed up your modeling process
  • Learn the difference between paste vs paste in place and when to use them
  • Learn ways to speed up your model and reduce the file size by purging unnecessary model information
  • Discover new ways to share customized views of your model with clients or to build your design portfolio

I'm so excited to continue this journey into the foundations of SketchUp with you!

This program is such a handy tool for designers.  It's a quick and easy way to take your designs from a 2-dimensional format into the 3-dimensional world.  It allows you to better explain your designs to your clients who may not be able to visualize simple line drawings of their project.

One of the best things about SketchUp is that you can create models that range from the more basic aspects of creating a single, simple piece of furniture all the way up to creating a multi-story home and beyond.  How complex you design and build is really up to you.

Another great aspect of working in SketchUp is that there are so many different ways to reach the same end result.  Everyone has their own way of doing things.  Once you learn the basics, you can decide what the best method is for you and how you design and operate.

The methods you'll learn here in my classes are some of the ones I've found to work best for me through the years of designing full homes and interiors.  My methods have evolved and changed over the years by testing out ways to make the process as easy as can be.  Even if that means adapting to software updates and finding new time-saving techniques.

So let's dig in and get started!

***

Don't forget to check out my Part One class and Part Two class in this series if you haven't already.

Meet Your Teacher

Teacher Profile Image

Victoria Wilson

Designer & Digital Creator

Teacher

I’m Victoria Wilson and I’m a designer, digital creator, and SketchUp trainer.

My biggest passion in design is building homes and interior spaces in SketchUp, drafting plans in AutoCAD, and teaching these skills to both fellow designers and design students.

It’s pretty safe to say that most people these days are very visual. We live in a very visual world right now. Which is why 3d modeling truly is one of the most helpful tools a designer can use to get their point across to their clients. A designer may easily understand the line drawings of a floor plan or an elevation of a wall of kitchen cabinets. However, most clients are going to understand a 3-dimensional representation better.

Showing a client a flat line drawing of a wall of new kitchen c... See full profile

Level: Beginner

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Transcripts

1. Introduction: Hello, and welcome to my SketchUp Mastery Foundation series. If you're seeing this class, and there's a good chance you've already gone through the Part one and Part two in this series. My name is Victoria Wilson, and I'm so happy you've decided to join me for this foundation series. I'm a designer, digital creator, and teacher here at Skillshare, and I'm looking forward to sharing the knowledge I've gained through years of experience using sketch upp in the design industry. I want to share my tips, tricks and techniques that I've collected and developed along the way. We're building the foundations you need to design all kinds of projects and sketch upp. This course will be building on the tools and techniques that I shared in my Part one class and Part two class. While you can definitely take on this class without going through Part one and two in the series, I do highly recommend taking those classes first. In this class, I may gloss over the drawing and editing tools that I covered in the first two parts of the series. So if you feel a little loss when it comes to some of those tools, then it might be helpful to revisit those and then return to this Part three class. In Part three of my foundation series, we'll be adding a few new tools, tips and techniques to the lineup. We'll touch on things like shadows, styles, watermarks, fog, along with some of my top efficiency tips. Just like with the first two classes in this foundation series, it's all about the foundations you need to work quickly and efficiently, no matter what you choose to use the software for. Sharing my experience learned through years of building models of homes and interiors to help you save time figuring out all the tips and tricks and shortcuts to make your modeling process easier and more organized. And I can't wait to see what you create by the end of this class. 2. Your Class Project: All right. Let's talk about the project for this class. In the projects and resources section on the Skillshare website for this class, you'll see some information about getting started with sketch up, some links you might need, and some information about the project. For this class, what I want you to focus on is creating some new scenes and views of your model using the different shadow style and fog settings that you're going to learn in this class, and I want you to create some different looks. More than one would be ideal, but even if it's just one, that's okay. And I want you to use one of the provided logo style images that I'm giving you or create one from scratch to create a watermark style to use in your model. And if you want to go the extra mile, add some different components, forms, details or materials to the model that I'm providing you with or one that you create from scratch. I want you to use the tips that I give you in this class to export views of your model, to share in the project gallery, or you can take some screenshots to share with your project, showing how you've used different scenes and styles and tags, your general setup, anything like that. That's the general gist for this particular project. And I've also given you some different resources here for the three D mouse that I'm using and some the location where you can find updates for the drivers because you'll need to do that every once in a while. And then down here at the bottom, this is where you'll see the resources that you can download from the website. There's a PDF with your keyboard shortcuts that we're going to talk about, as well as the exported keyboard shortcuts of my own in case you don't want to start from scratch. And the sample model that I have created and provided you with that we're going to be referencing throughout the entire class. Then there's a zip file of some images that I'm giving you for your logo, where we're going to create a watermark style. This is your resources to get you started, and this is where you'll go to upload your project. I can't wait to see what you create by the time you get to the end of this class. 3. Reminders: Okay. So before we get into the nitty gritty of this full class, I wanted to go over a few reminders. I am currently working in SketchUp Pro 2021 on a Windows PC, and I'm using the version of sketch up that is 21.10 0.332. And if you're not sure which version you're currently using, you can go to the top menu to help about sketch up, and it will tell you right here which version you're using. So if you're working on a different release or on a different platform than me, then you may notice some differences. If you haven't worked through my Part one and Part two classes in this series, I strongly encourage you to go check those out before continuing with this class. In Part one, I covered a lot of the basics about how the program is set up, along with the drawing and modifying tools that you'll need. And in Part two, I covered using components and groups, materials, tagging layers, section cuts, and more. So this class will be adding to that foundation of knowledge and throwing in some time saving tips and tricks. And if you saw parts one and two in this series, then you may remember me talking about using a three D mouse, and I'll put a picture of it up here on the screen for you. But this has become a staple for me at this point in my sketch up work that so I'm going to be using it in this class, too, and I'm going to include a link in the class description for the current three D mouse that I'm using, as well as an alternative version because recently, I found out this model that I'm using is a discontinued version. You can still get some updates, but I don't know how long that'll last. I actually have, like, at least two of these. So at some point, I'll upgrade that to the newest one. There's not a lot of differences. It's, you just got to replace hardware every once in a while. So if you see me moving around the model without using, like, a Zoom command or without using orbit or scrolling, that means I'm using my three D mouse. So I will highly encourage you to get a The D mouse because it just makes such a difference than if you're, you know, like, scrolling with the wheel or if you're using orbit. So I highly, highly recommend it. Takes a little bit of practice, but it's going to move your process a lot faster and smoother. So, definitely recommend it. And it's going to save your finger from constantly scrolling and clicking and all of that. So the last reminder I have before we really dive in is the example model. So class in Part one and Part two in this series, I gave you guys a model each time, and we built on it. Well, in Part three, we're really stepping up our game. So I am stepping up the model that I'm giving you. So this that you see here is the example model that I'm providing in the class resources. It's obviously different than parts one and two. This one's more advanced because we're going to be talking about some more advanced things. And I just wanted you to have an example that's more than just some forms just hanging out there in space. So make sure that you download this if you want to follow along in some of the examples that I'm going to be showing in this class, and let's move on to the next lesson. 4. Class Model and Resources: For parts one and two of this series, I gave you a really basic model to start with. But for this final part in my sketch up Mastery Foundation series, I wanted to step it up and opt with a more advanced model. So this model came from as built dimensions taken from an actual space, and I've included a few custom made finishes, and you'll also notice a few furniture and decorative elements in the model. So I built from scratch and some I downloaded from the sketch up three D warehouse and customized. Pretty much everything you see in this model can be done using the tools and the techniques that have already shown you in parts one and two, plus what we're going to learn in this part three of the series. You'll notice that I've created several scenes shown in the tabs along the top here. Some of them have special settings that will go over in this class. As always, I've created a scene called working right here that will be your go to scene. If you ever get lost in the model, zoomed in or out too far, got stuck in a wall or whatever, just click that working scene and it'll take you right back here. Just for a refresher, you can take a look at the default tray over here to review any tag, material, components, et cetera in the model. So you can see all of that there. You can download this model from the class resource section and use it to follow along with me throughout the class. And when it comes to your class project, you can customize and add to this model, or you can start from scratch and share something completely different. I just want to see how you take what you learn and run with it and implement it in your own work. Another thing you can find in the resource section is my personal keyboard shortcuts. So you'll have a list in there, but I've also exported these same settings for you if you want to use the same ones I have. And we'll talk more about that in a later lesson, so you don't really have to worry about that now. I just wanted to make sure that you knew it was there. Now that we've got that out of the way, let's move on to using shadows in your model. 5. Shadows: Okay, so in this lesson, we're going to take a look at the different ways to use shadows in your model. We'll learn how to turn them off and on how to change the shadow settings and when different settings are better than others depending on what you want to show. So we're going to start out with the shadow toolbar. One way to get the shadow settings is to turn on the actual toolbar. You can right click on an existing toolbar. And select shadows to turn it on and then move it wherever you want it to sit in your user interface here. Now, just a little reminder that I've mentioned this in a previous class in this series. If you turn on your toolbars and then move them around to new places and organize them differently, the program might not remember those the next time you open them up. That is, unless you used a little trick that I've discovered, arrange your toolbars put them where you want them, then close the program before you actually start working on your project. When you open it up again, they should be where you put them. If you place them and then start working, they may not stick. I think it may be a bug in the program. I'm not really sure. I just know that that trick always works for me. Another way that you can turn on the toolbar is to go to the top menu and go to View and toolbars. And in the dialogue box, you want to scroll down to select shadows. And once it's checked, you can hit close, and it'll bring up the toolbar. That's just another way. So the first button on the toolbar is the toggle of off and on. So if you click it, you're just turning on shadows in whatever the current settings are. And this first slider, that is what sets your date. So as you slide it along, you can see that it's changing your shadows depending on the date. And then the second slider is your time. So you can see that also plays into effect here, just like, you know, real shadows in real life. So you'll notice that if we click back to the working scene, the shadows turn off automatically. That's because that particular scene is saved without the shadows being turned on. So if you add shadows and want to save those settings for that particular view that you're in, you'll need to create a new scene or update the scene that you're working on to save those. And just remember that if you update a scene, any new current settings will override those previous scene settings. So for the purpose of this class, don't worry about updating any of the scenes that are already set up. If you want to create a new one, go ahead. But I don't want you to risk losing the settings that are currently on those scenes. So just a little reminder there. Another way to access shadow settings is in the shadow panel. And in part one of this series, I went over setting up your default tray, which is this here and adding more trays to divide up your panels. I keep my shadow panel under what I call my Documents tab or my documents tray. So if I click it under there, it's a secondary area stacked in my default tray. So I've got the default tray here, my documents tray here. The panels I keep in this particular tray are not ones I use for regular modeling purposes. It's tools I typically use for documenting and presenting. That's why I keep them sort of separate. So if I click on my Documents tray here, I've already got the shadows panel turned on. If you don't, you can right click up here at the top and say manage trays. And when you click on one of these, you can toggle on and off which dialogue panels you want to show up. Please keep in mind that if you have more than one panel, the dialogue panels can only show up in one tray, so they can't show up in both. So it's an either or scenario. So just pick whatever settings you want to be. You can copy mine exactly, or you can create something all your own. It's completely up to you. So if you click the top bar of each panel, they will collapse or expand. So what I'm going to do is I'm going to collapse all but the shadow panels so that that's only what we're looking at. We're not going to get distracted by the other ones. In the shadows panel, you can see that you have all the same settings as the shadow tool bar, but it sort of steps it up a notch. You have more control over your shadows. So on the toolbar, you can vaguely choose the time and date. But in the panel, you can set the time and date down to the exact minute or the exact day. And you have full control over that. You can even control the time zone. So it a lot more options you get in this. You can also control the light levels, the dark levels. You can check on sun for shading, and you can use the sun for shading with or without shadows being turned on. And if your shadows are turned on, you can have control over if it displays on the faces on the ground or from the edges. So you need a lot more control over your shadows using the panel as opposed to just the toolbar. And just remember that, like I said before, once you change your shadow settings, they're not going to be saved unless you update or create a new scene. Now, let's take a moment to talk about shadows for exterior versus interior. Using shadows can make a big difference in how your model looks, and settings that work for an exterior view may not work the same way for an interior view. One reason is because an interior view has more surrounding elements to block the sun, essentially. So sometimes you may have to just play around with the settings until you get the desired look that you want. It may not down to the day and time, you know, exact, realistic, but it may be the aesthetic that you're going for. So just keep that in mind. Since this model has more of an interior focus, I want to share some of my personal settings that I found to be the most helpful. So we're going to start by clicking on the scene tab up here at the top that's labeled PER one, and that stands for perspective one. So if you hear me say perspective one scene, that's what I mean. So there's two perspective one. So this first one is what we're going to choose, and it'll take us directly to an interior view that I've already set up with a few different settings. And in this scene, the shadows are turned off. So it's essentially what you might find with some of the standard default settings. Yes, this style that I have in this model does tweak some of those original default sketch up settings. But for the most part, when it comes to shadows, these are going to be your defaults. So if I click on the scene right next to it, that's got the SH at the end, you can see that our scene changes. And that's because I have tweaked the shadow settings. And if we go over here to our shadows panel, you can see that I've now checked sun for shading and my go to default settings for an interior scene, I set the time at 12:00 P.M. And the day at July 1, my light is set to 80, my dark is set to 75. And like I said, I use the sun for my shading. So if we compare these two scenes, you can see the sliders move as we go back and forth. But you can see the difference in how this looks. It's the same exact scene, but visually, one, I personally think looks better than the other. One is brighter. The colors are a little more true than if you're using, you know, this other one because we know that the ceiling here is a white color, but you can't tell it so much in this view, but whenever I use my interior shadow settings, you can see that it is, in fact, a white ceiling. So these are kind of like my go to settings for an interior setting, but that doesn't mean it has to be yours. So play around if you don't want to use my exact settings, play around, find something that fits the look that you want, and just keep that in mind. Keep that. Like, make note of it until it sticks in your head that these are your go to settings. And on a side note, I want to mention that you can actually orient your model to show realistic shadows if you need to for a specific project or presentation. So if you know where North is in relation to your building, then you can rotate your model or the axis to reflect that. I would recommend having a separate model for that specific purpose so as not to throw off any straight directions along your axis, but it can be done. If you do end up working on a scene or project where you need to show the progression of shadows, it's important that that you create multiple scenes at different time settings. So that's going to be how you save your progression. So if you have one scene, and let's say it's 12:00 P.M. You have another scene, it's 1:00 P.M. Another scene, 2:00 P.M. So when you export those images or export the animation, you will get that progression. An example of when you might use this is if you're trying to show how the sun hits an outdoor patio throughout the year, or maybe you want to see how much sun a pool gets, or maybe you want to see how sun comes through windows in a space and lights it up to see how it affects the interior. Now, if you're doing this for an interior setting, one thing you want to keep in mind is your transparency settings for the glass in your windows. So we're going to use this as an example. Now, if you have your transparency. If there's, you know, any color coming through, we're going to select our glass here. So this is our glass. I've sampled the material. You can see that the opacity is at 80. So it's the sun, you know, finger quotes here, the sun is not going to be able to get through that as well. So let's go back to let me go back to this scene. Okay. And we are going to go to our shadow settings. We're gonna turn those on. You can see it's very dark, and we may want to play with our sun setting so we can kind of see where it would come through this room here if we were playing around with that. Okay. So you can see that with the opacity where it is right now, there's no sun coming through any of these windows, okay? So if we go over here to our opacity and we pull that all the way down, you can see that now we have sun coming through. So if this is something that is important to show for an interior space, then that's something that you need to take into consideration. You need to adjust your opacity because otherwise, you the sun can't get through. You can't see the sun on the interior. So that's something really important to take into consideration when you're doing shadow settings for an interior space. Okay, so that pretty much wraps up shadows for this lesson. In the next one, we're going to be talking about using style settings in your model and how you can tweak the look that way. 6. Styles Toolbar: Okay. In this lesson, we're going to be taking a look at the most basic way to change the style of your model. These are the basic presets before you really start messing around with customizing the look of your model and your scene. So we're going to look at the basic styles. We're going to start with the style toolbar. So we're going to turn that on by right clicking up here. One of our existing toolbars and selecting styles to turn that on, and you can move that wherever you want it to. You can also go up to the top menu and go to view, and you can adjust styles with the edge style and face style options. Now, we're going to be looking at those options through the buttons on the toolbar, so I'm not going to select any of those right now, but you can also get them there. Alright, we're going to work our way through the buttons on this toolbar. And the first step is the Xray. That's this one. So if I click it with this style, you can see the materials are faded and you see all the lines in the model through the groups. And you just click this button to toggle it off and on. And that is Xray. The next one is back edges. So when you click this, it's very similar to the X ray, but the materials are less transparent than they were before, and the back edges are dashed lines while the front edges remain solid lines. So it's very simple, very basic. You can click the button to turn it off and on. Next up is wireframe. So with this one, very drastic difference, no materials are shown, and all you see are lines. So you'll notice that Xray and back edge are not options that you can combine with this style, and you just click this button to turn it off and on. And the next one is hidden line. So if I go to Hidden Line, you can see that all the back edges and the materials in your model are hidden. So it's just plain. Everything's just white and line works, right? You'll notice that Xray and back edge are now back to being options that you can combine with this. You can see that you can get very different looks if you combine those. So I'm going to turn that off. Next is shaded. So with this style, it simplifies your materials into just basic solid colors. And you can notice that the X ray and the back edges options are available to combine with this. The next button is shaded with textures. So this is typically the style that you're going to use when you're trying to show off an interior scene because this one displays all of your materials with their photo textures on them. And you'll notice you can combine the Xray with it and the back edges with it. And that's what we saw when we first looked at those, too, because that was the kind of like the default go to setting is shaded with textures because if you're putting materials like your hardwood, your rug, your fabric, all those kinds of things, I mean, you're going to want it to show up until you don't. So shaded with textures. The next one is monochrome. So with this one, it displays your model in only the front and back textures. So this can come in handy when you're working with a rendering program that references the look of the front and the back of your textures. This style will also help you see if a face in your model or in a component or group needs to be flipped so that it can show up properly for a rendering program or a plugin because we've talked before about your default material, the front being white and the back being blue. So you can see we've got a couple of blue faces here. So those may not render the way you think they in a rendering program. So this style will help you see that. And once again, the X ray and the back edges are available for this. So before we go back to the shaded with textures, you might be wondering where the plant went in some of these styles. So if we switch back to our shaded with textures, we see the plant, right? But in some of these other ones like this, it's just a white thing. Here, it's just a colored thing. Here, it just kind of disappears because there's no edges, and there you really don't see it. So the reason why you're not seeing some of these things, well, this specifically is because that particular component is not a three D form. It is a two D camera facing element. You'll notice that if I use my three D mouse to move around and hover around the area, the plant will always stay facing the camera because it is a two D camera facing element. So no matter what, it's always going to face the camera. And if I go to the flat section cut, you can see that it seems to disappear, but trust me, it's still there. If I go back to one of the perspective views, you can see that it's still there. Even if I go from the flat cut to the perspective of the floor plan, you still see that it's there, but it is a two D camera facing element. Now, creating these two D elements can come in very handy. It's great when you need to show a hanging light, a house plant, or a scale figure of a person, but you don't really have the time or desire to build a full on three D element. That's where these can come in handy. And I will say, though, that these kind of elements don't always play so well with rendering programs, though. I can do a whole separate class on ways to create these types of components if that's something that you guys want to see, so be sure to let me know in the comments for this class. But two D camera facing elements are very handy. And if you have some of those in your model, keep that at the front of your mind whenever you're looking at different styles and seeing how those styles interact with those two D elements. So now that we've done the basic, basic style settings, now we're going to talk about the style panel and how to use it to further customize the look of your models and how it differs from these basic settings. 7. Styles Panel: Okay, so in the last lesson, we looked at styles through the style toolbar. Now we're going to take that up a notch by looking at the Styles panel. So let's go to my Documents tray, where I already have the Styles panel turned on. If you don't, you can right click on the tray heading and choose Managed trays and select which dialogue panels you want on your tray. If you click the heading of each panel, you can toggle them as expanded or collapse. So right now, I have all of them collapsed except for the Styles panel. At the top of the Styles panel right here, you will see a thumbnail for the current style that's active, along with the name and the description of that style. You'll notice that changes as you click on other scenes that have different styles set to them. So you can see that this one is a different style. Under that, you will see the select edit and mix tabs. So we're going to look at those each individually. Alright, so first up is the select tab. You'll see arrows right here that allow you to navigate backwards and forwards through style windows that you've already looked at. So these may be grade out until you are moving through a few different options. Then you have a button right here that looks like a little house. That's your in model styles, fingerqotes here, I model styles. So when you click on that, you'll be able to see all the styles already loaded or used in your model. And if you click a thumbnail, it will select that style. So you can see that if I switch those up, it will select that style. Whatever style is currently in use will have this blue outline around it, and you'll notice that that changes as you click on the different scenes or the different styles. So when you click around, you may see some differences here, see how it changes. Next is the drop down selection menu. You can click on the bar or this arrow here, and this lets you see the different built in style categories that come with sketch up. If you pick a category, so let's just pick this one. If you pick a category, then you can click on any of these styles, and it will switch up what your model looks like. So you can quickly just apply a style and get certain looks. And remember that the style settings that you're looking at won't be saved unless you create a new scene or update an existing one. And once again, I encourage you to at least leave the working scene that I've set up for you as is, just so you have that to come back to if you get lost in your model. But I would recommend leaving all of my existing scenes, just so you have those style settings to reference. And you can quickly and easily start to edit any of these preset styles just by changing the settings for the edges and everything and the materials that we looked at earlier on the styles toolbar. And also you can play around with the visibility of section cuts depending on what scene you're looking at and what you're actually wanting to view. Alright, so next up is the Edit tab. I'm going to go to the first perspective scene. Remember, that's the one it's Perspective one. I'm going to go to that scene, and then we're going to go and select a style from the style Builder competition winners category. And I'm going to choose this one called stained Edges with frame. You can see that the name pops up when you hover. So I'm going to choose this one. And you can see that just by choosing this, you get a drastically different look. So let's go to the Edit tab, and you'll notice that there are five different little buttons up here for different parts of the style that you can edit. First is the edges. This is where you can turn edges on or off, adjust the profile extension and level of detail in the settings. You can see what stroke is being used for the lines and the color it's shown in, and you can change those things. So, for instance, if we change the color to this, hit Okay, you can see that it starts changing the settings for your style and the look of it. The next button here is the face settings. So this is where you can change the default face colors. We talked about that, the front and back colors. You can choose a style like what you want to what you would find in the style toolbar here, so you can choose that there, and you can determine if transparent materials show up in your model. Next is the background settings. This is where you can change the background color, the sky ground, et cetera. This one is the watermark settings. If there's a watermark like this one, we've got the frame here. If there's a watermark or more than one in the style, it will show up in this panel. You can add a watermark or change the visibility of one, and we'll come back to the watermark settings in the next lesson, where I'll be showing you how you can add your own logo to your model with a watermark. So that'll be fun. And the last button is the modeling settings. Here you can adjust a lot with colors of items, like if something is selected or locked or even your guide color, you can adjust the look of your section planes, use the check boxes to change the settings for hidden elements, sections, et cetera, and adjustments for if you're adding foreground or background photos. And you can see that as we adjust things right here, the thumbnail will get this sort of refresh circle. So if you click that thumbnail, it will update that particular style with the new settings that you've done, but it won't save it in your model unless you update a scene. So if you make some changes, then you're going to want to, you know, save those. And the last tab here is for mixing. Now, this is where you can mix different looks from different styles to make something completely different. You'll notice that when you click the mixed tab, you get this secondary selection window. This allows you to drag elements from a style here into these different settings to mix and match to create something different. So for instance, if I want the let's say this background color here. I can pull this up and say background settings, and you can see that it changes it here. Or this has different edge settings. So let's click and drag to edge settings, and you can see that our edge settings will change. And so this allows you to play around with different parts and pieces from different styles to create something all your own. Now, if you want to create a new style that you want to use over and over again, you can hit this button up here to create a new style with whatever settings you have going on, and you can name it. You can change the description. You can, you know, save all of that by creating a new style, and it will end up in your Styles panel in this model as being used. Okay, so here's a helpful hint when it comes to styles. In part two of this series, we went over exporting your scenes as images. That's a great way to present your model to a client in a variety of ways. When you get into creating styles with interesting stroke looks for your edges, you may need to play around with your export settings to make sure you're getting the look that you want in the final exports. So if we go to file and Export and two D graphic, this is where you can choose where you want it to export. And then down here at the bottom, if you choose options, you'll see that you get image size settings, but along with that, you get the line scale multiplier. This is important if you have special edges. Like maybe on the screen, it looks really sketchy and, like, jagged lines, but you're wanting to export the image really big. You might want to play around with your scale multiplier so that you make sure that the look that you're seeing on the screen matches what you actually get in the end. And to test those out, you can even add notes about the multiplier in your file name when you export, so that you don't have to, like, have it memorized. If you add it in the file name, it helps you compare two different settings without losing one and replacing it, you can just see them side by side if you add it in the title. That's a little tip there for you. One last thing to mention about your Styles panel is that when you have it on select, this button right here next to your selection dropdown, you'll see this little arrow. This is your Details button. And this is where you can add or open new collections, add or remove them from favorites, as well as change the thumbnail sides or switch to a list view. So next up, we're going to take a look at creating a unique style that includes your logo and or project information as a watermark. 8. Creating a Style with Watermark Logo: Okay. Alright, so now that you've gotten a rundown on how to mess around with settings to create your own styles, it's time to dive more into those watermark settings under the Edit tab of the Styles panel. In the resource section of this class, I've given you a folder of six different basic logo and project name style images to give you an idea of how you can add a watermark to your model. So if you haven't done it yet, take a moment to download those and save them someplace you can quickly access. Going to start out in the perspective two scene, and we'll go to the Watermark settings. So I'm going to choose the one with the shadow settings turned on, and we're going to go to Edit into the watermark setting. So we're going to click the plus sign and navigate to where you have those images saved. Alright, so we're going to select an image that you want to use. For now, you can change it later, but I'm going to select this one. So I just double click. And when you select it, you automatically get a little pop up window, and the image goes right to the middle of your screen. So in this pop up, this is where you can name your watermark. You can leave it as is. You can call it Logo, whatever you want. And this is where you'll select if you want it to be set as overlay, it's in front of your model or background. So as you can see, it's behind the model. So background might be if you wanted an image as your background, maybe it's like a sky view or trees that you see through a window, something like that, that's where you might want to use the background. For this, since we're doing the logo, we're going to choose overlay. And we're going to say next in this next screen, this is where you can either use the image as a mask. So if you say create mask, it essentially whites out whatever the image is over your model. So we're not going to do that for this instance, but that's what that means. Down here with the slider, you can choose the blending of your image to your model. So all the way to this end, full image, okay, all the way down, full model. In between is where you would adjust the opacity. That's what you're doing here. An example of when you might prefer to have your image as semi transparent is if you inserted an image with a phrase like for approval or design intent or something like that, the same way that you would add a watermark to a document if it isn't the final copy. Like, maybe you're sending an image to your client to get it approved before you finish designing things, but it's not quite done yet. That might be an instance where you would use an image with it being semi transparent. So in this instance, we're going to go all the way up to image. And then hit next. On this screen, this is where you choose how you want it to be displayed. So right now, it's set to stretch to fit screen with the lock aspect ratio. You can uncheck that and you see it stretches it. So that's that one. Then you've got tile across the screen, and you can adjust the scale here. And see how that looks, you know, all the way like this. You can say position in the screen. This is where you can choose a certain location. So I'm going to choose the bottom right hand corner, and I'm going to adjust the size a little bit. So yeah, right about there. We're going to go with that. And we're going to say finish. So now when you look at the style panel, you can see the watermark is listed above the model. You can repeat this process to add another watermark, if you want. Like, for example, if you want a frame or more than one note, like a logo and, like, a disclaimer tag, something like that. If you have more than one watermark image inserted, you can use these arrows here to change the hierarchy of them so you can move it in front or behind something. Just by using those arrows. If you want to delete a watermark, you use this minus button and it'll get rid of it. To adjust the settings of your watermark or to swap out an image for a new one, you can either double click the image, and it pops up the edit dialog box, or you can hit the settings button right here, and this is where like, Oh, the scale needs to be changed. So let's put it in this corner instead or whatever. This is also where you would click this little file folder and select another image. So for instance, if you want something like this, where it's got the project name and number or something like that, an instance of how I used this whole image swap thing for example, is if I'm sending out images of the model to a client for approval or maybe we've finished up a meeting and it's just the follow up, I may have a watermark with the date on it, and then let's say we come back and we make some changes, and now we need to send some new images. So I will go back to that image and change the date and reinsert an image, just swap it out for another one with a different date on it. And that would be an example of how I would use that swap. And I may sound like a broken record right now, but don't forget to update any necessary scenes with your style changes. And in the next lesson, we're going to take a look at using fog settings to change the look of your scenes and when that might come in handy. 9. Fog: Okay, so in this lesson, we're going to take a look at using the fog feature to give your scenes a different look. You can access the fog setting from the top menu, view and then fog and that should pop up the fog panel. It may or may not. I keep my fog panel in the documents trace. So I'm going to minimize the other panels in here, so we're just looking at fog. So if you haven't turned your fog panel on, take a moment to do that from how I've showed you before and place it wherever you want it to go. We're going to start out by looking at the working scene. This is this first one here, and you can see that I've turned the fog on, and you can see how it looks, turn it on and off with the display fog checkbox here. And you see the slider. This allows you to adjust where the fog is, how much it covers. You can slide the settings from the front end of it or from the back, and you can see how it changes the look. You can click and drag these or you can click on one of them and then use the arrow keys on your keyboard to adjust it in increments. See how you can see that in little increments. That way, you're just nudging it along. And just like with the other style settings, your fog settings won't be saved unless you create or update a scene. The only time I ever really use the fog setting is when I'm setting up an interior or exterior elevation scene for documenting or presenting. And let's take a look at what I mean when I say that. So we're going to click on the next to last scene up here. So it's the section interior elevation scene. And we're going to see this is an example of just like a standard elevation interior elevation scene using a section plane and one of the standard views over here, so we're using the back view, and we've got parallel projection turned on, so it's completely flat. And if you don't remember how to do that, we talked about that in the second class in this series, the P two in this series. So if you need a refresher, you can go back and visit that there. But that's how this scene is set up. I've even gone through and turned off the layers for the furniture so that those are not shown. You can see they're still there. They're just turned off in this particular scene. Now, if I were to use the fog settings, to adjust out. Let's say, I just want to see the front of this. I don't want to see the back wall. I just want to see the beam and where it cuts through. So just like with the shadow settings where I showed you the perspectives with one with shadows and one without, I did this for the interior elevation with fog. So the last scene, if you click on it, you can see that it's the exact same scene, the exact same section cut, all the same settings, except fog is turned on, and it has been adjusted. So you can see how close these are. It's been adjusted to where it's essentially masking out that back wall. So you're getting the beam, you're getting where it cuts. You're getting the wall corner over here, but you're not seeing that back wall. An example of when you might use this is if you're working on an elevation of a kitchen and you want to show the front side of an island, but you don't want that back wall of cabinetry. Maybe it's a rangewall or sinkwall or something. You don't want that back wall of cabinetry showing up because it would be confusing because you just want to look at the island. So this is when you might use the fog settings to hide that back wall without having to go extra steps. And it takes a little bit of practice and some patience to get the look just right for what you want. But is highly beneficial for interior elevation scenes when you don't necessarily want to turn off certain layers, you just want to mask out stuff. So that's when it comes in really, really handy. The last setting under fog is this right here. So it's color. This lets you choose if you want the background color for whatever your style is to be showing for the fog or if you want to set up a different color. So right now we've got it set to background. If I uncheck this, I can click this box and choose a different color, like, let's choose a random color here. You can see that the fog is now this purply pink color. That's a little, it's a little much. So background color. That's typically what I you there. Otherwise, it's a little much. But that's fog. That's how easy it is to have your fog setting. So essentially, you would set up this scene and then save it. Change up your fog, get it wherever you want it to be, figure out, you know, what's this? Maybe you want the back wall showing a little bit, but not so much. You know, you can adjust it like this. And then you can right click and say Add so that it's all the same settings, you're just adding a new scene with the fog turned on. And it's as simple as that. Hope that makes sense. Now let's go to the next lesson. 10. Keyboard Shortcuts: Over the next few lessons, we're going to be taking a look at some of my tips and tricks to speed up your process, work more efficiently, and even reduce the size and strain of your model. First up is keyboard shortcuts. Not everyone works with these shortcuts, but I find them so important for my process. They really help speed up your workflow, so you're not having to move away from what you're doing on the screen to track down the next tool that you need. Some keyboard shortcuts are already built into sketch. We've gone over some in the previous parts of this series when we were looking at different modeling tools, but you can also add your own keyboard shortcuts from the beginning or as you go along. If you find yourself using a tool over and over again and thinking, it would be really nice to have a shortcut for it. Then add it. That's how I got some of mine, and that's how simple it is. To see what shortcuts are set and to add your own, you're going to go to the top menu to window preferences. And then on the left, you're going to choose shortcuts. And this is where you're going to assign more and see what's already done. You have a list of functions to the left, and then on the right, you can see where to add a shortcut for the selected function, or you can see what is already assigned to that function. Some of these that are set up in here are default for sketchu and some I've added or changed. And if something is already assigned to a command and you go to assign a new thing, it will pop up saying that, you know, like a little warning saying, This is already assigned to this tool, do you want to change it? And that's one way that you'll know. So you can either start typing a function like let's see. Let's tape. Like, you can see that this is assigned T for tape measure, if that makes sense. But you could change it. You could scroll through the list and figure out, Oh, it'd be nice to have this or what what is the shortcut for this? And you can see those. So you can reset them. When there is a shortcut assigned, you will see on the tool up here, you will see a shortcut assigned to it. So even if you just browse through some of these, you can see if they already have one assigned and what it is just for a quick reference. Let's go back to this window. You can see down here at the bottom, you have the ability to import keyboard shortcuts or export some. So in the resource section of this class, you'll find a file that includes my own personal keyboard shortcuts. You're welcome to use the Import feature here. And add all of those. That way, if you want to use the same ones I do, then you don't have to go through all these functions and set them up individually. This is totally up to you. The beauty of these shortcuts is that you are making them work for you to make your job easier. So if a shortcut doesn't make sense to you, don't use it or change it to something that does. I've also provided you with a cheat sheet that shows the standard shortcuts built in to sketch up my personal ones that I have either changed or added. Then there's also a space where you can write your own. If you end up changing one of these to something else, you can write your own and you can keep this with you so that you have a quick easy reference as you're learning them throughout your process. 11. Paste vs Paste In Place: Okay, so I believe I very briefly talked about this next tip in a previous lesson in this foundation series. But since I use it so much, I felt it was necessary to go over it in more detail. We're going to take a look at the difference between paste and paste in place, along with when you might use one over the other. I'm going to start off in the plan section scene with my preferred shadow settings. Okay, that is the fourth tab over here. And I'm going to orbit around for a little bit of different view. Now I'm using my three D mouse for easy access here. Okay? So let's go right here. Okay. In this example, let's say that I want to add some more trim details to this section of the wall. I'm going to use the rectangle tool. I'm going to use R for Kubo shortcuts, and I'm just going to draw a rectangle. And then I'm going to use the offset command. I'm going to say 3.5 " and delete this. And then I'm going to push it, and I can either type out a dimension or I can just hover over this, so it's the same dimension. Okay. Now I'm going to triple click and either right click and say, make a group, or I use my keyboard shortcut of G to make it a group. And now I have trim for this wall. I have a little trim detail going on for this wall. And you can either use the buttons on the toolbars or the keyboard shortcuts, whichever makes it makes the most sense to you, okay? Now, my trim group has a material applied to the overall group instead of the individual elements inside. And if you guys want a further in depth lesson on my setup for materials and groups and stuff like that, we can do a whole other lesson on that. But if I click on my trim group, I can see up here in the entity info that it is assigned to the trim layer or tag, which I'm still going to say layer. And the group itself has a pink color applied to it. Okay? But if I go into the group, I can see that all these individual elements, they do not have a material. They are the default material, and they also don't have a tag because for me, it makes more sense to have the overall group get the tag and get the materials because it just makes it so easy to go in and apply with one click a pink color, and all the trim is colored in the whole model or in the whole room, however, you know, however you're doing it. Now, I want to take this loose piece of trim, and I want to put it in that trim group. So what I'm going to do is I'm going to use the keyboard shortcut of Control X to cut. You can also come up here to edit and cut or the scissors here on the toolbar and do it that way. I'm going to go into my trim group here. Now, this is where you'll see the difference between paste versus paste in place. If I do Control V for paste, you can see that I have my loose piece of trim, and it's wanting me to put it here, wherever I want to put it, right? So if I put it here on the wall, then I'm going to have to click and I need to move it, and it wasn't necessarily centered before, but let's say we're centering it here now. Okay? So that is how I would get it into where I wanted it to go, right? Now, that's paste. Okay. The difference between paste in place is I'm going to delete this, and I can go up here to edit and say, paste in place, and it comes back in the same exact location it was cut from. It pasted in the place it came from, right? Now, I have a keyboard shortcut for this. So paste is control V, paste in place, I have said to be Alt V. To me, that just makes sense. And since I use it all the time, I mean, all the time, it made sense to have a keyboard shortcut for it. So that is how I do it. And because my trim group had the material applied to the overall, I call them family groups, then it automatically comes in with that material. And I don't have to go in and assign it. It's already done already done. So you can see how this is like a very handy process because you can use this in so many different ways. Let's say you create something, you forgot, Oh, I drew this outside of the group. It really needs to go with this paste in place. You come in with a light fixture, you put it somewhere in the room, and it really needs to go in a group, or it needs to, you know, you need to move it out of the way so you can do something and put it right back. Cut paste in place. Very, very handy. Let's say for another example, that you decide all your window and door trim needs to be different from your baseboard trim, okay? So in that example, I'm going to come in here. I'm going to go into this group, and I'm going to hold down Shift and I'm going to select all the door and Window trim, okay? I'm going to cut, click out of the group. I can Alt V to paste in place where you can go up there to edit. While it's still selected, I can right click, make it a group or use G for my keyboard shortcuts, and now it's all together. Then I can use my materials, let's say, select the wall color and maybe I want it to be all the wall color. I don't know why, but let's say I do. So now you can see one click and all of the door and window trim has been assigned a color, one click. That's the beauty of doing the grouping system that I prefer to use. So let me pick a different color and show you how easy it is one click and it's assigned a color. I could make it, any of these colors. And then, you know, you get some contrast, and it's easy and simple. Paste in place means I didn't have to come in and put them in their original locations. I just cut and paste, and they go where they're supposed to. So hopefully this makes sense to where you can see the beauty of this. Like, let's say I decide, I want this piece of shrim. I'm gonna cut, and I can go into this trim group and paste it, and now it has that color assigned to it. So from here, I would go and put this on the trim layers. And I have two different trim groups. And that, you know, paste in place made it super easy for me to do this and get everything all assigned in very minimal steps. So I hope this makes sense, and you can see how handy it is and how it can speed up your workflow. And in the next lesson, I'm going to share my favorite tip for cleaning up your model and potentially reducing the file size to make it go faster. 12. Purging Your Model: Okay, so in this lesson, I'm going to share my favorite tip for cleaning up your model and potentially reducing the file size. At one time or another, you may have heard that you can delete something from your computer, but that doesn't mean that it's completely gone, that there could still be a trace of it somewhere on your system. Firstly, that's totally true. Secondly, the same can be said about your sketchp model. Let's say you're working on a furniture arrangement for your space like this. So you end up pulling in several different furniture elements to see what you do and don't like in the space. And you keep what you like, and you delete what you don't? So it's no longer being used in your model. But here's the thing. Your model is holding onto all that information in case you decide, Hey, I really do want that purple sofa after all. So your model holds onto the component information and the materials and styles associated with it, which means your file size is probably bigger than it should be. And now you have a bunch of stuff in your model that you don't actually need and you most likely don't even see. So no worries, though, because we're going to go through how to purge your model of that unwanted information. There are several different ways you can do this, or you can skip to the fastest way, but I want to make sure you know all the ways just in case. So we're going to take a look at purging components, materials, and styles. So for components, we have our components panel open. We're going to go to the home button, so in your model. And this is where you'll see in this little dropdown, you'll see all the components that are currently in your model. Now, you can see these two sofas that I pulled in. We know they are not in the model. We don't see them, but your model is holding on to that information. So what we're going to do is we are going to go over to details, and you see there's a button that says purge use. So if you click it, what it's going to do is it's going to purge all the components that are currently that are not being used in your model. So it's only going to leave the items that are actually being used. So we're going to say purge unused. If you click it again, you can see it's grade out. So if you see it grade out, then that means that you're good to go. You don't have any unused components lurking around in the background of your model. Next up, let's look at materials. So we're going to do the same thing. We are going to hit the in model button, and this is where you see all the materials being stored in your model. Now, remember we had those sofas. We purged those, but the materials are most likely still here. So we're going to go to details, purge unused, and you can see our list got a little bit smaller. That's because those sofas are not there. The materials still were. Now we've purged those. The other thing you can purge are your styles. So remember mine's on my documents panel. I'm going to go to styles Inmdel and details. So purge unused is grade out. That means I'm good to go, and I don't have to worry about that at all. So that's how you perche those individual elements. If you're using this method to purge everything individually, I'm going to recommend that you go in that order. And the reason why, so that's components, materials, then styles. The reason why is because if you purge those materials first, then you go and purge those sofas you're no longer using. As you saw, those materials are still there. So then you have to go back to materials and do that again. So components, materials, then styles. This is a multi step method, and this is how I used to do everything before I realized it was a better way. So let's throw a couple things in here again. I'm just going to go to let's go back to interior elements, and I'm going to throw in some accessories. Here's a laundry basket, and I'm going to put it right there. So here's this. We're thinking, Oh, this would be a lovely addition to this space. And then, oh, no, this is an laundry room. Let's get rid of it. So now we know we have a component and we have materials. We can see at least three materials in the thumbnail. So here's another way that you can perjure your model all at once in one step, okay? So if you have the standard tool bar turned on, you can see this last button here. It's called Model Info. If you click it, it's going to bring up this dialog box. That's what we need. If you don't have that turned on, you can go to Window and Model Info. It's going to take you to the same place. And then over here on the left, you want to go down to statistics. And this is where you can see information about your model. You can see all kinds of counts and everything here. So we want to purge all of that stuff. Well, there's a button that we can click Purge Unused and we can see our component definitions went 50-46. So it purged. All the components, materials, styles, anything we weren't using, it purges it in one step. Much simpler, right? Much simpler. I recommend purging your model often to make sure you don't have anything extra, taking up space, making the file larger or slowing down your model. I think I probably purge my model before closing every time or every other time depending on what I'm working on. This the statistics Window is also a good place to see if you have any loose geometry in your model instead of grouped elements. So if you see account for edges or faces, then that means that there's something loose in your model, and I prefer to work with everything grouped in one way or another because I've learned that that actually speeds up your model. As opposed to everything just being connected with edges and faces, plus, working in groups helps prevent you from accidentally editing a part of your model. So if something is connected to something else or something is behind something, you might accidentally delete something, might accidentally grab onto a different point, stuff like that. Alright, so we're almost ready to wrap up this foundation series. In the next lesson, we'll review what we've learned and talk about your class project. 13. Wrap Up and Review: All right, so it's time to wrap up not just this class, but this sketch up Mastery Foundation series as a whole, as this is the last class in this series. Hopefully, you've learned so much about how to get started with sketch up from the general setup to the different tool bars and the different tools, how to draw things, how to modify things. And then now we've moved on to shadows and styles and watermarks with your logos and different ways to use that and using fog for elevations and just different looks, and then speeding up your process with keyboard shortcuts and paste in place. Love that. And how important it is to purge your model. Hopefully, this will help you to move on to create a ton of new things, whether you're using this for interiors like this, or maybe you're working on three D printing, and you want to create some models for that or just anything. There's so many possibilities with sketch up and I've really enjoyed sharing all this foundational knowledge with you guys, and I can't wait to do some more classes. We are going to talk about creating other components, building your own libraries of components and materials, and getting into actually building specific models and maybe even a few more series where we start off small and just build on something. So I'm excited to see where all this goes. If you have a request for a particular topic, or a project, then please let me know. I'm always happy to take your suggestions to heart and run with it and do something fun and creative and teach you something new or help you build on a skill that you already have. And I'm always available if you guys have any questions or want to see anything specific. Stop by my website or my Instagram, and let's connect. Let's have a conversation. Let's go into more sketch up detail. That's a wrap, and I'll see you guys in the next class.