Transcripts
1. Ultimate Guide To SketchUp Trailer: Have you ever wondered
how some designers create beautiful accurate sketch
upp models that feel effortless to organize well enough for real
teams to build from? Hi, I'm Brandon Gibbs, award winning licensed
architect and designer, and I'm pleased
to present to you the complete sketch of
guide for architects. In this course, you'll
learn how to think like an architect as you model
and create smart systems, building clean geometry, and organizing your SketchUp
files for collaboration, construction, and high
quality AI powered visuals. That means we're going to
go through everything. Most tutorials rush through or skip the thinking
behind the design. This course, I'll
take you a step by step process giving you time to absorb the bigger
concepts like modeling, what you actually build,
aligning geometry correctly, and avoiding cluttered
hard to edit files. One of the great things
about this course is also you can start and focus on topics you need instead
of going through everything. But if you do want to go
through that beginning to end, you will go through for
the mastery journey. So I put all that right in the course, a
little bit about myself. I have over two decades of industry experience
designing and managing residential
commercial projects of all scales around the world. That's from stadiums, houses,
the churches, universities. So I've helped train
and mentor students in the same time to help professionals learn
those key skills, right? It's not just a secret thing, but I love to
mentor those around me and I'm helping you
have that in the score, the latest version.
I love sketch. This course we model a modern A frame cabinet
retreat and site, starting with real plans and a provided basis using
Geolocation and SketchUp. You'll get all the resources
you need to follow along, practice at your own pace, and fits with a polish
professional model that you can show and
build your skills with. Whether you're a student, creative or architect
in training, this course is your next step to mastering SketchUp
with confidence. Join now and let's
start building smarter, wonderful
SketchUp models.
2. Principles To Follow: Sketch upp is an
incredible software for architects and designers, anyone who really wants
to utilize sketch up, um, abilities to go through,
create designs, create design elements, put them together either small
or even large scale, and it can incorporate with
tools for the real world. So here's some principles
to help you in this course, as we will also take a
look at some great things. We'll be modeling some designs from elements of a building to a site to elements inside that as well creating views and visualizing with some
of the latest tools. So the idea is, here are some
principles to guide as we go through those elements. So this course, again, is sketch up for architects.
It's for design. So people just want to understand the
architectural level, but it goes to a lot
of smaller parts, but it helps you design
smarter and build better. And here are some
principles to help you master those designs for
modeling and project planning. The key things you want to do is make sure you're always
designing with purpose. Designing with purpose
means, you know, there could be a lot of little
parts that build it up, but purpose guides it. You know, every wall window, and angle in our model reflexs a special or
environmental goal. So learn how to
think architectural architecturally while you model is going to really
help you because it's like, nothing
is insignificant. You know, you'll keep
your sketchbook, you'll keep other
ways to help you, you know, figure out ideas. But the idea is you'll make sure that you're communicating purpose overall guiding
theme to a design. The next is model
what you build. Well, that means that when
you're putting something in, you know, you'll think
about how does it work? You know, how are the geometry? There's no guesswork.
Use modeling as a thinking tool for construction, detailing
and performance. This will also mean
you'll always be aiming at getting good views to
model something coherently. So, you know, you
don't just lose control and oh, you
know, I couldn't finish. You, the idea is,
when you get to control over and know that
you have to model it, it will get you in
the mindset to figure out and get a final result. So I'll go through
all the steps, and you'll see also
how I can model several situations
because of that mindset. Next thing you want
to do is always use groups and components early. Now, that's looking into
how sketch is organized. And the idea is, it works really on a basis of
you understanding. And we'll talk about tags later, but the idea is how things
work together help you build, what's called clean geometry. That works and creates
clean results. You'll learn to group wisely, so your model stays organized
and coherent, okay? The next thing we
want to look at is always make sure you keep
a clear axis origin. That's also a secondary origin. When you make you know, you start model a lot
of different elements. Sometimes there are
multiple origins, but the idea is as along as you keep a clear
understanding of it, and that's how we'll go
through as we model. This helps because good geometry starts with a good alignment. Master these axis discipline and modeling ideas
from a known origin. Next thing is in supporting the thinking systems
and not shapes, right? Because you could have a lot
of different shapes, right? Modeling the doors,
windows, decks, roofs, you know, all
those elements using components to reflect
real world logic. And that's where
I'll bring some of my decades of experience
in the architecture and design world to
you by talking about how those work if you have
not had the understanding, and it'll just, you know, ring true because the ideas, those really help someone who is working on a sketch of model. Next, you want to
design for sun, for views and flow. And this is really cool because the idea is
you'll understand more about architecture when you don't just separate that
from design process. You'll make design decisions and sketches that respond
to site forces, sunlight, privacy, and movement, and really create better
designs because of that. Next, you want to work with
tags, scenes and templates. Now, this is, you know, might sound like it might not be the fun part of the
architecture project. But if you think like this, you're actually thinking
like a project manager, you organize your view, you'll
control your visibility, and you prep for documentation. And that will help you guide the project to
the next phase because, anyone can start a model, but these are going to
help you make it a working process that you can work with larger teams and
be more efficient. Next, you want to make sure you're visualizing
to communicate, not just to impress, right? So as we work and, you know, work to make some beautiful visuals and beautiful elements, we are going to make sure
that we are using sketch, and it's tools like diffusion or smart camera views to clearly communicate our
design intent, right? That means that we will make sure to think out
the elements, just like, you know, many of those who
have gone to design school, we had to have an idea
that would refine. And these are ideas that are meant to help you
become the best designer and sketch it for whichever project you're working on and really learn from the value of architecture while
you're doing schedules. Let's go over those
principles again that we'll hope to put throughout the course and the exercises. You want to design with purpose. You want to model
what you build. You want to use groups
and components early. You want to keep a
clear axis and origin. You want to think and
systems, not shapes. You want to design for
sun, views and flow. You want to work with
tag scenes, template. You also want to visualize to communicate, not just impress. This is using the sketch
up data phrase to its maximum as a design aid
and getting great results. So if you're ready
to start modeling, let's go into some of
those awesome tools for sketch up using
the latest version.
3. Chapter 1: Intro to Sketchup 2026 - Welcome to SketchUp Architecture Overview: Well, this is sketch up 2026. We've come a long way,
and we're going to see some of the great
features as we go through exercises and also just demos to learn how
the interface works. So this is pretty much your starting point
where you're going to be able to choose any template. You can create Obus your own. I just typically start with architectural inches or my own if I want to be a
little more complex, but the project, obviously, say projects are below, you can always look at any
skills that you need to learn. Let's go ahead. In addition, we, of course, have the
option to open a file. Let's go ahead and start with the architectural
inches file. Again, this is how architecture is made for everyone
with sketch up.
4. Reviewing The Interface: Start off our modeling. This is the basic infrastructure
for sketch up. We might not need the little person who might
be helpful later. We can always load that back
up with the components. But what we're going to do is
starting with this project, it's going to be
starting with a site. But I do want to go over quickly the interface so you can see where everything is for sure. If you look here,
I've loaded some of the more common options
for my trays here, my outliner, where I can see all the little elements
because I might have to pick things and
organize scenes. That's going to be also
here, right over instructor. Also, shadows are
right under tags. These are some of my key
areas as well as some of the new features in
the latest versions of sketchu of environments. And, of course, my styles, where I can choose the views, my components, where I can add things that need
to be in the model. And also my materials
and, of course, my entity info where I can
just manage everything. And these are the key workflows. I mean, there's a big tool
set that we can always load from looking
in our toolbar. Obviously, I just like to keep
the basic ones generally, and we'll go over some
of the shortcuts. But, you know, also, again, we also have
Trim Cet here. I also have the views. I have different secton tools, as well as looking at diffusion, if you want to see
some cool features. But these are going to
be the basic workflow so we can keep things as simple as possible
as we're working. And again, if we need
to go and, of course, open and save, of course, our general File menu is here. We can open and save. We're going to, you
know, get things from three D warehouse. We can also do things
like exporting or importing, or, you know, connect with some of
the other sketch up elements or at our
location from here, as well as our basic editing menu where we can copy paste, as well as invert or, you know, deal with our
selection, lock things. Those also can be worked
on in the entity info, and we also can create our
groups or components here. We also have our
views where we can simply do anything needed
to control our view, including creating scenes and editing scenes and choosing
particular styles that we can also edit in our scenes menu where we can select
and refine that view. And, of course, in
our camera tab, we get to focus on
which view we're in, if we want to zoom
in, zoom out, walk, or do anything as required
to go between views. And then, of course, we get to our sort of editing
for modeling, where we can draw anything that we need, including
sandbox tools. And these are also tools. Again, these are also at the top here. Our simple toolbar. Then we can change
things for our window, as well as to do things
like for collaboration. That's when our schedule connect have Ruby Editor, if
I want to do that. And we also have our extension. We're going to do our extension management and some of the, things that we brought
into our project. This is our diffusion
AR render here, and, of course, I
have help menu. So that's a quick overview
of what we can do. Now, I think we're about
to get ready to jump in by looking at how do we create
a site from a sketch up, and this is going to help us to very clearly pinpoint where
5. Chapter 2 - Site Design in Sketchup - Geolocating The Site: Our first thing is going
to be adding the location. The location we're
going to work on today is actually going to be pretty u Pretty hilly. This is the
geolocation tool here, and geolocation is pretty key for when people want to add
things in their project. Sometimes you have old address that's sort of in your model. You can always update that. Again, I'll go
over the interface just to get you maybe
what you need to know. Especially at the
top, it talks for pretty much how do you
want to locate something? You can give address or
latitude and longitude. You put in that address, and our address is actually
around Deep Hollow Road. And that's actually going
to be in Gatlinburg. And it sort of gives the
address that's near. It's maybe a newer site, but I know where the address is. And also gives you a bit of a help for True North
offset if you need. So all you need to
do is make sure your pen is dropped at
that particular location, our location actually
closer up on the hill. I can just pull that over here to this more accurate location
of where we want to be. And if you want to do,
and I pull this up there. I can see all the
elements of it, if you want to be a larger
site at a smaller site, you can always choose how
much after setting these. And right now, since I haven't
had anything modeled here, it's sort of not looking
1,000 to contacts. So that's fine. Sotime
you can model and then choose where you're
going to locate it. But we're going to start
with this one first. So you also, of course, can ask questions or
get feedback if needed. Yeah, this is actually
the side that we want. We probably want to
get a little bit of context so that this can
be, you know, visible. I'm going to go ahead and
set the delocation here. After we get that done, we can choose to
add our context, and we get to choose. And you see some
auto settings are set up your model is delocated.
Shadows are not accurate. That's really great to hear because obviously
it's going to help us to design things that are
going to really work, right? You know, we won't
get into the site. Oh, look, we're buildings
not oriented, right, right? And so that's the
really key thing about having something
built in this way. So we're going to add context, and from clicking that, that gives us the ability
to choose how much or how little we'll have
brought into our model. Now, it can bring in
the model elements. I can bring in the terrain uh, whether you can use
all that at once is another situation, as well. Again, this is not a This is just sort of
found on the website. Again, I've done
projects all around. And so this is if you could choose any site
that you might like, you can just go ahead
and click it here. So, um, what we can do now is also choose if you want
just the flat site or the elevated site. Now, this actually
is super hilly. It's almost a 12 on 12 slope. So, you know, it makes it
interesting for architecture. But if you're considering
things like sustainability, it's actually good to
build a place that already has a lot of perhaps
access sewer, access to other, you know, things that a building
utility might need. That makes a more sustainable building versus
just building out. So building out in the
wild or in the mountains. So actually, there's some
good ideas about, you know, building closer, even if
you're trying to get a little bit further out
in a place like this. Here's some other options
that are selected. It's going to map the texture. That means as it has terrain, you'll see that with
the texture on it. So there's going to be a
flat one and elevated site, and that's going to be useful. One of them is
going to be hidden. We also will get building footprints that are
going to be here, as well as Ted building
if they are made. So right now this is a site that probably isn't
super developed. So all of these are probably
going to have to be modeled. And I did go ahead and model
them, so you can see that. But this is just
sort of seeing what we can get when we geolocate. And so after geolocate, we can just go ahead and
import that site context. And, you know, it can be as
big or as small as you want. It tells you that it's going to go ahead
and hidden by default, and it also is going to give you the control of
that in the tags panel. So we can close that
and look at what it gave us as we zoom out here. Now we have a site that
when we look down, and then we use our views, you know, you'll see that
this is where North is, and that's really
helpful because, if I put, you know, maybe a 30 foot by
50 foot footprint, and I say this is going to be a 30 foot building
and I stay true to something like a frame just to get that modeled
as, you know, origin. And I go to my shadows when I go ahead and maybe
put view from above. And what I'm going to also
do is go ahead and create this as a scene. So now having this as a scene
and I turn my shadows on, you see that my sun rises
in Ma East, you know, depending on the time of
year, looking at our shadows, we can go ahead
and see that it's going to be accurately
locating, okay? But one of the things that
this site brings uniquely, and we'll explore it through
the tags menu is we get to go ahead and also see what's happening in elevation, right? And when we look at this way, we see that there's, you
know, this steep hill, so we can't build the lowest part where
the street might be, we actually have to come up. And this also is a
little bit helpful obosy and what I've
done, you know, we've come up
already 40 feet just to sort of be out of you
know, the mountain, right? But at the same
time, that's true. And as we start looking
at orientation, how we want the site. And I'm going to
actually bring in a CAT site sort of where I've already gone through and figured
out some of these things. But the idea is this topo is really helpful in
thinking about, Hey, look, this is how my building actually
works with this site. And, you know, elevated site has, you know, a
lot of benefits. You know, being right on the
top of the hill obviously is going to bring a lot
of issues, you know, because you have to build
more road, you know, so a little closer to the
street, is going to be helpful. But then at the same time,
you can go up a little bit. You can create your access
that would calm down, but it's going to go ahead and be, you know, a
bit of a feature. And as we see how the
sun goes through from, you know, different
times of day, that is going to
get lots of light. That's going to be a
beautiful part about this particular site, you know? It's not too much hidden. And also, it's getting
beautiful North well, actually, more south, of course, sun, but it's not in a
place where we're, you know, blocked
from good site. So that's going to be what we will sort of keep
as our base view. I always like to just also
just make sure I have a view that may just
show our context. And I'm going to rename
that view site elevated. So just to keep that, again, if you always want to, you know, crypt view, however,
also, as I know, a lot of these lots
are grassually going to be divided according
to the street. When we bring in
that site model, it's going to help us organize how this is actually going to be oriented because we
might not want to have it directly facing here, you know, if we have
our lot more in this, you know, range, we might want
to rotate it a little bit. So we're going to
go onto that next. We're also going to go
ahead and save our model.
6. Site Placement: To make things
easy, I, of course, have saved versions of this file before
any need to really, you know, do perfectly. So you can always
reference those. That's going to help you
in this course case. But we're going to start
with the base site if you did not want to go
through the geolocation, or if you had your geolocation, you should already
have site map in three D. And so that's
going to be helpful. I'm going to take away some
of the elements that we're going to be modeling shortly, but what I'm going to do
primarily is we're going to import in a from the downloads, just the site planning, zip, the property and the site
model site trace model. So the site trace will
be downloaded first. You can see it already
sort of populated here, but you can locate
it per this area, and you can also go ahead and
import that property line. The property line is
something that will be based around the site, and you can locate that
a little bit loosely. Obviously, if you
hide the delocation, it's going to help
you locate this. One thing I've done for this
as well is make sure that it does hit the levels
that I wanted to use. And that's one of the
things by being in another file that
it sort of assists. So actually, I think this might locate a
little bit to the north. Again, that doesn't
have to be 100%, but the idea is our
site is going to be pretty much around this area. And I did use a
property line layer. And so when you import
something in sometime, it doesn't sort of keep some
of the retained elements. But you can always
just make sure whatever you have if like, right now, this is something that's now a component
that was brought in. You can definitely keep
it on the layer, okay? Cool. So this layer
was created very simply by clicking on one of
the layers in our tags or, you know, tags and clicking
here and just choosing this dash dot style
that's going to help you, of course, if you want to make
certain different styles. And the idea is that's
going to help us as we're about to go ahead and locate this from
a two D perspective. But this is going to be
helpful, and we can go ahead and turn back on and proceed with organizing
things based on our site. To assist our efforts
of understanding, you know, how to
incorporate this site, one of the things I've
done for our site is I created a location for a lot
for where we do our design, as well as a outline of some of the existing
buildings on site. So that's going to help in
efforts to draw some of it. And if I hide the
geolocated site either with tags,
come over here. You can see some of that,
and you can see that this property line
that I've drawn. Again, it's just for reference. And essentially
the site as it is, you know, have a
Northwest orientation. I can also just create
a view from above that just rename as site lines, right where I can hide
the gcation information. And so that's going to be
a useful way we come back. Essentially that just
making sure for me to know where I want
my building oriented. The idea is my building
is actually going to be on it's going to be in
the area above the site. So the idea is, that's where I get to look
at three D information. So the idea is we
always have a sort of two D understanding of
the project as well. And the ideas, we probably want to orient a little
more to the street. And you probably even want
to have an understanding of some information
from the building in terms of the topography. And so this is just a sort of even diagrammatic way
of understanding the site. And just knowing
where things are. It's always very valuable,
and sketchu does have, like, you know, just that
ability to understand that. But just always
make sure you're, you know, are where
everything is. If I would look at this and sort of say what needs to happen, next, we figure out, you know, our location on site. I'm just going to locate the primary cabin probably
somewhere back a little bit. So you would, you know,
from the two D plan, you could be thinking of
someone could go into site. And if yes, we're talking
about North South orientation, it would be helpful to angle a little bit to the site
because as you'll see, as we deal with the topo, we're going to actually have lines that
sort of mimic this. So let's go ahead and
quickly just create a level for understanding a little bit what's
happening with topography, and we can just create
that and just call that our C for civil elevation. And let's go ahead
and create some other levels that will help us sort of for architectural
and for things like Civil, and also some of the other
ones that are needed. And then we're going to go ahead and get to understand the
site a little bit more.
7. Preparing Layers: For our levels that we
now want to create, we're just going to create
them in the base layer. We're going to definitely
start with a facade. That's where we're going to be understanding the facade that will sort of govern our model. And I'm going to use
uppercase because that is sort of a little bit of habit of how we architecture can make sure everything
is using a similar system. I'm going to make sure
because we're going to prepare for our floor levels, I'll make our a floor level. We sort of close some of the other levels and just
sort of break this all down. Then we have A for a rail so we can prepare for
anything like rail. We'll also have A for glass. And we'll have our A for doors. So some of our elements that we'll be adding in the model. Then we're going to add A for I think that's
actually might be S S for structure and some of the
things we have for structure, where we could even
just sort of divide up our beams or S. And I'll just say t. So our vertical structure
and our beam structure can be separate and maybe
even our S for concrete. Because we will be using piles for this because
it's quite a hilly site. We want to get that
with good structure. Then I'll make one for C
for just general site. Also, I want to have
one and we can double click just to get that
spelling correct. Sort of, more like
a general level or general general items
or like levels or grids. We locate that there. And so we just have that and sort
of organize from there. Okay? So those are going to
be some great layers that we can or tags in
sketch that we can use to help us organize our
model and move forward.
8. Generating Topo Lines: The next thing we're going to do is we're going to go ahead and get our Geolocation back
on not just our geolocation, but our full elevation
of our site. And that's going to
be elevated site. I'm going to just add a view. I'm just going to rename that to elevated site perspective. And the idea is, I want to know what are the
levels from this project, like, you know, is it going up 50 feet?
Is it going up 100 feet. And one way to help me
organize that is to, for sure, just go ahead and
start with a level, and I always actually start
by using the untag layer. That's going to be
my main layer that I'm working with anything
that starts there, you know, we can go ahead
and come off from there. So So I'm going to
make this group here, and what we're going to
do is just go really into intersecting with our
elevated particular level, and that's going to help us get section cuts of this at
each of these levels. And that's going to help
us out tremendously because we just see
how high things are. And what I'll do is
I'm going to go up ten feet times ten we just
go ahead and measure this. This 100 feet doesn't even go to the top of our
mountain over here, but it might be a little
bit too high of our scale. But we're going to do is
we're gonna go ahead and add some other set up here. So these are all
going to actually be in a group. We can come in here. And now what I'll do is I really want these all to
intersect with the model. And what we can do is from that, get the information about
what's happening here. But one thing to also do is make sure and I'll go ahead and create this in our zero level
if I hide these levels, I want to make sure
I'm not going to get a cut at my building. Again, I'm going to
put this as facade. That's where I'm modeling,
so to facade element, there's a massing element. So I can go ahead and hide this. But I want to turn my level on. So this one will just go ahead and intersect with
the model, all these. So I can intersect
faces with model. And so if I just simply come in here and select all
these and load. You know, I have a lot
of these lines here. And so now I have
a good topography. Now, there's a smoothing element that we could do
also in sketch up. But anyway, this gives me, like, a very useful idea. And, you know, simply wanted to have one of these
that's sort of three D, you said three D, topo, right? And then you can always duplicate that or
take this into CAD. And then just have that top one. If you press your control
to copy a duplicate, then maybe you go into your
front or your side view. This would be more
of a side view. And maybe one of you like here. And all you need to do
is go onto a elevation, specifically parallel
projection view, and you could just come in here and just bring
everything down. And you just have your reference
sort of level in here. This is also something
you can always export this out and
take it into CAD to get that perfect
topo for your model. And there's a plug in
that can also do this. But this is only 15 levels. Doesn't take too long
to put that down. I just simply go ahead and
put the final level at zero. In there. Okay? So we have
all of our levels now here. And so you can simply
find the lowest level, which we, of course,
can just hide our previous elevated site. We can even hide the
whole geolocated site. We just have a flat topo, and we just at the lowest level, and that's where we can course
this sort of reference. It's just useful
always seeing like a ground as well as
a reference model. And you use the same point. Again, the up
levels are going to not be at the same place. And that's as can be expected. So yeah, you can just sort of
see where you're starting. So if this is a useful
way to say, Hey, if we're going to be using a
ten foot level to start at, which one are we going
to start at here? Um you could very simply just
looking at the sight lines, maybe we will hide the three
D sort of level lines, and maybe those could be in more of the civil site levels. We just make a S levels three D. And so that could be a
good way to organize that. And we can make sure for
our sight lines that we are not showing things
that are three D, just click on hide
that, update this one. And so that could help us out.
9. Choosing Site Elevation: Last. So we know that
this is our zero level. So if we know that we
don't want to really put the building too
far into the site, and we want to make sure, again, we are probably in the
parallel projection. Update that. If we want to not dig too
much into the site, we probably want
to come somewhere close to this level up, which is, like, close to 40. And so these little
numbers can be placed within your topo. If you want to just just
make it for reference, we could always just
open our larger tray just to see where text is. And we don't have to do too much big texts just
sort of understanding, where our zero is, and
that might not be zero. But it's like a local zero. We just sort of keep
that as our zero level. And so we know that
we are wanting to build something
around maybe 30 feet. So that's really helpful. So now that we have a
location on the site, if we want to pull and say, you know, we really
want our edges of our house to align a little
bit with that topography. Then we have a good
location for this, and we'd come up and we'd
use our inference 30 feet. And you could take that and move our reference geometry for where some of our
structure will be. And you could even
just move your point. Yeah, I just move your edge
right to here and ideas. This gives us a
good item location that can work with
our actual elevation
10. Setting Up Views: And sometimes we want to
be a little more accurate, of course, with sketch up. So the beautiful thing about it is it doesn't even matter
how it's oriented. If you made that group when it's in the normal orientation, your axis will always
be aligned here. So we actually won't
have any issues. Even if we say, Hey,
look, we want to look in the front of
this particular model, we can always just create
a view that's going to be perfect to the original axis. And we can create
that view here, and we'll say just
front elevation and we can even be one just to talk about
the particular building and have that separate. And we could also
have even just a view overhead that's going to be
really with that orientation. And we get to add that
as our B one plan, and we can break that later
into different levels. But we can have our
elevation just at the front, and we'll have our elevation
on the side probably here. And we just again hide some of the elevated side information, so we don't get that in the way. And we might want to
click. Let's see here. Look at our front elevation
and yeah, right here. This is our B one
side elevation. And if you're using, you know, exporting this out, it would
just give you immediately, you know, building elevations. We can go ahead and
turn off some of our scene transitions because scene transitions
sometimes are a little bit annoying if you don't
really need them. So we can just do it that way. So now we have it where
we want to look at a particular plan or
elevation for our building. We have it there,
and it's according to the orientation
of the object. And then also,
yeah, we just have our typical perspective for looking at the site and how
our building will look. So this is just setting
up the groundwork. You know, we have
the good levels, we have the good views, and now we're really
ready to model something that
works as a design. And I'm really excited
for that because, obviously, we have
an interesting site, and we can really
get the most of the site from that basis.
11. Generating Topo Lines: The next thing we're going to do is we're going to go ahead and get our Geolocation back
on not just our geolocation, but our full elevation
of our site. And that's going to
be elevated site. I'm going to just add a view. I'm just going to rename that to elevated site perspective. And the idea is, I want to know what are the
levels from this project, like, you know, is it going up 50 feet?
Is it going up 100 feet. And one way to help me
organize that is to, for sure, just go ahead and
start with a level, and I always actually start
by using the untag layer. That's going to be
my main layer that I'm working with anything
that starts there, you know, we can go ahead
and come off from there. So So I'm going to
make this group here, and what we're going to
do is just go really into intersecting with our
elevated particular level, and that's going to help us get section cuts of this at
each of these levels. And that's going to help
us out tremendously because we just see
how high things are. And what I'll do is
I'm going to go up ten feet times ten we just
go ahead and measure this. This 100 feet doesn't even go to the top of our
mountain over here, but it might be a little
bit too high of our scale. But we're going to do is
we're gonna go ahead and add some other set up here. So these are all
going to actually be in a group. We can come in here. And now what I'll do is I really want these all to
intersect with the model. And what we can do is from that, get the information about
what's happening here. But one thing to also do is make sure and I'll go ahead and create this in our zero level
if I hide these levels, I want to make sure
I'm not going to get a cut at my building. Again, I'm going to
put this as facade. That's where I'm modeling,
so to facade element, there's a massing element. So I can go ahead and hide this. But I want to turn my level on. So this one will just go ahead and intersect with
the model, all these. So I can intersect
faces with model. And so if I just simply come in here and select all
these and load. You know, I have a lot
of these lines here. And so now I have
a good topography. Now, there's a smoothing element that we could do
also in sketch up. But anyway, this gives me, like, a very useful idea. And, you know, simply wanted to have one of these
that's sort of three D, you said three D, topo, right? And then you can always duplicate that or
take this into CAD. And then just have that top one. If you press your control
to copy a duplicate, then maybe you go into your
front or your side view. This would be more
of a side view. And maybe one of you like here. And all you need to do
is go onto a elevation, specifically parallel
projection view, and you could just come in here and just bring
everything down. And you just have your reference
sort of level in here. This is also something
you can always export this out and
take it into CAD to get that perfect
topo for your model. And there's a plug in
that can also do this. But this is only 15 levels. Doesn't take too long
to put that down. I just simply go ahead and
put the final level at zero. In there. Okay? So we have
all of our levels now here. And so you can simply
find the lowest level, which we, of course,
can just hide our previous elevated site. We can even hide the
whole geolocated site. We just have a flat topo, and we just at the lowest level, and that's where we can course
this sort of reference. It's just useful
always seeing like a ground as well as
a reference model. And you use the same point. Again, the up
levels are going to not be at the same place. And that's as can be expected. So yeah, you can just sort of
see where you're starting. So if this is a useful
way to say, Hey, if we're going to be using a
ten foot level to start at, which one are we going
to start at here? Um, you could very simply just looking at the sight lines, maybe we will hide the three
D sort of level lines, and maybe those could be in more of the civil site levels. We just make a S levels three D. And so that could be a
good way to organize that. And we can make sure for
our sight lines that we are not showing things
that are three D, just click on hide
that, update this one. And so that could help us out.
12. Choosing Site Elevation: Last. So we know that
this is our zero level. So if we know that we
don't want to really put the building too
far into the site, and we want to make sure, again, we are probably in the
parallel projection. Update that. If we want to not dig too
much into the site, we probably want
to come somewhere close to this level up, which is, like, close to 40. And so these little
numbers can be placed within your topo. If you want to just just
make it for reference, we could always just
open our larger tray just to see where text is. And we don't have to do too much big texts just
sort of understanding, where our zero is, and
that might not be zero. But it's like a local zero. We just sort of keep
that as our zero level. And so we know that
we are wanting to build something
around maybe 30 feet. So that's really helpful. So now that we have a
location on the site, if we want to pull and say, you know, we really
want our edges of our house to align a little
bit with that topography. Then we have a good
location for this, and we'd come up and we'd
use our inference 30 feet. And you could take that and move our reference geometry for where some of our
structure will be. And you could even
just move your point. Yeah, I just move your edge
right to here and ideas. This gives us a
good item location that can work with
our actual elevation
13. Setting Up Views: And sometimes we want to
be a little more accurate, of course, with sketch up. So the beautiful thing about it is it doesn't even matter
how it's oriented. If you made that group when it's in the normal orientation, your axis will always
be aligned here. So we actually won't
have any issues. Even if we say, Hey,
look, we want to look in the front of
this particular model, we can always just create
a view that's going to be perfect to the original axis. And we can create
that view here, and we'll say just
front elevation and we can even be one just to talk about
the particular building and have that separate. And we could also
have even just a view overhead that's going to be
really with that orientation. And we get to add that
as our B one plan, and we can break that later
into different levels. But we can have our
elevation just at the front, and we'll have our elevation
on the side probably here. And we just again hide some of the elevated side information, so we don't get that in the way. And we might want to
click. Let's see here. Look at our front elevation
and yeah, right here. This is our B one
side elevation. And if you're using, you know, exporting this out, it would
just give you immediately, you know, building elevations. We can go ahead and
turn off some of our scene transitions because scene transitions
sometimes are a little bit annoying if you don't
really need them. So we can just do it that way. So now we have it where
we want to look at a particular plan or
elevation for our building. We have it there,
and it's according to the orientation
of the object. And then also,
yeah, we just have our typical perspective for looking at the site and how
our building will look. So this is just setting
up the groundwork. You know, we have
the good levels, we have the good views, and now we're really
ready to model something that
works as a design. And I'm really excited
for that because, obviously, we have
an interesting site, and we can really
get the most of the site from that basis.
14. Creating A Site Section: Now that we are
ready for a site, one thing that we
also want to do, just to help out in
understanding what's going on in the
design is we want to make sure we're getting a
little bit of a section with our three D
topo because again, that is where you're going
to definitely see the most of what's actually
happening in the model. And so I'm going to need
to really just benefit from having a two D surface, pretty much a plane to create our section and I
always get my section open. And it will just
go along this way. And one of the benefits is that that's letting
me save something. I'm going to call this and
it gives me just a pop up here section through site. And it can say one. And what we can do to, of course, see it, is from our side elevation, if we turn our elevated
site on and make sure our section is selected
in our outliner. So that's section of the site. Make that as active cut. That's going to really
help out a lot. The sites not solid. I will sort of give
us a line for saying, this house comes out this much, and we can zoom in as well. You can even sort of keep the
same profile of the site. Have that as active cut and show the geolocation and that's going to be how we can preserve a little bit of the side here. So I'm going to. And we'll
just get that started again. Side elevation. Make sure we're seeing what
we want to see. And one thing we want to
do is make sure that we have our tag selected because
that's how it helps us out. So we sort of switch back and forth between tags
and elevations. Make sure elevated
side is visible. Our section is the active cut. And then we're
going to say, we're going to add this view is our B one side section. Site section. And it's going to be beautiful when
we see the levels. And that's actually where
we're actually headed next, as we create a level for
the main of the house, as well as some of
the upper levels.
15. Adding Levels: So one key thing for us
in creating levels for this project is we
want to make sure that levels make sense, and
they're large enough. So I'm actually going
to do 100 by 100 and actually since I'm using
my section cut already, but it's useful to have
the section cut open. I'm going to do 100 foot by
100 foot for pretty much just a group that operates
as a level, right? And so I'm going to put this group on the zero level level there. And it's actually it
is going to be in the, you know, of course, when we create
something in the view, it's actually elevated up. So that's helpful. We can, of course, measure, just double check that
it is 30 feet above. And we also can set, some of the features if
you want, of course. This one of the things
I would like to have out of my level is, I would definitely
love it to have appropriate sort of
differentiation from other levels. So I'm going to use
sort of dash dot. And so that's going to
be for my level here. And so one other level
I would like to have for this is what happens
above what happens below. I'm going to use side section
to sort of locate it. I'm actually going to turn off
the elevated site for now. So this is me just manipulating my level to have an
important floor height. So I think 12 feet, make
sure to press control, so we can go up 12 feet up. It's going to be for
the level above. That's going to have our
second sort of level there, and then we're going
to go 24 feet down. So we have like two levels, and that's going to be sort
of our basement level. And that doesn't have
to actually, you know, as we're looking at,
of course, a section, that doesn't actually have
to go in all the way. Maybe this could be a
partial level, okay? And so that's useful
as a reference for locating my levels in
my project. And so,
16. Program Sizing Considerations: One other thing to
consider is, of course, with something like an A frame, which is the basis
for this model, we actually are going
to be losing space on the upper level if
we don't create, like, a dormer or some
type of other element. So if I go ahead and
turn off the section cut just from my outliner,
I turn that off. What I can do now is
start to visualize how this design really
achieves the goal, and I can go ahead and move this reference geometry
that I use for that plane. And we can just
start to think about how do we divide it up? And again, I'm actually
using a reference, and so we don't have to
create all this, everything, but the idea is my 30 by 50 was a valuable base understanding of where we're going to
locate parts for this model. So we don't have a lot
of challenge there. So this part of the model, we're actually going to
probably break into just working with the model because pretty much
we've decided that, yeah, we will break
into the mountain a little bit into the site. You know, If we did
want to come up, we obviously have that option. But the idea is,
we still want to have something that's
nicely oriented, that we can create a
road down the path. And, you know, again, if we
go back to our sight lines, we can always see
how we're oriented, and that can also help us as we figure out how we'll be
orienting to the site.
17. Framing The Structure: Alright, so what we're
going to do for our levels, as we're now really getting to intimately know how this project is going to be looking in, we're going to go ahead and
as we create the floor, sort of the footprint,
we're looking at what we're going to also
create for the structure. And so a frame
structure is going to probably start to really play
off of what this facade is. But one way to really
understand it is definitely to open
it up a little bit. So a frame structure does not
need to be super complex. We can use a 12 by 12 member or 12 by six or 12 ", you know, and that could just
come in six if we just came in 6 " and do
four to six foot on center, that could really solve
our structural needs. And so I'm going
to make this, and I've also sort of calculated some of the
footprint already, so you don't have to
worry about sort of figuring out like
that is part of the exercise of figuring out an Aframe because we do
lose some of the space. We're actually going to
go to the front elevation to understand some
of this as well. Okay? So from here, essentially, um, lower than six
foot eight is, you know, a bit of a problem if someone
has their head there. So what we're going to do
is actually we're going to create the A frame as a basis
that goes to the ridge, and then we will actually have our floor starting at this
level and go below it. I'm going to use H to hide
up the rest of the model, so we can actually just create this component for
our base structure. And this will adjust
on certain areas. But this 12 by six
member representative and and we can add the
material a little bit later. We'll just do hypothetical now. That's going to be
the basis to locate, you know, our structure
for this model. It is really simple at
the end of the day. But yeah, at the same time, it's something that we need to definitely consider to be simple enough that we
can sort of locate it. And we're going to pretty much advance all
parts of the model. And I'm also going
to save it a little bit with a little
more advanced naming. Also, I'm not going to
purge because I might want to use some of
the elements later on. I'm going to go ahead
and say this is when we moved up from our base
site to our base form. So just sort of
give a phase there. And again, this is 30 by 50, and we know if we're
going to divide that into giving us four foot
or six foot on center, that's going to be
eight of these. And so eight of these beams. And one thing if we do want to maybe I have a
goal of the stair, and we'll look at that
plan that we have. As referenced, we
would really want to maybe adjust around
that particular area. I'm going to divide
it by seven to start with because I know that's going to give us a total of eight. So that's going to
be how we sort of build our base outer wall. And for the outer panel, we're going to use a very
sustainable panel SIP panel, structurally insulated
panel that's about 6 ". And so that's something
that we also can actually generate more from
profile and sort of extended. But another sort of thing
that we can also sort of put into this is a little bit of detail
where we can bring out. And this might be best to
look at and plan instead of just coming here
and adding, you know, the glass on the edge, we can come out with
a little bit of a profile that can also help us from
having too much glare, just having, like, a straight
window with that opening.
18. Adding The Floors: What we're going to
do is now set up as now we have our base
structure and our base floor, which we actually can just
generate from selecting. Now some of the elements
that now we have a base we can now make
this. Let me see here. Yeah, we can come in and
put this floor at 12 ". And this was the floor
that we had copied up for. And this actually might end up being more of
a 16 inch member, and so I'm coming down 4 " more. And under here, we're actually going to have a series of piles. But again, we haven't locate any of the structure as of yet, but we can go ahead and start to just like we can come
here for this structure, and what we can do is
also just make sure that we make a group for this facade because we're actually going to
use that later, but we want to keep it
separate from the structure. So right now, we want to make
sure that this actually Oh, one thing we can also set to probably We can go ahead and create maybe
a massing layer, because you also have the
issue where you can't hide the current pretty much tag. But now we can go ahead
and do that separately. Alright? So now we get
our structural elements. These are our structural base, so we can sort of put
this as a element. So that's going to help us out.
19. Creating Floor Views via Section Cut: Now, what we're
going to do to help us sort of understand as we are creating other levels
and floors and, you know, sort of architectural, we want to go ahead
and make sure as we form this shape to have the reference levels
that will help us give us orientation. So we're going to make sure that we're not in any
group of exit out. And I'll just create a section, and I'll put the
section at level one, and I'll put this L one. And just make capital Section
one level one, right? And I'm going to actually stop it from being the active cut. But what I can do is, of course, when I see it, I take
it and calm down. And I know that that's going to be from this level
to this level, that's going to be 12
feet press control to make sure I'm copying it. And that's going to be our
Section two level or section, sorry, zero level zero. We just come back to make
sure we're in the right one. Yeah, so section zero
level zero, right? And make sure that that one
is called that in our symbol, and then we have our
last layer up here. 12 feet. And that
can be our L two. And we'll say that Section
two level two, right? And so what we can do is, of
course, have our B one plan. That's just maybe site plan. We can add rename b1lo. This is going to be something
and I'm going to save this. I'm not going to purge
it. I want to make sure to have this as a
good reference. But this is going to
help me just organize, what we can accomplish. I pretty much at level
zero, I'm going to update. And then I'm going
to add another one, and I'm going to make
the add level one. And what we also going to do is for all our section
and cut, just in general, just so we can see some
of the floor element, we're going to come
up four feet typical. So, that's a good thing about knowing where your
level is versus knowing where your section cut is because
we definitely need to be able to see all the
other section cuts, it pret much needs a little
bit of space, right? So if I go back to
our scene ten and set that to active
cut of level one, we can rename this here, B one. Level one. Then we come back to
B level and zero. One of the things
here we want to make sure that we're doing is you can maybe go into a scene that doesn't have any
connection to any of these. So we can just sort of
see all our section cuts, and we can just click just so we can see all the section planes and make sure they're
in the right place. So we know L one, we lifted up. L two and L zero still sort
of in the wrong place, so we're going to add those up. So that's going to help us now have a little better L Zero.
20. Adding Remaining Floors And Adjustments: Going to do, even though
we're not using it right now. I'm actually looking
at Sing well. I'm just going to create
a floor level there. We don't have to locate exactly where it needs to be right now. There are some
ideas that we have, and I'm going to go
ahead and create that turn that to
the a floor level. That's a 16 inch
floor that's more of a interior floor
versus exterior floor. So I'm going to copy
that down well, 12 feet. And make sure I'm
pressing control 12 feet. And then I'm going to copy it up make sure we're
going straight up, right, and that's going
to be 24 feet, right? That's already gives
me a little bit of set of assumptions. I'm going to also pull the
edge in a little bit already because I know I'm
going to come in the floor, floor plate, and I also going to come in at this edge As we're
coming in maybe 20 feet. And some of these, you
know, they can always align with this
structure a little bit. But now I have this and
also because I know also just like I saw
from my side section, I know I might want to
pull this in a little bit. I could already just
come in and say, maybe I want this to come
in at least 30 feet. So that gives me 20 foot. And we might just if we
want to stack our stairs, I might come in
another, ten feet. So this being like 35
here, we can measure that. But now look at my B zero, while look at my B one. And just make sure that
the appropriate section is selected for when you look at any view,
B one level one. Make sure the active
cut is the correct one. And I'll update that. And then we're going to add another view. Again, this now is going to
be our Level two, active cut. And what we're going
to do is, of course, rename that and update it. B two level and two. And so I have my
three levels here. And I haven't really done any of the structural
thing, but, you know, the idea is, I do
have the understanding of it. And so we'll be
looking at what we want for interior space, what
we want to come back out, and we can come back
and now we can sort of maybe create a view where we
can see the elevated site. We don't need to see a bunch
of lines, however, but, I mean, it's going to help
us sort of always say, Hey, look, what is our
reference perspective view? And so, I'll turn the elevated sites now we're
going to just create a close up perspective,
right? Okay. And we'll just call that
exterior perspective one. So we can always come
back to this one. So this is a great example sort of what we can
start to do and, you know, make our building with a key understanding of how
does it relate to the site? How does it relate? You know, if we look at our
side lines, you know, again, sort of use
that as a reference. How does it relate
in the three D? And we just sort of
building on top of levels. And I'm not going
to purge, as I save this op keep your saving up. So yeah, so now we have a
little bit of understanding. So what's going to be
on our first level. And we haven't
done any exterior. We haven't even done
any detailing of this. But some of the things that we did mention before is we want to have something interesting in terms of how we relate
to the outside. But the great thing
about it, again, is so we just did, you know, a thin layer for our facade, but we actually
want to do more of a four to six inch panel. But knowing how
these things relate together is important,
from the beginning.
21. Adding structural Piles: And so one thing I
can already do to just adds a little bit of
level relatism is I can, of course, create my piles, and I could just create those. Again, we just start
off with the tag layer, but something like a 24 by 24 just give a place odor if that's not
actually going to be, you know, it's going
to be too much. We can always sort of,
you know, change it. But again, we're just
giving like a reference. And so this system, we can, of course, create
that as a component. That's going to help later
when we want to maybe add materials to it, and I'm going to put
this in the pile, and I just did a concrete pile. But you're going to change
that future to more of a wood. And what I'm going to do, I'm
going to do a just double. It's going to be a lot at
the front, and don't forget. We're actually going
to add a deck outside, so we're going to adjust
it a little bit later, but I just want to give a
placeholder four structural, and I'm going to go
ahead and create this as A for S level sort of concrete. And I would probably align maybe every ten feet so I would
divide that by four. And so that gives us a
bit of what happens and then we can connect
our perspective to see how that would
actually play out. Again, I think some of the foundations
might be more toward the front end is if we're going to sort of dig into
the rock a little bit. But I also have a little bit of an idea for what's going
to be cut out from here. Okay. Alright. So now we have a cool sort of set of our structural
layers, what's going on. We might not need the beams
as much on this back area, but that's something,
of course, we can just keep at
a high level now.
22. Adding Vertical Circulation: The next thing what we want to do after knowing these levels, is knowing some of our
vertical transportation. That's a really good
architectural concern. And since we know
pretty much our bay is about six feet on center, we know that this area now, and I can just have just a
little bit of a sketch layer, I'm actually going to
create a new tag for that, and I'm going to come in and
just put it in the base. This is a sketch. I can just go ahead and come into my model here and
hide maybe the rest. Just look at the
floor plan, even, you know, just do
it in the floor. And this might be a
useful way you might find out because it does help us
avoid creating too much. But essentially, I think it's helpful to sketch
out what's going to be, you know, your design, right? And you can always turn
your model on and off. So I don't need to see
anything that's too high up, but I can always just measure. So have I turned my measure on to just
see where things are. So right now, if I come in, it's not exactly
a let's see here. We go to center to center. H do have a little bit of unusual spacing because I did
sort of do like an average. But if we want to use
the exact structure, we always are free to just go
ahead and use our baseline, come up and just sort of draw a reference
point for our plan. We don't have to keep
that in the main layer. Again, after I draw this, I'm going to go
ahead and actually take the top layer,
make it a group. And so now there's
something I can always just hide if I don't want to put in the model and the model also can have
its own sort of floor. And even I can just come up 1 ". And this is just
a reference tool for designing the project. Make this A sketch and
come in this A sketch and make sure that I'm going to put some of the
elements that I have. And, again, we're coming in 6 " and because 12 doesn't
go all the way in, that might be just a useful
sort of placeholder. But what I mean, the beam, we can just
sort of show these here. And this would be
just useful to have. And what we can do
is come in here and select this and
do our same sort of divide over seven Yeah, you see how it looks
it nicely there. All right. And so
what we can do with these get that tructure in. Put that here. Again, we come back to B one to sort of draw
what we want to do. And essentially, the
idea is to go ahead and create a stair system that can operate within
here and access to levels. Doesn't have to
come in too much. We probably want
to do something of a three foot or three foot six. And so three foot six. We could even just to
be a little more clean, three foot six
here, come in here. And these steps are
going to be about 12 ". And to get to this level, I did do the calculation. The calculation is going to be typically coming up
from 12 up to 12, and we can bring out our
calculator for this. That is going to help. And we will use that as
sort of in the model. But essentially, that 144, which is 12 times 12, with a division of 21 so either 21 and let me see if
we can do This is sort of going to be
the stair height and the maximum is seven
to three quarters. So if we erase this
and do our 144/20, we get 7.2 for each step. So that's just FI, the note that for
how we're going to get our stairs in
here and the ideas, we can start to say
what happens for the exterior because
sometimes it's nice to get your exterior right here
on the structural level, and you know, right now, this is six foot six in
between these spaces. So we don't actually have to do. We can make it so that
our stair can come perfectly in between this area. And that actually could
be a nice little detail where our stair fits versus
moving our structure. And so, essentially, people
will come up through here, through the structure, and that's going to be a nice
little detail to the design. Alright? So then maybe we could have it where
half of the stairs out. So that 20 if you say ten on
the top, ten on the bottom, that will help us
to see, sort of, Hey, you know, how many are
we actually coming out here? So maybe I could
do five over here. And this right here only
gives me, of course, ten. But if we have our landing, and again, I did sort of
already model this idea. This is something that, you
know, always is helpful, you don't need to sort of
model it with your model, but it's bringing that
architectural understanding of how things could work. And so now this
little stair design is something that's
nice and vertical. This right here is a nice
sized sort of living room. My entry, I'm really interested, and this is sort of going
on multiple levels. We use this as our
stair footprint. And this could be our
exterior, you know, just a really beautiful way to, you know, people
could enter in here, but we also have the
lovely ability to this to connect to being if
we join that facade, that this could be your deck as someone comes up to
the second floor, and then we could
come out, of course. And so some of this being
on the higher level, I wouldn't sort of
touch it too much, but on the main level, if we do enter from
the ground level, that does give a nicer
access versus starting, you know, building
a road up here, you can access from
that ground level. This is how we would
come into the space. And so this is where we start to figure out how to,
you know, organize. Again, someone could think of, you know, a good sized kitchen
23. Planning Programming Space: One thing to note is that
we're going to have to come in a certain distance and that's where we can use our
elevation to figure it out. If we go to our front elevation, it's helpful for us to know. And this is where we could
start just another view. Just looking for where is
six foot eight, right? From the edge, right now, it's about three and 37 eighths. So something like
three foot four. That's a reference point that we can just go ahead and build into our sketch plan and just
hide the rest of the model. Is actually three foot four from the inside that's going to
be sort of our safety zone, but we can also put
casework within here. So, you know, if you have your, you know, your
furniture or, you know, maybe if we think about a
good place for our kitchen, that's going to be a good
reference point to place that. So this is just sort
of preparing the steps for the real design of
this space, you know, really thinking at a high level, sort of not breaking into
too much of the design, but saying, Hey, look, we do need to consider
this six foot eight line.
24. Reviewing Light Access and Phasad Form: And also note that obviously, this side is obviously
not going to get a lot of light from this
particular side, right? If we go back to our
exterior perspective, we do, you know, sort of see that a
little light might come in. That's also the North, but being that's a
beautiful part about, you know, what we
can do with shadows. We can already sort of see, Hey, where is light
going to come in? Then we can start to think
about where would we prepare some openings
for this facade? And we can already actually
start to build that in. For instance, if, you know, again, we already are planning out where
our stairs would go. We have the ability to come
and just also say, Hey, look, if that's going to be where
our stairs going to go, let's already come up
a certain distance. We might even just say maybe
four foot from the top. We know that on one side, we're definitely
going to be coming down and really needing to
make sure that we have, you know, our vertical
opening for our stairs. So we can already have
that in place, right? And I even open another bay, but we also can put
some of that on the other side as we
prepare for, you know, exciting potential for what
can be done in opening up. Again, a frame is
very beautiful. You don't want to
too much puncture. But the idea is if
something works on the structure at a
reasonable rate, we already have the
ability to see how we can start to open up light into other parts of this space. And we can adjust
the site as well. I just wanted to go
ahead and start off and just from a high
level, understand, how do we light
this whole facility without doing too much.
25. Adjusting Structure for Circulation: But we have a great
set of levels here where we can see what's happening on the ground floor, and we can even
start to get some of these other elements,
even again, like I can go ahead and just copy our sketch
that we've created here. I can just get it to
the ground layer, even if it's just for taking it and adjusting particularly. So, of course, you know, none of our structure will
particularly interrupt it. And we wouldn't
probably need to have too much structure
to sort of breaking all these we could simply move these things
out to a line here. And so now we have a structure that works with everything. And this is, like, so close
to the ground, 20 feet up. It's easier to have
your main access here, and then someone could enter in from this area and enter in. And we don't have to
even like, again, I had pulled back the
footprint a little bit, but now this gives us a
lot more context for, Hey, how would we actually site this and now the
structure on this level, as opposed to the six by
12 is a 24 by 24, right? And so, you know, this could be very
accurate in that basis. For what we want to
design for this level. And so it's not that
you have to have a double set for every time
you're doing a project, but it is, for sure,
helpful to know a basis. And again, it's even and
I'm going to copy this. It's useful to
just have a bit of a meta understanding of
your project so that you're never building something
without knowing how everything also relates
to the whole so yeah, this one gets into the accuracy. And this area, you know, obviously, one of the great
things about it again, seeing this system is we obviously are just a
regular height level. I'm going to erase some
of the stuff we don't need because this is a little
bit different, of course. And we can even say, this is this could be, you know, all we need
with this level. We don't need to have
this infrastructure coming in the same exact way. And what we can do, of course,
can also make sure that we're intersecting
everything and everything is attached well. And we can delete structure that doesn't exist or
doesn't need to exist. Go ahead. Close.
Alright, there we go. And so we have a sketch for what we're looking to
achieve for our lower level. So again, some of the structure needs
to go up to the top. It's not that it just needs
to be at the base level. But without putting too much over design in, we have, like, a key understanding for
how things come in, how people can enter
and enjoy this space. And yeah, I think it's
nice to think that people would if you look
at the exterior objective, now we're going to
start having an idea of where to cut particularly, like, of course, like this three D object does
have the ability. It's locked right
now. We can always unlock it, start
to cut out of it. And that's why, of
course, it's good to have that base model that we separate because now we'll have where we need to cut
out for our design. And again, because we
have our base footprint, we have the ability
to just sort of extract up where we need straight from
the ground and say, Hey, look, this needs to
come out of the site. Now help me. Sort of
plan sort of that space. And yeah, um,
26. Sketching Vertical Circulation: Alright, so now that we have pretty much our
levels figured out, like, including what we can also copy to our upper
level on some levels. We can, of course, just sort
of keep it to the footprint. And we can always just make
sure it is referential. And again, I think it is a working way of
having it come up, and now we have the structure. That sort of shows
where it needs to be. We can always just say,
Let's pull our lines up. And yeah, now this is helpful to sort
of finding the edge. Where does that
edge actually live? And we can, of
course, make a group and keep that in
the sketch layer. Let me just hide
everything else. Yeah. And this just helps us now understand what
needs to happen. So if we want to choose
that people come up through here
and then up here, we can always make
that decision. It just has that
sort of sloping in. And it would probably be
nice, obviously, of course, to come in and step up here because you can be
looking out toward here. And so this above
layer at the top, only needs to have, of course, the part of the structure
that looks down. And we, of course, can very soon comment and sort of locate where
these come right out of this. But I think this itself is sort of a
derivative layer that we can keep And we just
always just copy that. So right now, again, I have not located
this above the frolin. But again, that might be
something that is helpful. One moment, I'm just
going to locate it. Well, Alright, so now we have what happens and
how this needs to connect. And so the bit fling is gonna You just come in
here. And the idea is. The idea is that there's a
sloping stair that comes in.
27. Modeling Vertical Enclosure: And now the idea of the enclosure is going
to be a lot simpler, and we could do that
the same way we were working for here, and we can even just
sort of keep it in the same sort of option. Again, this is within the group of mass
our first massing. We can leave it here.
We can, of course, start it as, you
know, secondary. And I will sort of do, like a first iteration, and we can just see if we
like the one but that does use some of the elements
that we were talking about with just saying, Hey, let's just use some
of our floor plan layers. And this could be based
off just sort of drawing our If we just draw
from the regular site, we're going to use this
as our reference here, make that as a group, and
that keeps its orientation. Now we can take this
up to level one, And the thing is, it's
going to have to, for sure, come into the full of the design because we can call it a massing
for right now. This will need to extend. And if we look at our
exterior perspective, we'll know this is how
high it needs to come up. And if it would go up, you know, we have a decent
amount of floor space, maybe it comes up ten
foot as a structure, you know, that
would include some of the slope of the roof. And then what we can do on the top of the roof
is do something of a 12 inch rising at 3 ". And what we can do is
just make sure that. So that just hits
into the facade. And that would be the
basis for our roof. Just go ahead and connect
this set of element. But that's going to be
something that we can use to go ahead and figure out some of our
detailing for a ceiling. And we can just make this as glass and use our materials
just for a basic idea. Yeah, and we have a
lot of potential here. So we haven't even started
on looking at exteriors. We're just looking at sort of a basic how something would
work as an architecture, and we have a bit of
a structural idea, a bit of how there's
circulation idea. We haven't taken
that from the site, but that's something
we're about to get into, and that's going to be, of
course, super exciting. Let's get into that.
28. Refining Site Top With Subtraction: The things we want to do now is create our intersection
from the site. Especially if we want to take out from the site things that are going to be pretty much
blocking the site, right? So what I'll use is, I can hide some layers
and just really focus on what needs
to be addressed to, to remove some of
our elements, right? So, this is our footprint. You know, you can
always just copy it, right, and just pull it up. And we're actually going
to have to we will have to definitely maybe cut it and
then paste it into the site. Now, again I have
backed up the site, so we're not losing much
here to get this here, but it's useful to deal with it. Alright? So this
part of the site is essentially going
to be from where the structure comes up, even to the bottom of the floor, and we can export it here. And one thing is we
want to make sure we're selecting within the
proper part of the site. And we can always just always just turn on our model
to see where it is. Yeah, this one
just smaller areas where everything is and
we can paste in place. Yeah. And so what happens is, this can take out a
particular chunk, right? So we can say this is to intersect with selection,
and we come in here. And what this also can do is this also can sort of
intersect in the same way. But the first part
about this is going to be this even beautiful
way, we can, of course, explode it now and
say that we make sure that this is intersect
with that other selection. So now, both we hide
everything else, we just take out some of
the things like here, and we don't have
to fully delete it. We can always just sort of
say it as a removed site. If we want to ever come back to it, we don't have
to leave it on. We can just, of course, turn it off in our
relevant views. So right here, we can go ahead and put that as removed site. And this here our sort of subtraction box. We
can just remove it. But that was a really useful way just to get our footprint
out of our site. Now, if you want to see
our exterior perspective, we can just hide in this
view removed sign, right? And now you can sort of
see a beautiful site. And, you know, the idea is what we want to
do at that site. Now we have the
ability also to say, Hey, what do we want to do here? Do we want to come out
a little bit more? We have that flexibility. But the idea is in
terms of our views, we can do that same element, taking out this
particular element. We'll just just extend
and just create our box. And the same thing
happens when we are talking about when we
look at our sight lines, now that we have something
that comes down, and we're looking
at that base plan, it can just capture some of the elements that are growing
and changing in the design. And that would be our basis for where we find where
everything needs to go. And this also is out
a little bit more, and we haven't done
any exterior deck. So, you know, again, we
have the ability to do the same method to
adjust this site. All right. So what we do is
take our lines that we don't want or here, we can copy that. And what we can do is just
always just take this. And if you only wanted to
definitely deal with this part, we can keep it to that. And what we can
do is, of course, move it to the level where we
need to sort of affect it. And as you can see, of course, we're dealing
with other intersection, we could go ahead and come out and control X to remove it. Click on our layer
here and just click until we get to the particular select area
and that we paste in place. And we know that we want to
do that same sort of process of intersect with selection. We're going to explode
this and this right here, and more so this
pain in this pain, and we will intersect that with selection or maybe
from the inside, intersect those with selection. And then that will help us definitely turn the removed site into its appropriate layer, and then just move it
anything that we don't need. And this right
here, since that's obviously right in our site,
we don't even need it. So we just have the site that sort of
goes into a level here. We put that in that same level. You know, you could go ahead and remove all this area above. And we can use that sort of leave that we'll figure out how to
deal with that later. But now, you know, we removed from the site area
that we want, and we also, you know, just like here, find out how much was that area, so we can do a
calculation later on. So that's helpful and also sort of keep those
on the same level. So now we have, like, a really good start for
understanding this site. We have something
that can, you know, have a lot of complexity, and we're working with the site. So this is a
beautiful way to get started with a project with
29. Sandbox Workflow for Stamping A Site: There's another method
I just wanted to show for removing a site, and that's actually
the sandbox tools. And one of the
reasons as we often, it actually is a really
good tool for sites, but sometimes it doesn't
preserve some of the geometry. I did want to go ahead
and show that method, so you can also just be perfect in some of the cool things
that Sketchup has offered. Okay. So what we do
for dealing with something like the sight lines is we definitely would say, we still need to
create that footprint. You see here as we have here, what we're going
to subtract out. And all you need to do is take the footprint and
probably make it into one geometry for simplicity. And come back over here, and you can even put
it in a layer, like, you know, subtraction or
something if that could help as well and move anything
additional from there. And what you can do is go
ahead and sort of locate it. So, we actually are going to
put it back in its place. And what we can do is copy
it because, you know, it sort of might get deleted in terms of how it's going to impact this
other geometry. And now we go to the
exterior perspective. All we need to do is go ahead
and take that little unit, I'm subtracting it,
I'm cutting it. And I'm going into the topo. And here, all I need to
do is locate it properly, and we use a very cool tool. Even in terms of if
we're going to place it, we always can do paste in place. Because it was done right
on top of the model. And I can always just check to make sure that's
in the right place. And I do believe it is. You see the foundation piles there. And what needs to happen is
we can come out of this now. As it's in this model, all we need to do is
select two things to work with a sandbox
stamp, right? So all you need to do
is click on Stamp, and it says, click the
mesh to use for the stamp. And we want to make sure we're kicking the right thing at
the right time. We try it again, start it again. Click the face of the mesh, click the mesh we want
to take from, right? And the thing I like
about it is that you'll subtract it out and it'll do all the cuts
that we need, right? That's a cool little
method that you can use, and it does create a bit of a geometry for that
subtracted area. And it's pretty much
just two clicks. But obviously, as an architect
who likes to control, use BIM projects and BIM
tools, sometimes, you know, we do like to do a little bit more control for these
type of elements, but that was a cool, simple way to go ahead and
also get a similar effect. But it's important definitely to know how to get some
of those items.
30. Adding In Context: We're going to do
next is we're going to go a little more into some of the interior spaces and sort of refine some of
these details that we have, of course, with things like
doors, windows, and stairs. But we wanted to get this base, and I think that's
done pretty well. And, of course, we can
always just come here. Even just from this
base level of, you know, just plan and massing, we have enough to go into visualization,
and we could see, and I actually did copy these
other massing elements. And we can very easily just
copy some of those in and, you know, really have
an understanding of what's happening on the site. And so I can copy some of the other
masking elements that I did create before. I have created that in
the file listed below, so you can go ahead and just
import that in that in. These are based on
where these are on the site and also a little more accurately
to their level. This is helping us to understand how this
site would work. Sort of this easily could be taken into AI,
of course, as well. But it's just licking a massing and how this building
works on a site. And as we work on
our internal plan, we work on external plan as well to understand better
how to relate these. But definitely getting your model working
with the site is a key thing and
having your views so that you can know also what's happening on each floor plan, you know, is pretty key.
31. Modeling A Road From Topo: One of the important
things for our modeling is importance of how do we
circulate through our design. One of the things I've also done is I've updated the style. So one of the things is make
sure that for your section, you've turned display fill off, and then you can
update your section that will update the style. But yeah, before getting to
the vertical circulation, we do want to
finish and we go to exterior sect one because
we definitely know, hey, we want to experience either some lower deck
that can connect here, and then also might just want to take and model just like
we have our sight lines, model our site
road a little bit. And we can even take this
what we've copied in here. Again, that's part
of the sample files. The idea is all this
needs to do is close. And we could use that
as a base if it's flat. It really should have
no issue closing. So it'll be a little bit of a negotiation to
get this close to find out where the open
line is, particularly. Um and just make sure you're definitely
in the model when you're doing that close. And yeah, now we have, you know, a road that we can have a
is a little bit of a base. And so I click here, this is a view that, you know, again set up that is showing, you know, each
particular things. We can start to maybe
use that base from our sit elines and
just sort of shoot it up and we don't have to
over moodel the site again. We also have the ability to use the base site if you want to come in and
just really take out, again, we don't need always the three D terrain look
to get what we need. We do need to have a
basic understanding. So one of the ways
that we could do that is really by sort of extruding sort of that part of the site with a with the map, we come and we can just
take that three D map. We come over maybe
1,000 feet, right? And we'll take also
that road element, and we just duplicate
that 11000 feet. All right. And so now we just want to make
sure we're seeing it. Just delete to sort of check it. And I don't really see it, so I'm going to try that
again and make sure that it's copying over 1,000. Let me make sure
it's 1,000 feet. I might have copied 100.
Big difference, right? All right. And so we just come
in here in this duplicate, again, just, you know, make sure that this is
just a regular group, so we want to just
pretty much extrude it up and get the profile
out of the site. And we just have a little
three D element that now, hey, you know, we can make a
little road connection too. So as we create our exterior, we'll have a very, you know, commonsensical
item here. So what I'm going to
do is I'm going to go and pull it down. And what we get to do
from here is essentially, I want to take that
chunk out of the site. And so this is a
little duplicate set, and make sure it's a
group and not a topo, and we could very simply just take the
parts that we need. We just need area that sort
of intersects through here. We can even just go
down a little bit in. I just using that as our
little bit of our profile. If you want to extend
it just a little bit. We can do that, as well. You know, again, it's sort of a little bit
of rough estimate. If you want to have a
little more accurate, you always can even take the
line and duplicate it over. That might be a
great way to make sure you're getting a
little more accuracy here. I could even just reset the
profile on this side and just really just use the profile from one direction and come and copy that over
to the other side. And that will ensure that we are not have anything that's not straight, you
know what I mean? So you click that. We'll have something
that has, you know, like a 30 or maybe
60 foot radius. You just meg just a little bit. It's about 26, so it might
even be like a little row. If you don't have a
survey, you know, that's still a good
base point, okay? So we can export that through. And what we want to have is not just to intersect
with this area. We'd actually want it to have a solid that we can sort of
have two sets on, right? So what I'm going to do is now that this
is a solid group, we want to go ahead and really get that
type of, you know, fixture here because right now, it would be great if this was either all as one or something. And we just want to
make sure these are not components because then
it would affect our site. We don't want to affect
the site. We just want to take out the
area that we want. I'm going to triple
click here, select this. And essentially pretty
much everything in here. It's four different groups. We're going to explode. And what I want to do is just create a pretty
much surface, and I'm just going to go up. And that's not a sort of current feature
with this software. I'm going to come up like 3 ". Okay. So I'll just undo
maybe some of that. But, yeah, let me
just make sure that I guess turn on anything so I can make sure not to see anything that
I don't want to see. Okay, so I do have some removed
site that I had hidden. So what I'm going to do
is really just take this, intersect it with the model, so it intersects
with these lines. And then, you know, I can
have now that little path. And right now you can see the little solid Boolean tools has given me a bit
of a path or road. It's not that smooth, but it's something that
at least I can copy up. And I come up probably
I could do it 6 ". And actually want to make sure I'm pressing control to go
ahead and get that profile. And then what I
need to do then is now intersect this
model with the model. I guess, little
careful operation. We can intersect and
actually want to go into the group that's going to
make it intersect the best. So intersect with model. It just sort of just doesn't
get the full capturing. So what we're going to do is And I'm just checking
sort of how it's undue to make sure Alright. Control Z. All right, so it is looking pretty good. Turn off my shadows here. I just want to make sure
maybe before deleting this part to go ahead and
intersect it with this. And even what I could
do is I can always just come and copy this
because again, I want to get that
six inch offset. All I should do is go ahead. Now, I come in here and this
can intersect with model. And now I should have a six inch yellow offset
piece, which is cool. The idea I don't really have to create the between surface. I could just go ahead and
come in each of these. So there are now two of these where I could just delete
the areas that I don't need. Right. And then select the other surface the
things that we don't need. And so now we have actually a little bit of a surface here. It is a regular dimension out. You know, again, there's
ability to smooth it out. There are some
apps that do that. If I did want to
do that, I could always just come in here and just if I do want to sort
of match my road dimension, I could just choose that particular paint and
make sure I come in here. Both the front is
going to be fine. And now I have
this whole ability to just turn another group for all this element and come
back over my 1,000 feet. And so that gives me,
like, a little more of a clear basis from my road. Which I can also just
elevate if needed, just make a little
bit more sense. But it might have adjusted a little bit,
but I can take off this. Other one that I
was sort of using a little bit, like the sketch, if I want to sort of
make that as more of a sketch element and then it wouldn't get in
the way of the model. I guess maybe we could see how high it would need to come up. The idea is what
actually, it's fine. It's just sort of
the flat model. So maybe from my
exterior perspective, I'd go ahead and turn
off the flat model, and that could be the
aid for that one. So we'd just keep that
controlled with our tags. All right, so we pretty much
turn our flat side off. And we go back through the view, just turn off the flat side so that won't get in
the way, update, right? Then we have a little bit
of Hey, look, you know, a road and know a little bit of a direction for
what's happening.
32. Fixing Tags: Also, if anything was in
the wrong layer like this, this is a little bit our map. That something that
shouldn't be in that layer, we can make sure to get all that properly
where we wanted to go. Yeah, right now, we see
that it's in the map. And we don't need
to be in the map. We can put that in the floor. And one of the things also
for our working view, we actually don't
need to have this offset anymore for our sketch. So we can go ahead
and put that back to MAT at that level. Like, you actually won't
be able to see it as we start to model some of
the other elements. But now we see, like, you know, an idea for
what happens with the road. And if we just, you know, sort of sketch and do
that same process, we can get that and
we'll get that done. But
33. Exterior Design Overview: What we're going to now do so as we know what's
connecting into the road, we're going to go ahead and
start our exterior design. And we can use our
levels to do that. And that's going to both
be for our upstairs, as well as what's going
to happen as we go lower. And one of the things that's
probably going to be just really helpful is
saying, Hey, you know, where's the best place
to put our deck, right? Maybe our **** can come out some just to sort of get
this little shade over here. And maybe a little bit can
be sort of on this side. So, of course, have not
done the upstairs fully, or maybe that could be
in the previous map, so we can just be sure
that that's going to be in the proper level. So now, yeah, we can go ahead and
start to go all of those and start to locate some of
these for our exterior. Mm.
34. Planning Exterior Elements: We're going to save the model, and before we go ahead and start some of our exterior path, I'm going to go ahead and
sort of set this as our too as we develop
our exterior plans. And so what we're
going to do now is utilize think we also clean up, you know, sometime we have different little extra geometry in the model that we don't need. We could go ahead and
always just take that out. So it won't have any
issue. Alright? All right. So the first thing
we're going to do is take a look at
what's happening on our base level because that's going to be where we're going to figure out how do we get
to the road below, right? So I really just want to just maybe keep it
simple that you know, we're going to have maybe
entry that we come here, um and so that would
help me just sort of think about maybe
entering into this. We have, of course, our
little floor plan here.
35. Modeling An Exterior Deck: Just come into where
we have our design here and start to
say, Hey, you know, maybe we would keep our exterior where we've already sort
of given a line out there. And again, we don't
have to be our entry. You know, some of these
things sort of left sort of undecided at the moment. But we're just adding
lines to sort of show, you know, maybe a
base understanding. And then what we can
do is come back and, of course, locate
anything as needed. So again, it's good to
save it if it's going to be sort of sketched out
with things like structure. That's one of the great thing
about our sketch layer, where we have some of the
other elements located. Okay? But this right
here is actually going to become like a floor. And what we're going to do for working with that is we're going to do make sure we see which things are
sort of located here. For our floors, we
always like to create those sort of separate so that we always sort of have a base that's in the
base orthagonal. So I want to make
this as a group. And then what I need to do
is just go ahead and take it into that similar floor level. Now, this is going to
be an exterior floor. So that's going
to be, of course, the note for this one, right? And so we can always turn on, so make sure that we again, make sure our floor there
on the floor layer. We just, of course, always check to make sure
those are well. And then just pull that and don't change
your orientation in the group so we can
keep our uh you know, orthogonal organization
when we're working on it. Okay? So as I go to zero, I'm just sort of putting that
as something that actually, as opposed to 16 inch, it's
more of a 12 inch height. And actually, as you notice, this floor for the main building is not
really coming out here. So this is actually more
of our exterior floor, and maybe the stair will be its own system just
to keep it simple. And also, you see
how high it is above the road, even if, you know, when we go ahead and see
what's happening here, um, we actually
would want to cut in a little bit unless we would
just enter in maybe here. And that could be a good
opportunity just to sort of have a little
landscaping area, a little privacy there. And so that's a consideration. So unless we want to
extend our site out, that we could come in here. But I'm just going to leave
it as it is right now, and that just gives us, like, a base for our
lower level entry. And we could start
considering, you know, how do we want to detail different areas
around the columns? And so now let's go
to our upper level. That's our level one. And so the idea is we could have a little deck
that comes out here, something that can just
make use of this, you know, view when the sun is coming up, and then we can just
come around here. And, you know, this is an
excellent opportunity where we could place a door if
someone wants to go outside, and we just have, like, a
little bit of L shaped deck, doesn't need to integrate
too much with the stairs. So to get started with that one, we could always just,
like, you know, I use going to
sight lines because we just get something
that's at our site level. And again, this could be done in a separate model,
but, you know, sometimes you do want to keep
that a little bit simpler. I'm going to go ahead and
put that one on A floor automatically and make sure that our other new floor
is also on A floor. And then this deck can come on and come straight to the
base of our A frame, and we go ahead and
get that model in. And now we come back
to our Level one plan, and we can go ahead
and just pull it down, again, that 12 inch as
opposed to 16 inch. And what we can
make sure is that it's actually from
our level one view. This is something
more of a You know, it's fine to make it pretty big. Maybe 16 feet because that's
going to be something that, you know, you can
actually have events on, something nice. And then I'll just sort of
extend it to the other edge. And we could detail how this triangle comes
down as well there. Okay? And now what we can do is also come back on this side, maybe a nice dimension
of eight feet. And we can also
do, of course, is, uh, if this is our eight feet, and we
just check it there. We can see that there. We can go ahead and
pull this back, and this could come either
we could stop at our deck. But as I know, as we look at
our exterior perspective, we see that would start to
come into the mountain. We didn't want to
stand too far in, we could go ahead and
just pull it back. And stop, you know, at
the structure level. And again, this is
a little bit more lling than looking at, you know, all the elements
that would be needed to, you know, figure out. But, you know, as architect, we always like to consider,
hey, you know, like, what would be the best
use of that space? So, right now, this little
deck makes a good use, doesn't cut in too
much to the landscape, so that really works out.
36. Modeling The Upper Deck: Okay, now let's look at what
we can do for creating our upper maybe this will start
to be like that private deck, and that sort of actually favors something that
just comes up here. And we're going to go ahead
again to our sight lines, where we just looking
at the side and create a little bit of eight by eight. Let me just start do that again. Just make sure very doing
eight feet by eight feet. And again, this is a
preferred modeling method too if you would, you know, consider just throwing
everything directly, you know, and because you are preserving
orthogonal working. All right. And so one of
the things I definitely just keep checking,
you always check, just make sure that
elements that you want are going to be in the layers that
you want to be on. So this is in our floor layer, and Make sure all of these. This actually should
be in sketch layer, okay? All right. Cool. And so what we're going to do
is we can hide things like sort of massing if we need, and that's definitely
going to help us in locate some of
the interior items. All right. And this right
here is what we're using. I'm going to group
it and bring that on up to here in
our upper layer. And again, avoiding
ever rotating things. So we just keep our
nice orthagonal bases. All right. So that
doing 12 12 " here. And what we can do is
turn our massing back on. So we just to see
how it relates. And essentially what we do
is essentially this starts to be something
that would connect to a little bit of
that exterior system. So essentially as someone
comes up to that top landing, you know, as we get stairs,
it'll be a lot clearer. They also have the
ability to either go on the landing or come
out to this deck. And so, obviously, where
we have our massing, that's going to
help us as we start to choose out what's going to happen in terms of where does interior and
exterior space meet. Okay. And also, again, some of our footprint
from our base level, we actually probably want
to go ahead and start to relate that it makes sure we can just click it here. That I would say, I just want to make
sure where that's located and make sure that
comes out under the stair. Again, I will do the stair structure a
little bit separately. And one of the key things
for this is actually just because I'm doing the stair here doesn't mean this
actually all has to come out. Some of this actually
could just be either maybe a little
exterior porch or, you know, I bring this in, the
roof actually could just overhang maybe the area that
comes out of the stair, and then there'd be like
the exterior stair area. But anyway, now we've now
looking at our model, we can see now, you know, how you know, there's an idea we would deck maybe
a little private balcony, a public balcony
for the main level, and a lower entry. And so we have our levels. Next thing to do
is definitely get into those stairs and start
to make sense of those. And again, then we'll be really good for seeing
how the building works. And then, you know, we'll be right ready to
start adding some of our elements like walls and
rails, doors and windows.
37. Calculating and Modeling Stairs: Calculating stairs is a very,
you know, precise thing. Obviously, it's going to need a little bit of
understanding of how, you know, circulation works, as well as how things
are going to connect. So it's actually useful to do it either in the same layer
or in the same group. And so what we're going to
do to get this on the way, we want to first, you know, look at our side elevation, so our side elevation is very
useful because obviously, it has our different
floor to floor height. And I do have that measured
as a 12 foot so what we can do is really just get our
landing levels and turn off, maybe some intermediate
levels and just use that as a
particular group. So that's going to be
a great way to start off the conversation for
locating our floors, and it will keep us getting
where we want to go, okay? So right now off the bat, again, we modeled about 20
steps per level. So I'm going to
make this a group, and this is going to
definitely be our A stair. If that hasn't been created, that's going to
be a great way to organize things that
are related to stairs. And what we can
do is, of course, make that object in a stairs. And now, all we need to do is make sure if that's going
to be where we're coming up, we're going to just go ahead
and come down 12 feet and then do the same thing on our
base level 12 feet, right? And so everything really can
be done within this group. We don't need to look at
a lot of other elements. From our front elevation,
we will sort of have pretty much the key of
what we need here, right? So just to help
the calculations, the normal step is
going to be about 12 ". And we can easily just
from this little geometry, you know, sort of
multiplication, we can understand that
if this would come down, we would just take this, this point all the way down to here, and we divide it by 21. That's going to give us
particular floor to floor height or step height,
six and seven eighths. So, you know, obviously, just
to save space, I did 20. So this divided by 19 might
get us that information, and we'll just check
that 179 16th. So I think that's good. And essentially what
we can do is just simply make these
as steps, right?
38. Modeling 3D Stairs: See how the model is
sort of made already. That's actually part
of the landing. So that come down 12 ".
And I'll just go ahead. But 12 " here. Let
me just again, work to stay within this group, you know, hiding the
massing outside. All I need to do is go
ahead and turn this into a group so I can separate. And now what we can do is
model our step, right? So the steps again, that's 12 ", and
it can come down. You know, again, we could start to prepare some of the
finish conversation. Essentially, if that's going
to be the top of the step, we have like either a
three quarter or 1.5 inch pretty much tread
and make that as a group. That's going to help
us out later, right? Just doing the tread
below versus, you know, we're not using
concrete, so that's going to help us organize this. And we can already start
to locate the next tread. And one of the
details of a tread, of course, is to maybe
have a lip to it. So really, the stair would
really end coming back down, maybe three quarter of
an inch to 1 " down. But I can just draw
the steps and by having my understanding of sort of how the
structure would work, I would get the angle from the top corner of the tread
to the next tread, like so. And also, this could be saved as a group in its own, right? This is a little
construction element that'll help us, you know, understand better and that is a good way to keep your
model in order, right? Alright, so this is cool. And what we could do, again, this is a crisscross stair. And so it's really
important for us to have an understanding
of where is going to be. So I'm going to bring down this and I'm going
to be times nine. So we'll see where
we are at ten steps. And essentially that ten step is going to be where we would have the finish for that landing. And we actually we
don't need to so much operate and we can even just create a view as
well for modeling our steps. And we can even make sure for in this view, that, you know, even if you just come into it, it won't show the outside
because we're just trying to really have an accurate
inside, right? But as we come into this, we do want to make sure
where our landing is, and we do want to test it
with the rest of the model, so I'll press H on hid. And this is, again, where
we do want it to be. And the idea is
what we can do is just go ahead and model
the rest of our steps and it could just even
be very simply by moving this top of
tread to this side and really using that same
offset that we had here. So it's pretty much just
taken this and, Again, what we want to do
is take and use our DIM from here
and we'll do top of tread to top of
tread, come down. And this definitely
is a calculation. We'll take this and make sure we're just using top of tread. This doesn't have to be copy. This could be
that's where it is, because we can have our
landing continuing here. And what we could do is
now just come over here. Times nine. And that actually, well, make sure we get that
properly pressed times nine. Okay, so now we hit perfectly
at our landing below. And again, the landing below is actually going
to be on the step. So we're going to actually because we're
going all the way down, we actually can copy
this exact stair design. We will just go ahead and
take it out of the slab, the area that needs to pretty much open up so
someone could go down. And so that's going to
be part of the design
39. Adjusting Floors and Landings: So as we get into the floor, that existing floor
for that level, we can go ahead and
make it a group. And this one actually
was resist a top. We actually don't really sort
of need that one as much. But we do need this, and we can just use this to
sort of make it a solid. And what we're going to
do is take out the area that is going to go
down into the stair. Right, and what we
do here is do that. And we could extend
it a little bit more. Again, there's a school of thought on how you can
use space under the stair, but that's going to be helpful. And so what we now have is
how the stair comes down, we can come back in
here, and now we just want to figure
out the landing. So essentially, you know, there are a couple ways, of course, someone could do this. We could do the landing with
a little bit of a jog here. Stially the steps would become that particular
landing set. And, you know, obviously, we could just simplify it
by making this whole set. Either we can go to how far
we've sort of sun our model, how we come out, because we sort of did
model that before. And then we can just
go ahead and take our other side and either come down for our edge you know, again, you could make it
a little more You know, it's all a bit of a
calculation if you wanted to either pull all
these back in. That's also an option,
sort of extend this landing out so that it doesn't have
to have this jog. And that is definitely
an aesthetic choice. You know, it depends on how you want to create your stairs. But that would easily be
done by just clicking all here and then coming
in 12 ", right? And so that would be more
of how that would organize. But, you know, it doesn't
change a lot of things, you know, organizationally
wise, right? And so our sketch one, maybe, of course, can make it easier to see what this is going on. And again, we can make
this as a component. We can obviously use that stare
component to very simply, and this is just a sketch
so we don't need to see
40. Modeling 3D Stair Stringers: So we can from this sketch, actually start to deal with some of our structural
elements, right? And that can be done from our front elevation where
we, of course, want to say, we just want to come down and use our angle for
our underlying structure. And really, all we
need to do is get our angle and we'll just go ahead and turn off anything
we don't need and just maybe just click our step
modeling so we don't have any surfaces we
don't want in the way. So I'm thinking a little bit of, you know, lumber
framing for this unit. So what I can go ahead and
do is pull this line in here and go ahead and
make this a group. And all I need for
this group is just to know where the bottom of that, that is the shringer comes down. And I can just
select all of this. And just sort of use that sort of bottom
of string location. And we can again start to
model some of the elements in. I would probably
come in like 1.5 ". Again, that leaves a place
for a little trim at the end. And I would say
that this is sort of where we're
going to come down, typical and it's really going to be this having
enough meat on it. And maybe that could come down, and I'll just copy, come down 5 " And this is really just for getting
the idea on some levels, but it can be made to a
component that we can use and then we can adjust it if we want to be more precise. Right? So now I've added that, and that should work perfectly
with the stair system. Um, and we do want to make sure we're I
will be under the steps, so that's definitely going to be one of the little factors. So what we can do is make
sure that we come down 1.5 ". And then that's going
to help us make sure that this will copy perfectly. If we look at that start point, our goal is to maybe let
this one come in here. Make sure the top line. And again, we have
this. It's going to stop here at the piece. And so what we can do
is just make sure that the next level will be
a little bit larger, and we're not fully drawing
all the details for it, but just understanding that
the top of that stringer, that's the wood
piece, is going to go down and have enough meat. All right, so we're
going to go ahead and just now copy that. And so that now, I believe, should
match perfectly. And so as that comes down, we have intersection here, and now we have the
ability to go ahead and choose how this comes down. And we're not fully modeling
structural elements, but this sort of riser could meet into structural
condition here, and this setback
is just so that it would really capture the
trim outside of that wood. So there is. We've
gone ahead and modeled this our stringer
and I'll go ahead and put and just really copy
that one point or yeah, just three quarters, probably. 1.5 would be the structure. You know, you can
sipfy it and say, I want to really just
draw all of it in here. I'm actually going to do a
little bit of detailing on it. So that we can
have a little more aesthetically pleasing
than just going in. What we could do is also
go ahead and come again, take out the surface areas
for some of the sketches, so we can see what we're
doing as we model. But the idea of it is all being figured out as we figure
this out. All right. So what I'm going
to do this stair is I'm going to make sure also to come in
on the other side and we just do it
all at once, 1.5. And typically there
are three stringers, and we come in maybe 2 "
41. Adjusting Stair Components: And we also can make sure that what we can do is also
have our center stringer. That's just the base guide
for stringer design. And so that will cover
the center of the stair. Yeah, so we can go ahead
and copy to that location. And we can delete that
little edge sort of factor. So we don't have to even
add extra finish here. We can leave it exposed until we sort of
want to design it. But this is what we
can sort of say is going to be our base
structure component for understair
because we're used in the same pattern on all levels, we can go ahead and make
this as a component, stringer we'll just
label that here. Stringer set And the detail might change
slightly as we go to lower stairs just because
of how we sort of came in, but that's not super
hard to organize. So if I put a copy from that same point,
it's gonna be here. We could go ahead and just
make sure that we're doing 180 let it go. So you see that comes down. And the idea is, this is going to be what we can do is now we
can go ahead and make this as our second
stringer type. And what we can go ahead
and do now is make this a unique group
and string are set. And I'll put this is
one, and this is two. Okay. And what we can
do here is go ahead and where it lands at the floor, it might come in a little bit obviously for coordinating
with the structure. But we can get into that group, draw that line where it is, come in and All right. And then we have all we need
to do is add our other two. And what we can do for those. It's very simple. And
this really should, you know, could serve
from being a component as well so we can maybe
match the finishes. So stringer unit one, and
this is actually two. So times two. So we have our new stringers,
and we could remove this. And then when we were adding
finishes and everything, it's going to be
super simple, okay? And so this is a cool way
to get our stairs set up, and we probably come back
over here and make this also sort of similar to our previous other
stringer family. And we'll just go ahead and save this one here, make component, and just make that
stringer unit. And that's number one, right? And another we go ahead. Oh, sorry, I turn on my edges. We can go ahead and turn
off the back edges. That's turn on and off
with K. Come over here, and all we need to do is sort of locate where
the last one needs to be. If you want to just
replace these very simply, just go ahead and press Control as you copy
and divide by two. And now we have our
stair set here. And any sketch element that
we might have put in here, we can always just bring that in and either delete it or hide it. It's useful to have
some of these as you sort of check
your model later, but it's going to be very useful obviously just to have
it somewhere, okay? And what we can do also under
our floor now we have a, you know, neatly made floor, but we want to maybe have the structure below
this element, and we don't have to super
detail it out right now, but we can come and
make sure that this at least comes down
to the same 12 ". And so currently it's that 1.5, so we just need to add 10.5. Right. And this stair system is pretty much a unit as well. This did include an extra
step out that doesn't know, isn't needed for the
levels below it. And it also depends on how
you want to detail your, you know, elements here. But because of our
matching systems, we can just come down 12 feet and now we have a working stair, and if we go to our
exterior perspective, you now see how sort of
our elements relate. And coming up, we're
going to also, as we do rails for
exterior elements, we'll go ahead and do
rails for the stair. And so that'll keep this
as a unified system. And yeah, now you can
see how someone can up and go through as
we put this together. But these are the base
system for our levels, and it's going to be
great as we get to start to detail out different
ways to connect those.
42. 39 Planning Exterior Walls: Adding the walls for a structure like this is not going
to be super difficult. One of the great things
we think about is, again, you know, how is this actually
relating to the site? One of the things I have here
is definitely an idea of, you know, with my floor, where do we stop, you know,
each particular level? And as we look into the site, we can also see, I've
cut into the site. So I'd have a little bit of opportunity for retaining wall. Bello. So I think, you know, a simple
system would suffice. We also don't always have
to come out to structure. You know, right
now, I've created, you know, this basic. But if we can start to
add materials to add, you know, complexity, we can go ahead and make this
into our concrete. If we want it to be
more rustic look or we could have that setup. And what we can now do
is start to put some of our walls in and just level by level what
things that makes sense.
43. 40 Planning Wall Type Details: What I would do is probably
start to come down on the level and make sure that I'm pretty
much in the base layer. We're just working
from your zero level, and we're talking about
adding some basic wall maybe, and I would just
simply sort of detail out that a little
bit, if I would say, maybe on this level, if I would pretty much keep to my probably a two by six wall. So and I'll do this and create
this on my sketch layer 1.5 by six or 5.5 to
give me my two by six. And this is my little
blocking here. Something that, again,
we can always just leave that just two by six. Leave that in our black
layer in our sketch layer. Here we have Of course, we come to plans start to help us out. We could could
connect to structure. Again, if you notice
how I've done my site elevation from
the side or the section, you can see sort of where we're actually cutting
into the site. We actually do come back
on to where my floor is. So there's no need to I do come back a
little bit farther here, so that might be the indication
that probably, you know, it would be useful
to come back from my floor all the way
to my structure. Then I could, you know, create my wrap here and
how this connects. What we can do now is go ahead and just sort of detail out. So what I would sort
of consider for, you know, we can always
getting our three D here. This is I would
consider us to desire a five eighths inch
chip on the inside. Um All right. And that's going to help us, you know, make a system
that would work well. And I'll go ahead. I'm
actually going to make this as a disk group. We can keep that in
our sketch layer. So these two things, one thing I think that
actually is sort of happening is actually
we're probably might have a just want
to make sure that we're making our stuff
within the main layer. Make sure everything is
appropriate layer, okay? Okay, so we put this
in our sketch layer. So we know for our
exterior system, we probably want to have
something pretty simple. Probably our exterior sheathing, which we could use
three quarters inch maybe just do three, three, four by three, four, You know, just go ahead and
make a group of this. And this all could be in
one big sketch group. And we could always
just go ahead and name that exterior wall type one. And that's something
we actually always could come back in
and take a look at. And so right now,
I would probably add an inch and a half if we want to do I
think a good system, a good sustainable system having our insulation here
would probably be to something that might
be siding with a bit of, you know, weather barrier. We could probably do that
within an inch and a half. And so that's going to be what would make sense for, like, a wall sort
of in the system. So we can take that
as the thickness that we want to work
with for this project, and we could also come
out to face of concrete. So one of the ways this
system would probably work, again, you know, structure typically doesn't get
poured all at once. There would be an
integration at each level for how that concrete
would meet each level. So it might not be super where it's
breaking up each level. I probably they would
pour the level, have the appropriate
connections, and then they'll
bring this. And so
44. Modeling Walls: The idea is having
that as a wall, and I would just start
to just draw my lines. And this obviously would
be in our a wall layer. I can go ahead and just
measure to sort of see my system eight
and three eighths. I think that's fine. This is like a simple system that could go ahead and come up. And what we can do also,
so we don't really lose our origin. I
would just copy that. And you could always
in your model, just have like a
small little area where you do put things like, Hey, look, I'm going to use, like this particular wall, I've recorded it here
and I've saved it here. You could also just
make it a component so it doesn't change, right? Um exterior wall
type one, right? So that's going to
be a great way to avoid losing progress
within your model. Okay? We can go
back to B level O, and we don't really
need that one anymore. That was our basis. If we change that, we can
always update this. But, you know, obviously, we don't have any
particular control on how these are
going to be set. But these are going
to be essentially right now the solid walls. And I can go back to my
exteriors perspective. So as I'm modeling these out, I can just make sure that
that is something that's going to go floor to ceiling. And what I'm going to
do so I don't lose it. I want to make sure that
now some of this material, and as I come in
here, I'm going to go ahead and make this a group. This right here is
a wall that sort of really even sort of serves
as a retaining wall. So actually, that exterior wall might be a little
more beneficial more. If we even go to our zero level, this type would be what we would probably want
to use in another area. And one of the things
about it, uh is, again, one of the issues for how we did this is we didn't make it within the the
rotation of the layer. So we could just come back in here and just rotate
it and model. But one thing I do know about this is that
we probably don't want this type of wall where
we are needing a retaining. I would probably use
for my retaining area, I would probably use more
of our retaining system. So I don't think this
needs to be all over. Like, we don't need
1,000 windows. So what I'm going to do, I'm going to use it
as a default wall, and then we'll just
figure out where do we want to put things like windows. All right, so this wall
can make sure to come up. Yeah, come on down. Here we'll just use our
default condition as being sort of flush
to this edge of wall. And this could be
pretty much our type. We don't have to do too much unnecessary
changing to this wall.
45. Setting Wall Materials: But I do want to make sure that when we have an exterior system, we want to make sure
that that's going to be like our exterior type, right? If this is going to
be a hearty panel, we can go ahead and make
that as the hardy panel. So if it's in model, and we can look for what's
available because we do have wood I go ahead and just shop through
the materials here. We can see which type
of panel is there. So this is more for the
exterior materials here. So I just pretty much checking where can we find something like a sighting. I might not use a pattern. It might even not be
in the model at all, but this is gonna be
one way to, you know, help prepare your models for, Hey, you know, what
we're gonna do outside. We could just take one
of these as a base. So I said vanilla cream. You know, that's
going to be what I might use for my siding. I could just use as our base, and then just simply from our we can duplicate
the select material, and we're going to say
this is finish one. That's our exterior finish one, and this will probably be
replaced with a siding. It could be like a
texture later, right? But I can go ahead
and make sure that this is going to be set to that. And then for our interior, instead of using
maybe a generic, maybe we use more of
something in our model. So we can use from
our solid colors, maybe more of an
ivory color, right? And maybe instead of
even sort of maybe we'll select actually
the Valletta cream ivory dust on the inside, maybe go ahead and
duplicate it and call this t finish one. And this is be a
dry wall, right? All and make sure
that that's gonna be what that's
colored as, right? Right, so that's
interior finish one. This here, exterior finish
one, VanleaKam, right? And so that could be a
little base system for how we're finishing
our exterior. And now, as we start
to say, Hey, you know, how do we put this wall around
our model, though, again, I think one thing
that would definitely be happening as we go in, and this is a beautiful
way of exteriors coming inside is
we could go ahead and leave some of the finish and just sort of seal to have that
particular opening in.
46. Planning Retaining Wall Design: But again, back in
our back section, one of the things we
probably to do around, like, maybe a retaining area, if we would even just go back to maybe
look at sightlines, look at our previous detail, we probably want
to copy that and start to say, Hey, what happens? Let's make a unique that's actually a CMU
exterior wall type, and we'll just do two because definitely exterior
wall type CMU, two. And so what that would be is, of course, we're not
going to use siding. This is, you know, even
thinking about this being like, maybe a retaining wall, we'd probably have a
seven and five eights by seven and five
eighths, right? That's gonna be our
CMU area, and we can, for sure put and we can
make this as a group. And we can go ahead and just do a little bit of the core here. And even, one of the
things this probably could be more like 16 instead of and we just go
ahead and put 8 " out. And, uh, All right. And so that's something that
we could use to sort of, didn't demonstrate that
this is what would be, you know, a CMU wall, and so what this could do
this type of wall type, we would make sure
that we could just apply we could either put the dry wall on the
face of it or we could, of course, do some,
you know, spacing out, maybe half inch to 1.5 inch. Let's just allow
if we want to have wiring in that level,
which might be helpful. And so that give us a
thickness for this wall type. And we always can sort of do a dim and sort of
save that in the model. And that's always
going to be helpful. If we want to do that,
just add a dimension, so that we don't lose track
of the types of walls we have in opus nicely comes to 1 ft, but seeing that it's
a retaining wall, that's going to
be super helpful.
47. Modeling The Retaining Wall: We can go ahead and now consider as we go
under the mountain, that would be a preferred type. And what we can do here
is even like right here. If we had first started that that was going
to be Wall type one, and we can always
just put this type of information for the instant
because this one right here, if we go ahead to
our s perspective, we see that part of
it's under the wall. This probably would be entirely, you know, best to
be that exterior. And we could do stucco
as a finish as well. So we don't you know, I'm leaving some of
the systems sort of I think it could sort
of work within that same basis an
inch and a half. And it would just get, you know, a good set of insulation outside by having
a certain level. But this needs to be uh 12 ", and that's just a placeholder if we need to adjust it later. But this is going to
be great as we get our goal for what this
thickness needs to be. And we can to align the wall, we can always just
go ahead and make a intersection here, right? So now this wall is going to be that exterior type
what we can do is go ahead and use our section to find out
where we need to copy it. Then our grid gives us a nice and uniform
way of organizing it. And what we can
also do is, again, it's going to be a
little different on the backside and come in 90 and just go ahead
and pull this in. And we can keep that
same interior finish. And again, this is a way to keep accuracy in
our model, you know, so we can benefit from make
sure we're copying that. And as well, times
two, yeah, really. So we have our lower level, have two wall types, and we haven't even
really discussed what we do if we want to
have something that's, you know, breaking into that. But that's going to be a beautiful thing that
we can go ahead and start to understand how it's relating to the site. Yeah. And now we need to
do here is, again, just copy that one so we have the proper interior
and exterior system and pull that on
out. And the idea is
48. Fixing Model Accuracy: This particular wall is, and we always come in
here and make sure. If we don't have something
at the right level, we can go ahead
and get it there. And if anything is not precise, we can always make sure
that we're measuring where everything is 30 foot. So we would probably
go by our system here. And if we want to get something
back to precision, again, and one of the
issues for this one, as well, that's going to
be a load of challenge. Again, that's why I say, go ahead and as opposed to
doing these separately, go ahead and do these
in the base layer. 30 feet by 50 feet. We want to make sure
that we're using a particular orientation
or how we organize things. We could always find
the point we need, but we do need to
make sure we're operating properly
within a layer. This is just sort of
a correction measure. And we're just repairing
the structure because, again, we're going to be
connecting that system. We need it to be
accurate to some extent. If it's not correct,
you know, hey, I don't have a problem with coming in and creating
something from scratch, just to have something accurate because I know how
important it is. So I'm going to make this
group, and this is where I'm actually going to
locate the structure, sort of that final
structure because we don't have enough time
to sort of fix and repair. So that's going to help us
always keep it accurate. I'm going to make this a
group. And it just now I get to do my 24 by 24. And it was just something
that, you know, we did see, it sort of
started to screw up. So we're fixing it clean
in orthogonal environment. Over three. And what we're going
to do is take this, and this is going to come in and replace what we had done before. And we probably going to make a structural only
layer just so we can avoid anything sort of,
you know, screwing up again. We can even delete the
previous one and now just match that to the
orthagonality that we want. And we could just
go ahead and take out the previous structure
and adjust it the same way. Anything that was
sort of offset, we can come back and
just offset again, but make sure not to delete things we
don't want to delete. But we can, of course,
even, you know, anything that needs to lower, we can come back
in and lower it. But yeah, just go ahead
and take all these and if we didn't use it like one of the things I want
to definitely do is make sure as we get in here, we're going to make
a component again. So this is going to be
our pile corrected. You know, you can make that note so you don't lose the progress over three and just go ahead and duplicate it
back, and it's probably over. We just check to make sure that that's what we were trying to do over five over four probably. Yeah, that gets our
structure that we want. So that's just correcting it. I mean, you can correct anytime in the model,
it's going to help. Of course, you get
a better result. So it's definitely worth to do early versus late or not at all. And so you come back in here. And now, of course,
can make sure we're saving this is our
structure field. And make sure that's
going to be saved. And S structure SF is gonna be put and we
could come back again. This was trying to operate
like four foot four, right? And I think it's both this as well as its
neighbor four foot four. We could delete anything
that was previous. And so now that's
going to help us tremendously to have something
that we can, you know, depend on, make sure
that is actually just going to the
right boundaries. Okay. What we can do is again, just now that we have
something that's straight, let's go ahead and
make sure our walls are hitting appropriately. And there's definitely it's never too late to fix a model. You definitely want to do
that earlier than later. Alright. So this helps us now figure out what we
want to maybe get with our floor because our
floor might need to be or we can just
take our structure and the walls now
if that upper floor doesn't have a perfect alignment with the lower floor,
which we definitely.
49. Creating A Working Layer For Walls: And what we now can do as we're sort of modeling
sort of walls, we can just remove this site
in a similar fashion to, you know, focusing on
what we want to focus on, go ahead and come down and hide things we're not
currently focused on. So, elevated site is
not going to be as important as we're
modeling the walls. And we can also turn
off the facade. I'm going to go ahead and
add this as walls modeling. This is going to help us as
we come through and repair all and just pretty much just continue to keep a good system as we
go through the model. So I'm going to go through and
add the rest of the walls, and those are going to be
our basis for this design.
50. Checking Exterior Wall Geometry: Now, what I've done is
I've gone ahead and sort of just fix the structure obses and make sure we are aligning
with that first level. And also, now we see where
we're going to simply. If you look at sightlines, see our model and how it's
sort of arranged on the site. And now I've added the
walls for my second level, and I can go to
my B one level O, sort of see those, and
I've just added and actually, they're
actually backwards. Sometimes that happens,
but no worries. Sorry. I just want to make sure that the finish that I want is going
to be in the backside. I think, these were copied, but we can go ahead
and always just set those back to match,
like the original. And that is our exterior finish one. So it's sort of funny. Yeah, they're just backwards. And so you can't even really
see that that finish is going to actually be
very similar, but noise. Nothing is perfect ever. You know, you just
figure out how to get things where you needed. Alright, so cool. So those are going to
be our exterior walls. And on this side, it's because of our shadow that we are not seeing everything
the same sort of color. We do have a little
bit of a color. And I did look at a finish, but I've also looked at
some components because we want to add that window in here. What we can always do is, again, just turn off our shadows, and we will see everything
sort of the same so they'll stop that
sort of effect here. Anyway,
51. Planning Windows & Door Components: Um, one thing we want to
do is that will be nice, of course, is to start
to put in maybe windows, and one thing that's helpful as I go to my
exterior perspective, f is I can just say, What do I want that
window to be, cut it out. And then go ahead and just put this component that I got from the SketchUp
component library. I just look for a
window, don't worry. It's included in these files. And I really want that window
to be something that's, you know, pretty manageable. So something like a
three by six window, and it would be centered. So all I need you to do
to get that workflow started is really just
start with a line, and we can always come back
and take this line out. I'm just going from the
middle, and this would be maybe we're going by 12 by 12. This could be like
eight by four. And that wouldn't actually
take up too much space. It would be nice to go
off course the window, but in reality, there's always gonna be
just a little bit. So right now, we have a span, and if I would just go from
one line to the center, we could see three
foot eight being here. These probably could
be six by eight. And so, all I need to
do is go ahead and um If I get all the edges
that are part of this, I can go ahead and make a group. And we're going
to make something that we can give a subtraction, I can turn off the
model with hide. Again, great one of the
challenges this, of course, is going to be that
it's not orthogonal. So that's why it might be
sometimes more useful to just sort of use this
as your reference point for getting center lines
and then come off and draw somewhere where you
can get a clear dimension. Like we said, if we want to do going six foot by eight foot, but at the same time, we want something that
goes through the wall. So I can already set this
to be something that is six foot by two foot, right? And all I need to do is come and shoot that up eight foot. And what we'll do is take this, we're going
to subtract this, and that's going to be a
great way to work with models, model with booleans. That'll help you tremendously
with working with walls because you
can set up your walls to be what you need. And also, obviously, it's
a cleaner process for removing walls versus just
making the whole model as, you know, like ungrouped
element, okay? And so this will be set
to the size of this. Now, this is a
parametric window. Again, I did find it by going to the window category here, and I found, as I sort of
searched through Windows, like, I see that, you know, I was looking more from
parametric window. And that's where I
found this model. And there's, you know, some
that have a little more detailing than a
little less detailing, but the dynamic ones are good. I think this might be
similar to the one I have. But again, I have included one. You can check out some
of the ones. But one of the benefit of the
dynamic windows is it can keep similar elements that
stay in the same size, and that's going to help you avoid rescaling, like,
different frames. So that's going to be a
helpful thing for that. Alright? So we'll use
that for this window.
52. Cleaning Up Alignment Elements: So I can, of course,
always look at my B one level just for
checking these things. And it does like it's
going to be not 100%, so we can take it
out and go ahead. And this, of course,
just to make sure that we are
operating with accuracy. We just check on our edges, make sure our points
are lining up here. And then we just know maybe our object needs to
be rotated properly, so it's not going
to have any issue. Alright, so what we
can do and again, sometimes that's just
because we don't we might not see how something
is not lining up 100%. And we can make our adjustments. So essentially, our
deck appears to possibly be at an angle. And that's something we
can, of course, resolve. But as we go into the model, of course, that's
where we can see, finally, you know, did we just rotate something to an
angle that we didn't need? And that's one good thing
that, you know, again, working with models, we
can just make sure that this gets to the angle
that it needs to be at. Like, I can just from the
above view, just rotate off. And if the point is
going to be appropriate, just make sure that's there
and just say that we're, of course, using that angle now. I think now that fixed that one. Let me come back with this
element and get that there. And it's definitely just sometimes that's
why people will use a separate model for
their base geometry. And so that always
could be an option. But for this model sake, we're just going to rotate it to find the proper one
and then go from here.
53. Adding Window Components: Right. All right what
I'll do is I'm going to go ahead and
get the center of this cube and this extruded
mass, and I'll set it here. Now this is done partially. We want to make sure
that it's center of this hitting with the center of this particular object we look below maybe we'll find that midpoint in that group. I think this is where at
the midpoint of this group. So now we see that
the faces are flush. That's what we're trying to
do first and we, of course, could measure on both sides. 8 " on one side,
8 " on the other. So that's great. And
we just move it in, maybe 8 " or so. And this one now
can be duplicated. You know, put times
or X two, right? And these are pretty
much where now I see where I want
my windows to go. You just kind of that
perspective over here. And now the idea is, you know, this is a
nice little window. It can be flushed
against this sell here, and it'll just be taken
out of this wall. And obviously, you got also another way to
do this, of course, is just to do it per wall, so you just duplicate the wall. But this is a very
repeatable system, and here's how we will
just take that window out. I just connect both of these, select the object going to
select and subtract first. Then we can click
on intersect face or actually more solid subtract. We do the same thing
for the second one, remembering to
subtract the element first or choose this thing
to be subtracted first. All tools and subtract, right? And that very simple element has gotten us a beautiful window, and we can go ahead and
just copy that times two. All right. So now we have a beautiful window
very easily organized, and that's like a
simple wall framing. And again, we could do some
other type of elements. This deck itself will
probably have a little bit of structure that
would go through. And again, we're not going to superestimate a bunch of these, but this will allow
you to have that
54. Adding A Door Component: The last thing we can
do is because we have a good unit for this size, we could actually
have a door that has, like, a middle three foot entry, and maybe it could be 1
ft six on side light. So that might be available in
the door with side lights. And it just would
be nice to have it sort of the same
on all the sides. And, you know, obviously, this creates an opportunity
to put it on this side, as well, because that's
just would be a good way. But we could go into here and check on what
SketchUp does have. We probably want a simpler
door with skylights. Probably like this
that we have here. And one of the
things about that is we would, you know, it's
sort of interesting. W we do the top
band as a transom? And again, that would
be the top elements. But, it wouldn't
be that bad, okay? But this right now, it's sort
of having a little bit of a function where it's
like, click here. It's always facing you.
I might not need that because I might want to just go like a little
more bare bones model. And again, we just want to
look at something very simple, probably like a glass door, 'cause you know, it's more
of like a lobby area. It might be a
little more public. It could, of course, have what it needs in terms of
privacy around it. But maybe something like
this has a darker finish. So you can load that
into the SketchUp model. Again, I don't know that these are going to be working
100% in the model. So, you know, I might need
to adjust it, but, you know, again, the idea is
having it work in the same footprint is going
to be a good starting point. Okay, so I'm going
to take this again, my slab from where I'm
trying to balance the model, and I'm going to locate
this to the center here. And what we can do is go
into our sight lines. That's sort of just a layer
that doesn't show the topo, which can get in the
way if you let it. But I just wanted to
get that center point. And I'm going to always group
it because it's just going to be the easiest way to delete it if we don't need
it any longer, right? And so I'm going to
do two things here. I'm going to go ahead and
put this door edge specific, right, right onto my
subtraction mass. I'm going to line it with that. And actually, it's pretty close. It's a little bit larger. I don't think we have
to do 100% same size. I'm gonna come in
here in this model, and it does give me like, where I can move
things and everything. Obviously, want to get a
little more design aesthetic, we would want to try
to come and update it. One thing I also want to
see if this door does have any particular dynamic
component settings. And as I can see from the
component options, it does not. So I mean everything here
is just sort of a bit of a, you know, custom model. But coming down and making it to match
the size that I want, we just have to see sort of how much effort is
going to be required. It might be pretty
simple right here. I wanted that to come down And I think it might not have been
made in the same plane, you know, so it might
have been made it flat. Anyway, this is something now we can sort of do with a lot
of these elements here. Maybe just double
click on these. That's why sometimes, of course, it is easier to maybe model yourself because you have
to come in and take, you know, some of
the custom elements. But right now I am
telling you the keys for simply and quickly
editing something like this. And just really
making something that would be a little more flush to, you know, the geometry you
have in your model. Okay? All right. So this one is
also a little bit larger, and it's by a few inches. I think I could live with
that in terms of width. I didn't want to have a
different head height because that's a very obvious feature, obviously, when the head of a window is a
little bit bigger. But this right here is
about 2 " of difference. You know, sometimes this
might be just a way of, you know, defining a gift. Right. And so that 2 " we can just add to that particular
mass. All right. And so what we can do for that is take that and locate it in the middle here and do
90 and pull back in. Alright, sorry,
pull back in here. And one of the issues for here would be a little bit
that it's going to have to be using
the edge because, of course, as we know,
that if we're in our base models left and right, it wouldn't go where
we needed to go. So this is cool right here where we're on the face that
it can follow that axis, but the axis of this Mace
model would be different. So that was cool. And so what we can simply do, again, move our reference line. What we can do is also
come over here again, you know, we have
it recognized that this door is 2 " a little
bit wider than these are. But what we can
do now is come to our exterior perspective
and come and, of course, As we want
to take this out, click on this and
click on our wall. Make sure we're clicking on subtract that subtracts
for our door, and we come over here,
and that's where we going to simply toilet tools
to subtract from that wall. And the good thing, of course, is, again, we know that we did try a
simply different size here, like press control
to get that copy. Make sure that I'm going to look down and maybe even go to my B one oh plan to
get that located 90. And this is again, like I said, because of our dynamic component,
it can come in, and we'll just use
the aligned face to get that to be
where we need, right? And on this side, we can go ahead and just rotate our door. And this can come
in here. All right. And we can go ahead and erase
some of our base items. All right, of course, careful
not to erase the section. Alright, click on interiors Perdective now we
have this level. And now we're about to go to our upper level where
we can start to detail a little bit
our upper wall, and we can be very simple
with that as well, as well as our rail.
55. Adding An Exterior Storefront: As we're working on our
A frame and figuring out how we can sort
of do the detailing. So I'm also going
to actually start this exterior panel system soon. But we're going to first
start with just what we intend over our structure
for both our cladding. And then when we're coming down to getting
something like this, our pretty much
storefront system, or it either be Storefront or curtain wall for
this large A frame because that's a
great opportunity to bring in light
for your project.
56. Adding Exterior Panels: We double click inside. And where we're going
to start is definitely looking at what happens when we, you know, click on this
just our facade layer. What we have here is
an ability to just really play with what we
have on our structure. I really feel that
one good thing that we can always do here is actually not just have a zero edge where structure meets, you
know, maybe our framing, but we can work on the detail to consider what happens when we could simply both come
out with our detail, and I could just
create my surface here and make a
group out of that. And the idea is, if I would
sort of isolate here, one thing we need to note
is we're going to be coming out about 6 "
from our structure. For our structural insulated
panel that will sit on pretty much supports
along our structure, and that's going to be a really important
detail for this design. And this structure, the structural
insulated panel will have essentially
its own structure. So it can, of course, maintain, you know, like, like a curtain over the
structural system. The structural system
will, of course, hold all the major elements, but this will need to definitely span quite a lot of distance. So I want to give
it enough space. So, so what I can do is, of course, just
sort of terminate it here at the floor in a deck. If I look at the mall
again at the deck, you know, there's a great
opportunity, of course, to how, you know,
figure out how to make a beautiful termination
for this floor. It could be, like, a little roof here that could
come down later in, but we don't have to really go into so much of
that detailing now. But one cool thing that we
could immediately do is know immediately
that this, you know, structural insulated
panel, which go ahead and helps us with
a lot of our um, ways that we're going to keep this, you know, a
sustainable building. And what I can do is, of
course, push this out. This could come out
something like two feet, and I think, you know, we'd have framing
around there to make this work to our advantage. And that would allow us to, you know, had a little more shade when people are coming in. One note is we're also going
to have a little knee wall, just like I had sort
of drawn from where we actually can have the
wall that will go up. So we're going to get to interior walls a
little bit later. But we're going to
take care of this and pretty much export this expand this
layer for our wall, and we're going to go to the exterior of
this system here. And one thing that's, you know, still not a
problem, actually, is just to really even go to the fullness of the structure. And right now, since we were
coming to the mountain, we actually don't
need to, you know, do too much detail here. I mean, if we feel that we
can get some light in here, that's probably not how the
structure actually hits. Of course, you know,
we'd have to have a little inside a little bit, but if we would sort of be
right against the mountain, we'd probably have a little
retaining wall on the inside, but this does look like
a great little spot for bringing in light. So I'm going to sort
of take that to here.
57. Subtracting Envelope Openings: And I'm going to
come out from here, and what I'm going to do is go ahead and create as
this is a solid group, a solid group for
some of this mass, that's going to be
our stair tower that brings in also
a lot of light. And what we're going
to do is go from maybe maybe looking
at the sight lines, taking something that would maybe maybe if we came down
just looking straight down, and this could just
immediately come into a group. And we just come
in, pull this in, right? So that's cool. That's on the face, all we
need to do is pull that in and pretty much we'll just be able to take that out from and maybe even
looking overhead is where we can sort of see
how we're going to subtract that because we don't need to subtract
it from everywhere. Obviously, we're going
to probably close it above the roof. So right now, that's an immediate
subtraction that we can take right out of
a frame surface, and that'll probably
just open up a lot of different myspace. So here we are. Also, we're also going to subtract and
we just do it one at a time. We just go ahead and
click the subtraction mass and the normal mass, and then right click
and click on subtract. So that's cool that that takes out a lot of space
that we didn't need. And right now, I just have for the structure. I was
sort of leaving this. But again, that is an
option we can take out, obviously because
I don't have it in the system and what
I'm talking about. And I'll go ahead and put this in instead of our massing
layer in our facade layer. It's, again, this sort of
sort of surface layer, which was really
just a placeholder. Now that we have a bit of a clearer understanding
of what we're going to accomplish with
some of these, we can go, of course, and take something like this
out and even just sort of maybe take this out because
it's really just reference. But now we see a little
more of opportunity. And again, this
could be a little deck to overlook the stair. You know, depending on how
you want for your privacy, and that's something
we do as we're going to work on the interiors. But in terms of now we
have our our facade, we have a little
bit of outcoming, and now what we can do is
we have enough of a basis to go ahead and get some space
for our Storefront wall. Looking at how we do
a frame, you know, there's an opportunity
to come over here, but we do have, again,
the opportunity to put over on this side. And if I sort of hide this, you know, the idea is
I was still thinking of maybe making an opening here. So I can go ahead and come in and figure out that
in a similar way of how I just created
my blocking here. And ideas, double click
all this make group. And what this can do, of course, is just, you know, pretty much, where
do we think it would be valuable
for it to come up? I think this could maybe
just be on one level, and this might just be where
we inset it as a door and we just go ahead or click our subtraction mass and the main mass and go
ahead and subtract. And so we have the
opportunity to just create a bit of it if we want to just bring
the wall down, have a little sort
of inset area, and that just gives a little
bit of opportunity there. And so what we can
do next is go ahead and get ready now that we have our openings
to go ahead and do
58. Organizing Model Levels W Tags: What I get to do now
is I might, you know, sort of keep this
within, you know, as we're looking at a
facade, and actually, I really want to sort
of keep this as, you know, our massing. And it depends on how
you want to do this. You can always continue to really just make
all your walls so you're not like sort of now we don't know where
the building is sometimes. You could just already just
sort of say your levels. And this might be
an efficient way of organizing that you
can use and just maybe the structure
itself is going to be separate cause sometimes it
does go multiple levels. But something like your walls, I would consider that be
a great thing to group. And what you can
also do, of course, I'm going to come out of the,
and just look at the level. So now I can select
everything that needs to be on this level. You just select it one by one, can the little bits, avoid
the section, maybe. Right? And we have all these
little elements, and we can just go ahead
and turn that into a group. And we can call that
level one or level zero. And so, you know, now we have the ability to
just say, Hey, look, if you want to see
what's on level one, we can always just
separate it out like that. Okay? And if you want to
put live floor elements, that's also an
opportunity, okay? So, next, what we can do is going back to
experience perspective. We can get ready for working on taking everything we need to get started
for this Storefront.
59. Planning A Storefront Wall: This storefront will probably be very based on this opening. Sometimes a storefront system, and we don't have to
go into the facade, but we can definitely use the profile and just
sort of trace it. It can stick flush
to the opening. But a lot of times it's going to be and I'm going
to turn this into a group. This is going to us, you know, needing to give us space
for something important, like maybe our 12 foot
floor to floor line, and I'm going to just
duplicate that up. 12 foot right? And what I'm going to do is sort of create the frame for it, and I'm going to hide
the rest of the model. We don't need to create
something that's perfectly, you know, symmetrical
on every aspect, but it is nice to play off the triangular form
of the A frame. It would be nice to have also a door that's right under this. That door might be more
valuable at being eight foot, you also want to give us
maybe space for a structure. So as we sort of
figure that out, I would just think
maybe it could be one, six foot door, or
it could be two. I'm going to just come
out and do three feet. And the idea is, we can
already come out and create the frames first and just sort of offset how do
we want that pattern to be? Because that patterns
gonna definitely it's gonna comun everything
about this project, right? So I think something like
this is going to be nice. If you look at your B one level and sort of how that will actually start to
divide the space, saying, Hey, someone
could enter in, and you could have your
living room arrangement here, you know, your couch here, and then maybe your
back furniture, and then really the
kitchen could be something even sort of broken
out a little bit into here, and this could be
a little bit of that social and dining space. So the dining space would be in between the kitchen
and the living. And then we, of course, could have our
restroom more close to the back even just
be more efficient. You can see that as a space
above would be also useful. So looking at that, knowing how we would organize
that space in the end, that has helped us to figure
out how do we want to open into the storefront area. So, um that would now let us consider how we would
pretty much take this base, and we could just start to turn some of these into groups. We would need to keep
everything, of course. But each of these
can sort of sort of start to figure out
how we would operate. But one thing that we know would be
helpful is, of course, I think if this could come
in and give us a little bit more of how we're going to play off the triangle
that might help us out. And so maybe this could come down and I guess I
would even just start to take all of this line up and thinking this might be something like if it was needing to be a
little bit thicker, I might think of eight and our 12 foot
where we have this, maybe that could come down. Maybe eight. And all these can be just offset as
as we figure this out. And this area could be just
a little bit of a mosaic. It doesn't have to
all be triangular. Again, this is where
you start to get opportunity to play
with the design of it. You might just play with the
same angle on the side and right pull this out to see how far it could
come and of course, you know, sometimes it
just line up perfectly. Sometimes it might not, but
the idea of the triangle is a known sort of form that would generate a
beautiful aesthetic. But again, we have a door here, and, you know, right now, you can't really sort of
see how it would be glass, but we could always just start
to now take some of these, turn them into groups,
come in and give it a good thickness like
eight inch, right? And there's no structure
here for, like, a floor, so it does have a
little bit more freedom. Um,
60. Modeling Storefront Components: The idea is, some
of the basis of it sort of using this as a basis is also a little
bit helpful as well. But I can always just
come in here and maybe that vertical element might need to be a
little bit larger, but this could maybe be
six and we could even make this a group that really could be duplicated because we were
using it several places. So that's a useful
way to do this. And because of that, even that nature,
we could go ahead and just make this as our glass. And just go ahead and
use our material layer to choose a cool,
transparent material. And sometimes, of
course, you know, we wanted a thinner aesthetic,
that's also potential, but I'm just playing around
with this, you know, again, we have the
triangle of form. And we can take this out
anywhere we need it. But this right now is something that we could play again with. And if we don't, you know, if it's too if it
comes in too much, if you want to do a
little bit lighter, do maybe 4 ". That would definitely
be one idea, but the idea is this does
give us a little bit of, you know, structural aesthetic. But noted that, if you're
going to do 6 " here, it's going to be 6 "
on both sides, right? So might come in because
of that if we even undo and want to rethink
how we divide this up. We get undo and then saying, Oh, because we're going to
come out on each side, maybe we do go for 2 ", right, because it's going
to be two, two, and that's not exactly bad. We can take out from the
middle, make this a group, come in here, go in six, right? And then come and go ahead
and break that down. Make group and come in and that could easily
come into the middle. And if we want to
do the thickness, we also could do that. But now we have the ability, and we might come up and do a three foot at
the door as well. But that gives us
something that we can carry across the
rest of the design. And again, where we
have our half panel, do that at two, as well. And we can always just make a
group out of each of these, and that of course generate
its own specific lines. And come in and do our six just come in and go ahead
and put that in the middle. And again, it might
take a little time to locate unless we just use a similar location
that we've used over here. Can move this so I can
get it in the center. And one thing might
help if it's finding a hard time tracking that is I could just
come in and do a three, say, Hey, just use
this line right here. And one of these might just be because it's a little bit hard to track some of
this from that side. Alright? So maybe coming back here is where we can
track a little bit better. Let me byte mis to
your perspective. Yeah, right now, it's having a little hard time
locating right now. But that's fine.
If it's too hard, we can always just come out
and just take another one. And just draw where
we need to draw. Yeah, I took off a
little bit of that area. Now that we can take this one now, we go ahead and take this. And we could even take
this and just make this a component now. Triangle And the idea is, you know, the upper triangles
are a little bit larger, so it's a little bit of
aesthetic and hierarchy. And this one, we're
going on 180, and it should for most
parts, be the same. And so this is a
little aesthetic. We can go ahead and
put it over here. And then if you
want to do, like, a simple door, This might
have a larger bottom panel. I come up to 4 ". And that might be
something that we might distribute again, we can come back up those
and change those as well. And what we can do is again
copy something like this out. Make it well, come in here, paint it, make it a
group, move from here. This door is going
to be a lot thinner. We can do 2 ". Sometimes it's, of course, one and two quarter. Simple way of making a door. And we could just do
this for starters. Obviously, we don't get too much into detail
at this stage. If we don't want to,
you know, of course, have options for working
with components. And I could just go ahead and remove sort of that
base layer here. It's useful it's
helpful, but right now, we'll just go ahead and
try maybe some of these. And actually, this one
actually is not yet grouped, but if we can go ahead
and group it and make it a component, it could be a half
triangle window. I had that 180 head over here. One of the things that
we would probably do in the real world is, of course, we wouldn't just
have this door by itself. And that's something
that, again, would help obviously making this panel is we probably have a little bit
of a frame on this door, something like 3 ", and probably it can probably
go into the top. But just on the side,
we'd probably do a frame. I'm gonna go ahead and
just pull up a unit here just to reflect a
little more accuracy. And and so that would come into the distance that
we have that door going in. Or if we want to just push
out the other elements. But right now we're
just high level, go to leave it there. And this right here
would need to be, for sure, a component
door, simple. Simple Storefront door that matched our ac
needs here, right?
61. Modeling Upper Exterior Wall Elements: So actually, something
that people might do, even for some of these sort of large sort of units, you know, it seems like it might be more valuable because of
things like glare, because this also could
be maybe a roof element, that this could even
just be maybe a pattern. It doesn't have to be
just because it's, you know, in the
Storefront glass. So, again, we could have that
more of a design option. But I could, of course,
always just come over here. And come out, too, and
just maybe make this. Maybe the whole unit
could come out. Something like a six.
It could be even like a similar type panel system. I come in 8 ", and this
could just come in too. And this could be a little
aesthetic that we just have both on this side
and on the inside. And we don't have to
come in too much, we could do 4 ". But this little aesthetic
could be something that could both be structured and you know, we're figuring out for
how it works in here. So I could do 180. And I would believe that this should be like
an average distance. So this three foot eight. But what we can do is, of course, always
just test it out. And we of course could
just make sure we have a clear location
of our centerline. And that'll help us, of course. No, 100%. Does this fit? And it does. So right, we got a full center here. So that's cool. Let's go to C, and we come in here. Maybe we can just
take a last unit. All right. And so that's more of aesthetic
little piece here. And we can go ahead and just now we have three pieces
that are all the same, that actually helps in
something that's more modular. This actually might need
to be a lot bigger. But I'm going to do TNF now. Again, we don't have
the super engineer, everything all the time.
We just come out here. Because being a thicker
piece of glass, it would likely
require a lot more. But we're going to go ahead
and just simplify it for now. But it is sitting on a very
large eight inch member. So that's one of the
pluses for that size. And so we can go ahead and
look at that in the middle, and we ahead and make
that as a component. And, you know, if you want to make sure we're
using good names, can always just
sort of see where we're naming everything else. This is a triangle window, and I could just make
this as Omega. O. One of the great
things about this, even when we put
this in the model, SketchUp does let you do a type of takeoff
for your model. So you actually can always just sort of see how many of
these are in your model. And that actually helps a lot in the pricing phase of a project. We're going to rotate that
and locate the final element. So it's good to have good names with your
elements in your model, right? So I'm going
to locate that. I'm going to go ahead
and remove the original. And now we have our
new storefront system sort of using a little
bit of aesthetic here. And it's not overthinking,
not thinking too much. We definitely have some
places that we can update as we start to look at other
areas in our model. So super exciting to
get this on the way.
62. Modeling The Stair Tower Base: Right now, we're well
developed with getting, you know, this
storefront systems. But before, of
course, we, you know, start to do some
of the detailing. We do have our mass here that we can simply detail for how we'll really start to create that volume for
our transportation, also a great way
to bring in light, you know, if we'll go ahead
and look at, you know, shadows in the site, you know, having like a stair
that bring in light would be really
great but obviously, we need to have structure
on that as well. So let's go into how to
sort of detail that. Obviously, I've subtracted here. I've just sort of some of
the area that's inside, though, you know, the idea is, it could be a nice feature
inside for possible privacy. But on the overall, maybe we can maybe use some
of that geometry later, but right now, let's
go ahead and take it from the part of the model. So what I'm going to do is
just treat this as a volume and remove all the
additional area that would sort
of be taking out. So we, of course, have our floor system separate. So this is more of
just a massing system, and we don't need it to
really come in to here. So we haven't really
done a lot to create sort of that
interior space. We're going to get to
that particular section. That's going to be really fun. But what we're going to
do now is just start to consider how do we do structure
in a system like this. So one of the key
things I would do is, for sure, as this is, you know, really thinking of a lot
of different systems, let's go ahead and make things, you know, on the level
of what they are, right? Like this right
here, if you make this whole sort of
connection of this facade, this face, and this face, those are going to be a group. Those are all glass, right? And we can just use
our tags and sketch up and make those to be
on a glass, right? And what we'll need
is the framing that will help us support that,
as well as, you know, understanding as part of the
framing on this other side, you know, even if we're
digging into a hill, we're going to have to
do a retaining wall. So we will have a reality of how that system
actually works, right? So as we start to sort
of figure out, you know, how this actually
becomes a system, we'll probably turn
this more into more of a facada sort of placeholder. And now what we're going
to do we can sort of start to figure out how we're going
to make this as a wall. I think we're going
to use that same wall we did use before. We come out and we sort of see the thickness from
our place holder. We just use, like, a 1 ft wall. I think that's going
to be the same here. So, you know, if we use this volume as a
subtraction point, we're just going to have maybe a little bit on all
of these three sides, and we could even just make
a rectangular mass and come in 12 " And all we need
to do is pull that in, and that just needs to
respond then at the top. We could also make this as
group and just pull that up. And then we're going
to inherit some of the cutoff points from the different parts
in the site, right? I mean, this actually
even might be a little bit cleaner
to have it maybe go up on both or two sides and then choose maybe one side
to come down on. And then we would
have something like an embed I'm going to keep
that a little bit cleaner. And actually, I'll just
even measure this since they even have that as a little more of a
clean dimension. Maybe fuse just said this
can come up 20 foot, 3 ", and then I'll just squat and pull
the top of this panel up. And we can even just move to
that point, and, of course, have to make a little bit
of intersection point and so that's one of the
ways that we could say, let's sort of create this
as a more logical system. But on top of this now, which we could just create
that as our base of that wall, and it could also,
of course, come out. And this system right here would just really interface with
some of the structure below, but to potentially, of course, create, you know, just a
worked out little area here, we probably have that um where it could
be open or we could just bring it in to match sort of just really
a meeting in the facade. So some of this stuff will
be going to be a little tricky as we start to figure out, you know, where
everything is. But we also can just get some simple measurements
here, something like here. This is four foot 9.5. By nine foot seven, and we could also just sort of draw that in and then
copy it and say, Hey, you know, that's
what we would want. We can bring that
into this model here, and saying that would be also sort of to match
that structure, Allright? Alright. And so that was a useful way of getting
that one right there. And if we go ahead and
we took that part out, we can place it back in.
63. Adding Section and Views For Modeling: And one of the things that I had done before is looking at the side section where we
only looked at one site. We always can go ahead
and come and sort of update that side section
or really duplicate it. One of the reasons being
is if we go ahead and just sort of look
all the way far out and watch our sections, it would be really great if we could even maybe looking
from the sightlines view, when we start to see
our sections visible, and probably our outliner
is the best way to go ahead and see all of those and make sure we can see any of those and we just make sure that we can see
all of our sect planes. We want to probably copy
this section plane. And if we look from
above, and also, again, make sure we're turning on the visibility
of section planes, we want a section
plane that maybe helps us look on the other side. Again, this divided
the house in two. It's nice that it's
keeping it orthogonal, this is going to be a copy. Now, this will be rotated. 180 degrees. And that's going to
be allowing us to work and pretty much just
like for our site section, this is going to be
the duplicate version. And so if we look down again
and make sure we of course, see our planes, we'll make sure that we'll have one variation. So maybe one is facing east
section through sight. Maybe we second
through sight east, and then we'll make sure that
this one is second through sight west on the side to right. And what we're also going to do is make sure that we're
going to go ahead and turn our second through
espectially first where we are sort of
looking west we'll, maybe just make sure
we're gonna see what we're gonna see that's
gonna help us out right here. Okay, so I think this is showing us the thing
we want to see. I'm gonna go ahead and add as safe as a new style is fine. And we'll say B one. Elevation. And right now I'm facing pretty much
I'm cutting the West, but I'm viewing east. So that might be something
we make sure is also aligned so that we're
looking at our site. You know, our first section
was looking back at the West. So it's a little bit confusing because if you come out here, you see that it is looking west. So that probably would be a
helpful thing to clarify. Looking west. So one is
looking west and one is looking if we will
click on that one. One is looking west, and one
is looking east. All right. And so now we have
a side section looking one direction, and
one is looking the other. So we can always just make
sure that if this one is going to be toward the west, we can make sure that that's
going to be in our outliner selected that that's
West Active Cut. Update, right? And so we'll be able to look at both sides and if
it's not sort of what we're trying to catch or if it's not
looking from where we need to look, I think, actually it is actually
on the other side, so that's actually
helpful for us because, remember I walked inside
of the model so I can get that perfect orthagonal
to what it needs to face. And then I'll go ahead and just click from the right side, and I think this
is the right side. Going to update this. And this is looking East. So this is great
because, of course, now I want to model
inside of this area, and I want to see inside, if I want to see
just the building, I'll just see how things
are working here. Alright. And so if we're looking at the West,
we're looking at, of course, that side and we haven't really mounted
too much of the interior, but we have a lot of
opportunities here, and by knowing which one is which it's going to
help us organize.
64. Modeling A Storefront Envelope: That's great. That being done, we are actually set up to go ahead a lot further
into our model. And sort of seeing what type of interactions
we're going to do. One key consideration is, of course, what this area, this massing is
going to help us do. As we create the structure and the framing around it,
you will also have, like, a door to this outdoor patio, as well as all the system. And we're going to be really straightforward
with that system. It doesn't have to
be overthought. Also, we want to, of
course, make sure to align and deal with
things like here, in which now we can see a lot better with the section cup. And we'll know, you
know, look here, Hey, you know, we know
where we're going to be showing everything. So I'm going to go ahead
and click on East again, turn off my session box so I don't get in the way of
anything that I want to view and then come in here and adjust a little
bit so we can actually have the
walls aligning. And so that's going to be a
little bit of a joint point. And then we can go
ahead and create our system to really
have on each side. So what I'm going to do for
each of these sides, again, it's going to be really
simple now that I know again, where the base is,
how does it go up? Essentially, it does have
a little bit of interface, you know, the ideas how this
actually would be framed, it is likely that we're going to pretty much have everything
sort of based on structure, and then I would create
my system above. So I turned off my facade layer, you know, and we will go ahead and make sure to put items
like this on our facade. That shows a little more
clear what's happening. I'll have, like, a little
bit of a connection from my structural my framing
for my wall system here. So what I'll do now is probably locate something for
this system on that basis. And it's, of course, useful
when something like here is also going to match
the location, you know, S right here, you know, this frame goes up. It does not go up to the
only place where that is. So that actually useful
to sort of understand. We might come here
and do a small roof. So I'm actually going
to leave that area a little bit undisturbed. But I do want to make
sure that comes up. And so this is going to tell
me pretty much the extents. And we could, of
course, work out anything for some of
those spaces as we go. And we can also look on
if we come on this side, just to check if it's
actually where we need to get obviously I was at a little bit
of an angle before, but now we have something that actually follows
the line, right? And we can go ahead
and pull this in. And so this would then
be where if we would do a storefront system that we would really aim
to follow along. And the idea is our system
would probably have a little blocking
bits that would maybe interface from right here. And that would probably go
up to the top of the floor. And that could be just done with sort of
framing, make group. But we could totally
use what we have here as our basis
for our facade. And what we can
do is, of course, just start to trim out parts of this area that were on
the face of the wall. And we just go ahead
and pull this here. And my thought is to go
ahead and, you know, have an idea of how
it relates to this, but make sure that
it's not going to intersect in any
funky conditions. So right here, we now have what's needed to sort of
create it as a system. And we could do like a six
foot system six inch system. So I would just
take something like this wall, come in 6 ", and I probably would if it
has more lines than it needs, I would probably either I could click all
these severally, or I could go ahead
and weld the edges. That will keep us from
having an unusual profile. And let me see if
everything else. We can weld the
edges below as well. And come and just make
that a six inch system. And what we also, of course, can do is something to make
it easier is just go ahead and come in something of a six inch for some
of that framing. And actually I'm going to make a group for this
part because now I have a part that can
be uniquely as glass, right now, I've sort of made
it as if that's a s system, and really this part would
really be the glass, right? The inset part. So where framing
and so on would go, we would probably go ahead and, uh we probably go ahead and make this part to be a
little bit different, right? So let me go in here again. And the idea is that we have this here,
now we have a frame, and actually it is a
little bit connected, which is not really helping us. But we can go ahead and
offset this again 6 ". So we just have a clean
break of that system, and we come over
here, All right. And we don't need anything
really right here. So we can sort of see sort of
what we have here working. And what we can do now is
we can do something like an aluminum material for
our storefront systems. We don't have to pay
anything now. We can just start off with
something like a metal and really something like an
aluminum and we could just take one of these
and really duplicate it really start with
that as a base. And we do have the ability to go ahead and with any material, if you want to create a new
material, but it's, like, based off that material, we can just go ahead and see
if we can just import it. Let me just go ahead
and just select it. B, press B, right? And we have that now, and what we can do
is pull this into the middle for our
glazing of that system. And we don't have to do
all the differentiations, but, obviously, that could
be, of course, helpful. And we could always
start to consider those following systems to be able to be done in
a similar type of way. One thing I haven't done
again is maybe thinking about how are we going to do some of the other of these systems. And so that's going to be
one of the things we get to face a little bit
as we deal with these. So I'm going to go ahead
and make this also a group. And this technically is
as opposed to just glass. Of course, this is a
storefront system. So I think knowing that, particularly, wall
Storefront is going to help. And the same thing almost
really goes for glass, so that your glass
also is not going to be, you know, separate. But, you know, since this is
the storefront systems one, we can go ahead and put both of those within that
storefront systems, right? Alright. And so we
can put that there. One thing someone might
do for a system like this is maybe have this go
as a straight vertical, you know, because of
the size of that glass. And so that's, you know, all some of the
opportunities that we can figure out as
we organize this. So I could come down from here, 6 " All right. And we also could reflect some of the important
dimensions around the site, like, you know,
that floor level, that's going to be opportunity
that we also could use. And we could simply get
one of those points. We can even just draw from
that particular point. Now we have an intersection. That's all we really need. We can even delete
the base of it. But now we have a point
where we can say, look, you know, let's start to divide it in a
more artistic way. And since that's the
top, we, of course, could click these,
weld those edges, and come down and
actually, of course, come to the area where we
were putting into the frame. Come down 6 ". I just sort of measure this one. All right. And here we are. We can take this get over here. Press our control so we
can just sort of get that face out. All right. Yeah. And so, yeah,
this is pretty cool. And really just, again, just as we start to divide this up, we can do it in an artistic way, can start to figure
out some unique ones. If these are maybe the major
frames of that Storefront, we can create some other one.
65. Final Modeling Envelope Edges: One of the things
is we did create a bit of a unique detail here where we have a inset. And if we look at the
rest of the site, we, of course, can see
some more unique sort of conditions of how
that site would meet. But we, of course, can resolve this detail
and how these things meet, sort of a little
bit with blocking. Again, I don't think
that's too unusual because a lot of time we have to find creative ways of how do
we deal with the edge? Do we bring the whole system out to cover this face
or do we just, you know, utilize, you
know, another formula? But right now, you know, one of the things
that we, of course, know is that we will be terminating some
of this system above. So that's going to help
us to at least start to outline the direction for the
remaining of this system. And then we'll say, how do we solve that
with our Storefront? Again, this is sort of showing some of the design
decisions that go behind, of course, you can
work those out. But for right now, I think we're going to figure out more of a sort of a joint system. I would say that this system
right here is fine to be, again, that if we come in. And what we can do just to
simplify we can go ahead. We're not going to
make a component, but we're just going
to offset this 6 ". And again, we have that
same head or height, and we could just take
and put our outer system, and we're going to again, use that same metal. And I haven't really
duplicated that one yet. We can, of course, always do that within if we, of course, want to go into one of our
material and customize it, that's sort of sort
of the workflow for creating that and we
can duplicate it here. And what we'll do is we can instead of starting
with aluminum, or starting with metal, start with the aluminum Storefront. So we'll label that as our,
you know, exterior material, and we just make sure
every time we're seeing that in our
model that we're going to be using this
particular material instead of the the one, you know, in the model. So we can start to
have unique fixtures, unique elements for the design. All right, so I went ahead and, of course, have no MTA group. And again, I'm going to
use that same one here. And I'm going to offset
this system 6 ". I'm also going to have a little bit of a nicer
detail on this side, but maybe to match this partner side and just
to really solve this, I might just create
a little piece of trim that comes out here. That's going to be
that six by six. And that's just going to come up and we're just going
to paint that with B. So we have, like, our
sort of matching detail, and we're going to put that same detail on
this other side. And that's just the way
of sometimes, you know, dealing with a system where
we have a unique joint. And it's expressing the joint. It's not always easy to
figure out joint connections. And I'm going to go
ahead and increase this up again on the other side. Again even if you don't see it, I think that's the
beauty of design. You have the ability to go ahead and make it beautiful
on all sides. And I'm going to
do that same edge over here and ideas
we actually can use that as part of our system on this side to either, you know, you actually don't have
to make it separate, but if you would, again, I can always take that out if I want to just
say, Hey, look, let's just have this
system utilize that edge, or are we going to have it? I'm just showing the
option for that. If we do want to go ahead
and make this come out, you know, again, it is
going to be a thing that you're going
to see different on one side or the other. And if it's nothing you
can't live with it, then you can always
just go ahead, come over here and, you know, choose that
previous detail right here where we came in
and came and added six. Six, six. And I just left that
within the same, you know, sort of
group as that mollon. And over here, now I
group that coming here, B, and I'm using that
aluminum Storefront. So that's my labeled
exterior material. And all you need to do
here is go ahead and come in 6 ", right? And this right here, can go
ahead and make it a group. Also, again, I was making the storefront system
all in a similar group. And also here one of things
we can, of course, make sure. This is something
that, of course, make your models perfect. And also, if you don't
have the other side, sometimes when you extrude, it might miss the other side. You can always come back again. You can either copy it, and this is just sort of that
we have a closed geometry. I just using that point, so
we have that closed, right? And so I just use
that same surface on that side, so that's closed. This is closed. Glass really would need to it would
be good for that to be in its own layer. So if you're going to
do a separate layer, you might want to either
do A Storefront glass. But we're going to
keep it simple for now as A glass and have the outer part as the
storefront system. And we're going to put
that in A wall Storefront. So right now, we have, like, a bit of a design system. So one of the thing is we
haven't continued this element, so we can already come
ahead and go ahead and copy this point, right? And all we need to do
is come over here in and come down 6 " and
pull that over here. And we could just
remove the face right there and just come in 6 ". Make sure to press control. Come in 6 ". And
then, of course, make sure to paint
that so that's going to stay in
our correct color. And we can come over
here in our side unit and come over here and, of course, again, we can see this point that we want to use. And it's just going
orthogonal here. And right now, we can take out the line and just
come all the way over and then bring that down 6 " already did the
inference four, 6 ". Come over here. Remove that
line and then just take this. And that could be our
principal mollon. You can, of course, start to
design down on that basis. And we can remove our
construction lines. But now we have a
space where, you know, all of that is structured
and it's fitted and, you know, we have a
bit of a joint detail for how do we deal
with that edge.
66. 63 Fixing Interior Clearance: Does interfere with
the stair system, and that's not something
that's too difficult to deal with where our stair system
does come out to that 1 ft. But one of the key
things I was just, you know, that's why we always do a little bit of overdesign. Three foot 11 that came in
would be about two foot 11. So either we're
going to, you know, if you're trying to make this, either you're going to come
out with this, I think, since we have already
cut our site, I the dimension to come
in would be the stair, and that's the stair
and the landing system. So if you want to
get that 1 ft back, we can just come here 12 ". I don't think that significantly sacrifices too much, but again, we keep pushing, but
that's going to help us with a reasonable design for how that exterior
system works. And so that's an
update to our design just to satisfy that O, of course, you can
update the site. But typically, you'll
want to work on your exterior footprint
first and then, you know, you start to squeeze
in, and that's not a terrible amount to come in, but that helps us to get this. And now as we go to maybe
our exterior perspective, look at our whole, we
start to see, you know, a nice, you know, set of design sets of systems. You know, we see aluminum,
we see our roof. We have fully designed this. I think we're definitely going to get some
time to do that as we push into the project, and we can organize how we start to interpolate some
of these items together, but seeing this as a
structure is really helpful, and we're going to
about to deal with some of the other systems and as we also can bring
light into this base. I think that's a good way to get started for
that at a high level.
67. Adjusting Storefront To Add Door: So right now, because
we're going to we've just finished sort of modeling this
exterior stair tower, what we can do now is for sure, come in and understand a little bit of how
this one is going to be the system that's going to open
into this upper deck, and we'll start to
treat the lower deck and sort of have a design that we can put for all of them. I'm going to come
here and fix this one just a little bit. And one of the great
things we have what we can do with here is we go into our elevating
on our east side, actually, we can start to
see where this is located. And I think we actually probably angled up a little and so that's
not a big problem. We can, of course, find and locate this to
where it needs to be. And that's not going to
be too much of a problem. I would simply do that by coming and taking
these two panels. It's already 6 " down, and we can adjust it
on all the sides. And again, it is something that definitely
happens throughout the life of design
where you need to move things along to be
where they need to be. So what I'm going to do
also is make sure, again, to find a place and just give a reference line so these
can follow that path. Alright? So I'm just locating these down to where they need to go, or
I can just copy it. That's also another solution And you will definitely have
to in your sketch of life, always need to, you
know, correct things, find how to make things right when they
don't really work. So this is not out of
the world of things that would be good to learn
how to operate on, you know. And we don't need any of the surfaces that
are on this side, so we can go ahead and
come and take those. But as we get our door ready, it's going to help us to
figure out what's going on for the other parts of our space for the rail and just really how
someone could enjoy that. Alright. And we're going to make sure just to go ahead
and paint all those. And so that lining up the
floor is going to help us out, now we're going to start
to say, Hey, look, where does, you know, how
much space do we have? And then what's going to
be put in with the door? So that's about six foot. So that tells us already that
if we came straight up with the system that
we could go ahead and maybe offset this line. 6 " and then come over here and maybe
this could actually be more of a five foot door
and come over offset 6 ". And so now we take
out these two. We can have these, and
that's where we can, of course, do the
necessary framing. And of course, we're shooting this Turle and we can take out a place where we just
want to either have glass or it could be
even infill there. And so now we have
a little bit of how our door would enter
into this space. And that's going to be
just a little cleanup here and also just preparing. We also could, of
course, make sure to and this is great to put it in the
system because obviously, a storefront systems,
it's sometimes helpful just to keep
those systems together. I would come up seven foot and just make sure we
have enough space. And then this we could
just use a line here, seven foot in, and then
we can just come up. This could be another 6 ". It is a header unit, so it might be more. But then if we have a
nice little space for transom, that's
going to be helpful. Press control again,
shoot that one. And we could put a
door in there later, but that's going
to definitely make it clear what we're
trying to achieve. We can turn off shadows as we're starting to model this deck out, it's going to help us figure
out things without issue. So
68. Planning Exterior Railing: In the window, we can see
some exterior railings. You know, we can
always go crazy for, like, you know,
detail and ornament. But I think a really simple
system is really, you know, going to get us started for something like a
residential home or even, you know, higher end
commercial design. So something like this
is actually pretty cool. We can really start to deck these out as we
go through the project. But as we sort of want to start to have some of
these areas figured out, and open also up some things
like our floor system. It's going to help us to really
visualize this as space. And some of the things
that are going to help as we figure this
out are, of course, using a level like AAL, as we start to model and
show some of these places. And we're of course
going to use some of our sections to help
us figure this out.
69. Modeling The Basic Rail: One thing for starting a railing system is we definitely want to know with
all of our area railing, and I just want to
rail up here first. Again, return back to our reference image so we can sort of see the design
we're going forward. And I think it's a
little more this design. We just need to have you know, our system of our rail, the end post, then we have intermediate post
and the top rail. Um, what we would want to do is make sure we're first
out of all the geometry. So we'll do something that's probably going to match, again, our base geometry unless
we're going to do this with inside of that model. So that's something that's going to help us out to keep
from having out of order. But, you know, the
floor level, again, that right now, we
just have a deck here. And one of the
things about this is this system would likely be a little bit different
on the interior piece versus the exterior piece. So that's going to be either an opportunity that
we can start to use, but we can also just come
and really separate it out. And so one will be
really a basis, and it starts to be a
system instead of just, you know, just the infiel. So I can use where I'll push that face and really just come
into this particular edge. And I can take this side of the system
and really have that from the outside because
that's going to help understanding and what is needed to detail that space, right? But that's going to
be a little bit a good way to start as a base. And this right now would be sort of our system
for our exterior, and we go in here
and again start to actually make a group for what
this would be as a floor. And what we can do, sorry,
I accidentally hit that. What we can do is, of course, draw on top of it the
outline for our rail. And our rail system, just as a high
level placeholder, would be about four
to 5 ", right? We could just that
follow that line, and that would be the start of how we create this rail system. Now, we can double
click on that outline, make that a group,
hide everything else. And now we start to take out areas where we
wouldn't have a rail. Now, that rail, obviously, if we would come up
to, like, a good residential rail
requirement height, it would be about 6:30
6 " or three feet. Now, we see here that it would need to come
in a little bit. Now, one great thing for us in the design of a rail is, again, if we think about how
the system would work, essentially, along this,
we can create our post. Along this, we can
create our top rail and then start to
do infill pieces. And so three feet up is really good for
what we have as a basis. What we're going to do is come down here and start to say, how high do we want
that top rail to be? And the top is
typically going to be something more of a two inch. So what we can do
is just strew this up 2 ", make this a group. And come up, and we'll just start to build the system
from there, right? We can create our
post at the edge, and that could be
something like a four by four And that could go all the way to
where the deck is. And so right now, obviously, you can't really see that one. We can just move around.
And that's the beauty of having it as a system
here. All right. And so we can go ahead
for this one and make this a component, actually. And this is our post post, and we'll just call it post one. Right? And for this deck, one of the things for and we can take this sort of sort of placeholder sort of sketch down because now we can use
our top edges to align. One of the things for
a system like this is, you know, this top
edge is actually, you know, is actually going
to be a little bit larger. I might have a profile
just so it would be easier to handle. But again, we could just keep this sort of
as placeholder. The blocking for a post, we could copy that to our outer edge and as
we come to this side, we sort of dealt with it. But obviously, if we
check the length, four foot is probably
a maximum span, we can go ahead and
start to sort of design out where the post
mid post would be. And right here, if I
do my measurement, and I see that this
one is 14 foot seven. So, right, if four
foot is the maximum, we would likely have
about four of these. So if I take this do here
and divide it by three. Now I have an extra
one. Now we have enough to sort of support
this system here. And we can start to detail, of course, the top rail
a little bit later. But one key thing also, if we look at our reference, and it's always nice to have the sort of spec of a reference. We can have little mid rails. Like the main posts
can keep larger. I'm going to keep
it simple for now, but also anything we
want to do as, you know, intermediaries, sometimes
that can actually just be um just figured it out from
keeping that base profile. And so I think leaving
it at a high level is a cool way to keep
it and say, Hey, let's start to copy this design around
because then we can figure out how we'll infiel
for the remaining spaces. But one key thing to
at least have this as a system would be nice to have something sort of of this rail also happening
at the bottom, so you could sort of
really visualize this. So if it's going
three foot up and maybe want to come up 4 ", maybe you're going
to go down two foot eight and that would be maybe
the bottom of that rail. And that's going to be
maybe a little element that would be pushed that
would come down u
70. Detailing Rail Look and Finishes: We would have our little
cables that would follow through here all
the way to the other side. Those could be done
pretty simply. You don't have to overthink
how to get those in. And really, that's taking one
line and really copying it. And that simple can
be done by going ahead and using maybe the center line as we
figured out this right here. And so right here, I'll
just go ahead and take. And now we have a profile
direction where we're going. And all we need if we're
going to do a circular cable, we can hide the rest of the model and create
something maybe like a even if we take this face, this might be something
like three quarters. So I can do three eighths
as the radius, right? And that would come like here. And all I need to do is, again, maybe these could be one group, all this the profile, direction, and the line outer one, I'll just make that a
group and come back in. And now, what we can
do is go ahead and uh take and move this, and this is where we can use the beautiful follow
me to go ahead and say where we can
do the act of welding. So welding is a
great way to avoid having to continuously reselect. And all we want to
do is follow me. We can go ahead and just look at our big tool to get
that or we can just, of course, just do
a pull down here. Right? And so that's now set up here, and that one is at
our top right now, and we probably want
to have those spaced about 3 " apart. And so we started here, we came down 3 " and we could just measure our space between the
top to the bottom. If that's two foot six, which is the same as 30 ", then we can say 30 " can
divide by about eight. So now I could just
maybe go ahead and get eight of these, and that will help us
to locate that one. I'm just coming down 3 ", and I'll do time seven, get our quantity there. And we need one more, so we go ahead and
add one more three. I think we just kind of the
one that was at the top. Right. And this would be good. And, you know, we haven't
really selected material. If we want to start to come
in and select material, I think wood would be a great
material for our top rail, and we could choose a wood here. And again, if we want to just like I said before, apply wood, if and actually obscures, we probably wouldn't
do probably would probably want to go ahead and do something like a
walnut or wood veneer. We could choose something
like that here. And I could say railing. That's going to be something
we can go ahead and save. And in our motto, go ahead
and paint the whole area. And so we could have that one
as that particular color. If we want to go darker
on these, again, we could already
start to either paint the component if you want
to go more of a aluminum, just like our storefront,
but, you know, if you want to do more
of just a regular dark, like maybe a tan color, we could go ahead and get
that as the color that we would use for these. That would be a good way
to get that started. And again, I would
copy it first. Deal smoke railing. So we just have that
finish going around here. So all these would
be that color. Now that bottom rail could
match the top rail and we can, of course, make sure
that you're doing your out when pressing
your pick color. Right. And some of the detailing of this could be simpiedO course, right now, you're seeing
how it's sort of going in. If it would be
something that between the columns or
between these posts, we could always just
come here and just come in something like 0.5 ". And that would be one way to simplify the detailing of it, but it's also sort
of how that would react and just come
here as well, 0.5 ". 0.5. Yeah, right. And then all of these, these
could also probably be a similar smoke or black. And so what I actually would do for these actually is these also become like a
component to an extent, because obviously every profile is going to be a
little different. That's part of the thing. I think it could be
just useful just to have them all sort of
labeled that same, and it actually sort of painted all the extra materials,
that particular color. But I think that's
a nice design, and that's something
that we could probably take to some of the other edges. And so that would
be our rail design. And what we could do is anytime we have a
system like that, again, that system
will be an A rail. And we, of course, could
break down that rail to be some of the
different finishes of that
71. Duplicating A Rail System: So we can copy that rail and
place it on another level. If we go to something like
our exterior perspective, we come to that floor system, we now start to maybe
sort of group our areas, just like we have our massing. So what I can now do is create create my rail here
sort of out of here. Now that I've copied it in,
it will copy on that face. I can rotate that 90 degrees, bring that post down and really simplify
how I create this. And instead of
doing just A floor, I actually can now
turn this into maybe, one of my massing because now I'm going to mask
that exterior deck. This system is going
to be pretty much like the template for how I'll
detail this space over here. Now, this right here, I'm going
to turn that into a group again and put that A floor. It will pretty much
start again, right? It's not super helpful for
some of these items because, obviously, when we
get that new rail, we would sort of
duplicate it again. So, you know, there are a couple of different ways how you would do
something like this. But knowing that, of course, we're going to get
this to come in, is going to be helpful always. We know that we're just
going to copy that and relocate that when
we get to this one. And again, this right
here is just a group. We're not really
changing that component. We're just stretching
some of the elements out, and really the template for it is helping us figure out
all the little details. But we're just doing that
for our top and our bottom, and we will be adjusting
some of our other systems. So, you know, it's a work in progress how
we will get all these. But the idea is we always can come in and edit
any one of these, but the idea is
we set the types, we have the materials that are sort of going
throughout the project. So right now, I'm going to
go ahead and push this over. The end detail might not
actually go all the way to, you know, perfect edge. It might have a little
bit of a lipo, obviously, to help with draining
and other things, but we don't have to consider
that too much for now, but at the same time, as long as we sort of use
that as our basis. And right here, we
can go ahead over here and just come
into this right here, that's one reason why
sometimes I use push and pull because I know I can come to this face
and then go back 0.5 inch. One cool thing here
since we already have this pretty much exactly
where we need it to be, I could just copy this geometry over and then just come here and really just flip it using
the green scale and my, you know, transform tool, scale tool, and I'll
put negative one. And now I can put all
that geometry right on the other side instead of the previous way
it was organized. And all I need to do it's
pretty much draw a line. And now that's a
new system, right? And so we can even just
draw a line that would be right on that edge and
take out that in between.
72. Adjusting The Detail Across The Rail: And this would be something
you would go ahead and do for all that other side. And right now, you see how we have our wall sort
of ending here, where we probably let
the side come in. So we don't have to go
all the way to the land, but we can just come
in maybe to here. And again, using push pull, we can align that other edge, even with structure and do that same thing for
the top rail above. We would just come and
take this particular set of geometry, come out over here. Use our scale tool to go ahead and align
that and then come in and we just can simply
click on our edge, and then that would be merged. And then we use our
high geometry tool to very simply come in here, join these and remove
those in between, and now those are matching. And we can just simply
come in And again, we were aligning
to the edge here. And we can now just start to measure to figure out
where our rail would go. I think this is a nice, not
too obtrusive railing system. So right now we had been going to thinking of the four
foot maximum forest span. If we measure this,
this is 14 feet. Again, it'd be that
same divide into four. So we can just move
this post with a copy, come to the other side
and divide by three. And come over here, right here. Again, we know this is something
a little more than 30. So you have this is 38, so something like if
we divide by nine, we should get a
reasonable amount. Over nine. These. And you always can
actually have a larger span, but it doesn't have to
be a super maximum. We could do like a six foot
if we think there's too many. It's always nice when
they sort of match. And on this side, we can divide that
by 11 because 44, of course, divided
by four is 11. And what I can actually
even do is really come from the top that reference point is going to help me
out tremendously. Maybe over 11. And our next element, of course, to deal with would be then really it might
even be helpful just to start again for looking at our cable because
we definitely want to make sure we're
not recreating and making it over difficult
to get some of these items. So we know we're probably
coming in just 2 " so we take two out here, come in over here, and
we're just going to do a following for the rail, two. And this will come all
the way over to here. And so with that, we know exactly
where we want to go. All we need to do is do our three eighths
Nth for a circle. Three radius. Make a little group for this. And what we can do again, make sure to weld those edges. And you don't have to
weld them to get this, but that is helpful sometimes. So we can always just come
in and follow me for that. And of course, can check
our path if there's anything that might
have intersected it. I think we were using
that for reference. All right. I think
that cleared it. We're going to weld these edges. I think that'll be fine. And do our following again. And these are going
to use that smoke for railing that we
had used before. And again, we're
coming down here. It's very simple.
Coming down here, then coming down 3 " times 80 times nine, actually, right? Oh, times nine. Let's undo that. So just coming down here, coming down 3 " times nine. We can take away at the top one. But now we have our deck
detailed on our upper level, where it really doesn't
have an offset. So it's actually, you
know, we have to, of course, fix our topography, and we'll get that shortly. But then we have our little deck layer where you
have enough space to set out chairs and doing events and really
just enjoy that deck. So that's a beautiful
way of doing it. That same system we
can very easily copy down and get to other areas. U
73. Updating The Site Road Geometry: One key thing that's
going to help as we sort of keep moving forward. This project is we want to see a nicer road because it's going to help
us in visualization. So there are several plugins for working with Topo services, including Artisan or, you know, Topo shaper that you can find. If you just Google
search because some of these are not in
the extension warehouse, which can be found here, Artisan is visible there. However, you know, I just really simply wanted
to model something for you. Essentially, if you
ever have, like, you know, unique
shape, you can simply, and you know you're maybe
trying to match a profile, you know, always feel free to simply do something
similar to, like, what I'm doing here, where
I just take that endpoint, copy it and divide it maybe by if you divide
it into, you know, 18 pieces or something, you have the ability
with a topo you know, with any geometry to just sort of start to find a profile, and it's not a super
difficult thing to do. It could be just
as simple as this. And I actually did go
through the effort. I'm not going to go
through the full of how I sort of got through
with something like this. But essentially, that's how you can start with any surface. And you can help model something
like a road like this. Like, you know, it's
pretty complicated. And so I went ahead
and did that for you. I turned it into a group. We can go ahead
and import it in. It's in your sample files. I'm going to go ahead and
sort of get this model ready. We actually This is where
I'm just starting from. So I can import that in, and really, it's
called Smooth Road. So at the point at which
we need to bring that in, it will import in, and it's going to
be a lot simpler. It does have a little bit
of the topography in, but it as a little bit of lift so that when we want to model, we're not going
to get, you know, the previous sort of,
you know, super topo, because essentially the
site probably doesn't do you know, what we saw before. And if I would take that out and look at what
we've just sort of brought in, the smooth road, you know, you can't drive on something
that slopes like this. And so, by creating this smoother example that
is at least parallel, for the most part and
a little bit of slope, I've created something
that's going to be easy to model tool, and it's also used
the elevation where we could simply
make a connection, and that's something that's
going to really be helpful. As a designer, of course,
just to know that we're not going to be going too much into dealing with this. And I say this as the old
road in my model that, you know, if you want to
come back and use that, we always can adjust that. But the idea is we can
hide it in general. And you know, obviously, if you want to see
it, we can see that. But in terms of seeing
our exterior perspective, it might be a little
more helpful to see only the new smooth road, and we can go ahead
and just hide the old road and just
update that view. That's going to be
really helpful.
74. Reviewing Envelope Design & Views: The next thing we can do as we're figuring out
this model, again, we can come back toward
the end and start to figure out what's going
on with the site, but right now we have a lot of opportunity for our shell as
we go into our interiors, m And again, we can
change things as needed, but in general, one thing that we can immediately see that would be a really
great benefit is starting to consider
how we would maybe start to add
openings within this facility because before, you know, we look at a sort of a plan on what's
happening, the ideas, there's some immediately
just opportunities inside and we have some opportunities just to really create
openings in our frame and that's going to
be a beautiful way just like we create
typical windows. We might, you know, this area is obviously opening out
with our system here, but on this side, we really haven't dealt
too much with it. So I think this is the time
to go ahead and create maybe an entrance and a
window set on this side, and something that works even as we would start to look at our section and more of our
um sort of cross section. None our sections that are
going through but more like, just as we were looking
for our elevation, just looking into the building. Our front elevation. Now, let's go ahead and
create a section that just goes and look so we'll start to see what's
happening inside the building. And that's going
to be really good because when we
create something, um, that can be, you know, parallel
to our structure. I'm going to go ahead
and make sure that it has a appropriate name. This is a section,
and this one is if we would be looking north,
that's going to be here. And I'm fine for it to be this right now or maybe
one end would be helpful. Okay? And so I could go
ahead and take this, and it is inside of a group. We're going to go ahead and
take it out from this group. We might just do that
through potentially a just sort of placing it here, and we're getting paste
in place right now. So that's cool that it's still keeping that
orthagonal with that, but it's not going
to be in any group, and that's going to be
helpful for us, of course. And so all we need to do is something like our
front elevation, but go ahead and choose
that north south, you know, elevation section cut and make that
the active cut. And we're going to say
this now is going to be our uh B one front
section, right? Looking north.
Because if we want to come back and look south,
we can do that as well. But this also helps
us in three D to start to see, Hey, what
are we working with? All right. And this,
of course, again, it might be something we move
around because it is going to be a little bit useful to see this at different places. You know, I like to think maybe if we're looking at
different spaces, we would say maybe we
would just have A, B, and C for locations. I think, but at the same time, it is something that
we want to understand as we're going
through a project. So it's not maybe we would actually just
even just come back out a little bit and leave that
here for now before we start to break it out because it shows us what's
happening inside, and we can see places
maybe where we haven't really added anything specific. So obviously, we're
going to update and add our exterior for our back face, and this is where we are thinking about a little
bit of a kitchen. And so just some of the
lighting option would be, Hey, you know, how can we
get some openings so we can bring light
into this kitchen area? And then one of the things, of course, how are we
going to get that? And how do we unify this
to the space above? You know, if we're
thinking about a bedroom starting to utilize
some of this space, how can we start to make
those work together? Okay?
75. Reviewing Envelope Design: In figuring this out, I think one of the things that's
going to help us is definitely getting
into our facade layer and really taking now where we've sort of
come in and saying, Hey, you know, let's start to make this perhaps as a system. And if we just come out
from that particular level, we can actually
just start by using this face and make
that as a system where maybe we hide
the rest of the model. We come here. And
now this right here, would be a separate panel, and we're going to go ahead
and maybe put something like a six inch frame on this, and this could be sort of how we would deal with that
being our opening. Now, one of the things
that we're going to do definitely is, Hey, you know, if we want this to be open, that could be a beautiful
opportunity. I'm going to go ahead
and just turn this into a group, right? And so now what we can do
is come on through right? And we haven't really chosen
an exterior material for, you know, our model yet
in this particular area. But what we can do is, again, make this area inter group here and come back either as a
model and make this our glass. It can be a little
contiplative space. But of course, if we would use our B tool to match some of
the other glass in the model, we can go ahead and
get this made as our glass and make this as
a group, and come on in. And so that would be
a nice little way. And we can, of course,
divide it as needed, but this is just sort
of giving the opening. But this can be also
a model for how do we do windows that are higher. We can even use the same type if we would go ahead
and say, Hey, look, let's start to say
how we could use this type of detailing
up a little bit higher, but maybe even come, of course, so we can miss the floor, maybe this would
come up at 12 ". And even need to
come up a little bit more like another 1 ft, right? And then, you know, we could always just
come in here in the object and draw on the face and this could
just offset through, right. And now we start
to create a lot of more beautiful opportunities for light to come into
this interior space. And one of the key things
for here is even right here, this could start to match. And whereas this
starts to become an opportunity for maybe a
door that would come out. It doesn't have to
be a double door. We could have this being
duplicated as a window. The idea is now we see how it's a little bit
different sizes. It might be the opportunity to figure out maybe
how this could start to come in and
we can make this as a component that starts to
align with the structure. And we call this
our slanted window. And just go ahead
and take it in. And the idea is we
take in our structure here and pull that
full length of 6 " in And we come into our glass
and do that same thing. And 6 " already sort of
shown in that inference. And this is going to
be a beautiful way to give us a little
bit of a detail here we can also add
that back to this layer. It doesn't mean that it would be fully in the system, but
in terms of, you know, help us understand, how it's attached and also maybe
keeping that same finish. And so all we need to do is now come in here with
this little piece, and we don't have to
choose everything, but just sort of that panel And I think that's where
we're locating it. And that could just come in 6 ". And that same way of how we've detailed there will come up
here to this next level, and we could even
pull it back and start the same offset of 6 ". And one thing that you can sort of see what's happening
here as well, is this upper side does have a little
bit of an angle here. We totally could come in. You can sort of see that we can draw a line to just connect it in because we don't need to
connect it at all the points, but we've connected here. And we'll connect here. And we've already sort of
created a little bit of detail and in reality, again, part of this is
already in that window, but it just was sort
of not at that panel. And the fact that it
comes up, you know, again, it has a little
detail about the floor. So that creates an opportunity. But now this unit that we've created the idea would be for
that to be the same unit. That's going to save
on repeatability. You don't have to create
too many unique fixtures. And, of course, now that
that's also a component. We have the ability
to go ahead and do maybe a detail type
thing in there. But that creates
a different type of detail for the space.
76. Modeling An Inset Door: And the final thing we're going
to do is going to be look at how we can go ahead
and create a door. And this door, of course, obviously probably be, you know, just to keep that
profile of our shape. We probably have something
that just comes along. And if we even go
to our first level, it would probably be something now that would just come in and just really be in the center of this
sort of section here. And we're not going to have too much of a challenge
adding that one. Of course, we just need to probably from our
three D sort of look, figure out how we're
going to make it. And we can even, again, take that section
looking north to start to sort of detail
how it comes down. So and we make sure to stay in that sort
of envelope layer. And now, this is also
looking at the facade. Here. And it's really
just a wall system that we get to do
within this area. And one of the ways
that we can, of course, just make it nice here, again, this is going to be something that would
probably come in, and now having this
full system here. Again, it sort of starts to play into what's happening here. So we always could take it
out and just sort of give it a little bit of a separate
character because it is starting to look as
if it's another system. Mm. And we can
make that a group. And this could probably start to look like if we would go back to our sightlines and start
to look at what type of wall we were using as
just sort of our two bys, six wall with our finish
here, eight and three eights. And we take that back
to that section looking north and we could
just go ahead and find out where that
other edge of that wall is then everything could
really be done now here. We just go ahead and maybe set in eight and three eighths. So now this would sort of show the type of wall
condition that we're creating. And we would just
bring this here. And what we're going to do here is probably put something like a three foot door within this, and I think we have
quite a lot of space. And we go ahead and
put our 18 " for opening And even anything we actually sort of create here, we actually can
go ahead and just consider as mirroring
it, really. But of course, knowing one
of the key things that we were sort of sort of benefit of, you know, knowing how this
would operate as well as we definitely would
come down over here. And so this is going to
help us a little bit know where this system
needs to come down. Right? And so that actually
is going to be where we would probably come back and
also bring our eight. All this wall would return
back because that's where the wall would
be really basing. So that's a little update
to our detail here. And that's not too much difficult
to figure out as we can just even sort of
take this line, pull this back here, right? And if you use our
measure tool, press T, you have our eight
and three eights, and we'll go ahead and
pull this in here. Pull this here. And now all this really needs to do is go ahead and take this profile, come up, and there is going to be a
little bit of edge here, one of the benefits that we
have here is that again, sometimes I sort of angled it, sometimes I didn't we
can just make sure that it comes in on that level. But yeah, the wall
system does just, you know, we want to have
a little bit of interior. Now, I haven't really put
any sort of interior system, and we're going to start to look at that as we put that in. But in terms of what you're doing at the end of the day is you're just pulling this up, and you can just come
straight in here and even just pull
this out here. Here, and this also could just pull out and just
press control to make it, you know, sort of
not duplicate face. And now we have our
system, and we go ahead. You know, it's fine to leave
this little profile here. But that's going to be what
that wall will achieve. Anything we've done here, again, that's going to be what we
would want on the other side. So it might be
helpful to click it, make that a group as well. And then this is just
really outlook or outline for what we're trying
to do on the other side. We can go ahead and click
here, click negative one. And just sort of use
that profile there, and now we can delete
the other elements. And we might also
now want to go ahead and just possibly
just explode it. Now, again, I think one of the great things
about Schedule 226 is it's going to make
sure when we save that we're not going to keep
too many extra things. So I'm going to go
ahead and save as. And I'm going to don't
purge right now. The model's not going too far, but that's going to be one
thought for how you know, how you use groups,
sometimes you have things that you're not
going to use yet. So this will probably go up
to if we do eight foot on our base level, right? And we can see here that
that's our eight foot. Now we can merge these. And now we've created and we don't have to have a
transom in every single door. So I just mention that you know, transom is definitely a
beautiful thing to put indoors. But because there's
such a wonderful window right at this little
intersection, it might be useful just to Go ahead and
have it like this. And that has opportunities because one of the things
that we're going to see happen as we model this out is we're
going to start to have fort interior our
interior wall and Casework that really
starts to meet here. So this is just going to
be a way of how do we see this space come outside in a well
detailed manner, right? Because you're not always
going to have to, you know, just play around with how things are sort
of intersecting. So thinking about that
is how you start to bring your three D understanding
into your modeling. Okay, so this is awesome, as we've figured out a lot of our side and how
things are operating. I think, again, every
time we add a window, technically, we're
going to be doing a lot of structure sort
of to support it. But that's going to be something that we
can have built in. But in terms of relying
on our structure, using that in our detailing
is a helpful way that we don't ever get too far
away from what built reality
77. Planning Exterior Enclosure Detailing: The last thing we're going
to be looking at is, of course, closing up our ends. And when we get those
all modeled in, that's going to help
us start to look at what happens on the inside.
78. Modeling Exterior Envelope Edge Wall: One of the things that
we really need to make as we develop
this model for our project is it's going
to be important for us to go ahead and on our level one, we have quite a few levels now. We want to make sure
that we start to finish off our entire
envelope, right? So this is our
envelope, our facade. You know, we haven't
over detailed it, but we do know some things are going to make it
work a lot better. For instance, this edge, um one of the things that
would be really great in this is how if we
have when we're looking at our facade that
we don't just stop here, but actually to prevent
certain glare, you know, like, like coming straight in here, we would come off something
like 18 ", right? And then we actually
exploring this, we don't have to really go
into the full structure of it. But again, obviously, we are coming out from the
structure immediately. So the idea is this is this extra little
detail to add for, you know, a roof system, right? So it already comes
out a little bit, but also outside
of the storefront, we come out a little bit more. And one of the great
things about that, that creates, you know, an opportunity to protect
the elements here, and that'll be something
that we also we'll probably do a little bit
later as we start to detail some of the other
items in entrances, okay? So that's a simple way to
detail this sort of front side. But as we look at the
back side, we see that, you know, we sort of have to sort of add pretty
much the whole thing. And one thing we're going
to do for that is really treat this as a sort
of composite system. Again, one of the key
things that you notice is, of course, in terms of
digging into a hell, again, this would not be a site
of looking at, you know, trees in the Topo, but this actually would
probably be all dirt. So, you know, this lower
area actually would need to probably be that
retaining wall system. And as it comes up to this area, it would probably be
more of a window. And we could even just give a line to sort of
mark that area. But one key thing about
it is it would be something as we look at
this particular area, our facade would probably
have a type of coming out 12 " sort of to
cover this area. And then we'd have a wall
system below, right? And that wall system
would probably be something like a retaining wall if we're going to
come into the site. And right now, all I would want to show that with is
pretty much just a triangle. We come here, and then we'll
start to do a little bit of detailing for that window
at the top, right? And so I'll just take all this, make it a group, right? And then come out 12 ". And what we can do is, again, we can go ahead and look at our front section that we
were working on before. And one thing we want to
do is have something come down this stem
that we have here. We can leave this line here, and that helped us to sort of locate what's sort of the top of our retaining wall
opportunity at this area right above to
do something special. And probably, if we
look at our site, probably through
here, probably would, you know, come up a
little bit higher. And so we could easily come up maybe 12 inch or, you know, or a foot and then
take that all the way through and what the system would be like is a retaining
wall system or equivalent. And then we would
have the opportunity to come in maybe something
close to that 6 ". And this actually be really
a little bit smaller. But I would just scroll
ahead and create the opening that will
come through here, and we could go ahead and sort of let it go ahead
naturally join. But, you know, as we start to look at some of the
materials, you know, we would see sort of
sort of the beauty that could be created
with system like this. And then all we need to do is,
of course, say, Hey, look, how do we make that window unit, something that would
be, you know, artful? We go ahead and make
that as a group. This would be like
a lot smaller. Something like 6 "
come in 6 " again, our magical number
in some sense, make that a group and then
come in with our glass unit. Make that as group.
And you can come in here and make that as glass
and just sort of center that. Now, again, we always
can make thickness. I want to keep it simple
for now, obviously. But if we go onto our
front section looking now, you can see how that sort
of has the opportunity. And if we go into looking
at how the shadows, what happened over the day, it could just be a way
to get a look up at the night sky for a room
right there. Alright?
79. Updating Site Footprint: Now, as we've done that, I think that would go ahead
and really start to make a lot more understanding for what's happening
with our system. We will need to
make a little bit of adjustment to the site, and that's not going
to be too difficult. Just really something that this would clarify some of those
relationships so we can come in here and we could do that same two foot
offset or sorry, 1 ft come in 12. And I think working with
sites is not terribly hard. And this right here.
This both could be, of course, just shoot
it up and intersected, or we really could
just simply, you know, look into some of
the sandbags tools and really just sort of stamp this into the topo. The idea is, it might
have a little bit of challenge being that it's a
little bit connected to here. Okay. But, um I'm finding to just sort of increase that sort of intersection. And if you see all
the archive models, we don't have a problem
with if we have, you know, save things, we won't lose them or have a fear of
losing those from the model. So I'm fine to just
start to really, you know, rely on
our archive model if we need to change anything. But we can right here, find the area that would
need to really operate, and we could even
just come here and intersect faces with selection, right, and come and take
out this excess line. And one thing that, of course, will make this a little
bit more perfect, of course, we probably have some more sort of
adjustment to make to this particular extrusion. We definitely need
to come in here. We can just pull that, and that's probably
a little panel piece if we can select. All right, here, there's actually another little
adjustment that we need to make. Of course, coming out here
for this particular element, we're coming out something like, and I measured a little
bit here, something 18 ". And this site is a
little bit flexible, but you might want to go ahead
and just pinpoint it in. So there's 18 " in And you could just
come in from the back to get that full location of it. It does come the full way, so we're going to go ahead and take this out the full way. This is just really one way of just keeping ownership
of the site. So we have clear relationship of what's going on and
how is it interacting. So we just have to click
these points here, the site, actually, it's
already even selected. So we shouldn't have to have too much issue. You
can delete that. And I think that's
sort of resolved now. Right. And sorry, be careful with what
you're clicking here. So we just want to click some
of the lines for that area. Now we just have,
like, a, you know, clean sort of inset
into the site. And we have just creates a cleaner connection
there, okay? Cool. And as we look now down on
our B one plan or sorry, B one level plan, C, sort of retaining wall. As you go up, you know, it's lower than the level
of where the window is, so you won't have that here. But now we get a beautiful
opportunity to now come in and start to add some walls to
make a more level space, and we go to our
exterior perspective we'll go ahead and see what it looks like a worked out site, and it looks a lot more. Go hang
80. Updating Rail Edge: We have, of course, just
seem to adjust this, and this is also not going
to be too difficult. We just came here and move
this our 18 inch offset. The same thing for any
edge that's right here. 18 inch. And since these are all
actually solid groups, you know, we have the ability
to just do the same thing. 18. We don't have
to retain that. And we should be fine to
probably just duplicate this. There'll be a quick fix going
down for that times nine. Alright. That looks lovely.
81. Reviewing Exteriors: I think it's now the time to
start to go into our plan and start to create some
unique spaces on the interior, as well as detail some
of the interior elements and probably just
turn off some of the sketches as we only
need to see those. So right now, even for
this exterior perspective, we can go ahead and click on the sketch and
just turn it off in this view because now we're getting closer
to an actual building.
82. Planning Interiors Level 1 Update: One of the benefits
of sketch up is really the ability
to not just create, you know, objects, but actually see what it is to go inside. And we actually can
even see that from the perspective of when we would view and walk
within the model, as you can see from our camera, as we can get into
sort of walking mode, you know, and we
could just go around. At the same time, we want to
definitely make sure those are detailed first from the point of view of Hey,
look, something that works. For instance, you go to
level O or level one, you know, does it actually work? And that's one of
the things that our sketch is helping us with. And now as we have, you know, detailed out some of our space, it's going to make
a lot more sense as we work on our sketch. So that's going to be the
first thing that we're going to do is we're starting
to figure out our plan, we come at it from the top
level of figuring out, Hey, where things need to live and how they
need to operate. And then we'll sort
of hone it down into each layer by layer. So right now, as we can see, sort of our ground
level is going to be something that
we need to break into and start to explore, you know, how do
we break the space in it's not going to
be super detailed. But right now as
we look into here, we'll probably want to
come in and work on that sketch that really is the key element of
what we're working with. And so a lot of that's going to actually be
in the floor level. And again, we have our
sketch in our floor. And so one of the key things that we
would just note again is sometimes the previous sketch is actually going to relate to it, but it's going
to be separate. So we probably want to actually
come and take this out. And what we're going
to do is actually put that in the lower floor. And so that's going to be just a helpful thing just
to keep that separate. All right. But if we go
back into the Level one, and we're already
sort of there plan, we get to figure
out and also maybe add some of this detail
into the sketch layer. And that's not something
that is super difficult. We're just adding it with
our basic untagged lines, so we can identify different
places where, you know, that we're adding a wall
or a door And actually, this is going to
be how, you know, it's useful to do it here. Instead of, you know, complicating anything, we'll
just start it at the level. And again, we're using the
eight and three eighths. We're doing a sort of a high
level where we figure out, you know, what are
the pieces and parts? And then then we'll
go from there to identify the various
natures of those spaces. So right here, our
door is going to be our key element for our entry. But we have, of
course, two entries on this level, and then
there's going to be, of course, the level and
entry coming from below. And so, again, we
did put our sort of dimensional tool for seeing where is our minimum clearance. And so this is going
to be something we're going to just continue to utilize as we detail
out the sketch, and sketch being separated
is not going to, you know, interfere with our zone, but it will just keep
as underlay to it. And so this will
help us right now as we saw this construction line, help us as we figure
out what's going to happen at each particular level. So here we are. Sort of just observing
what's happening here is so you know, we always can go ahead and create a door just as inference. Um, it will, of course, check our height
or width of that. And we do that three feet by 2 " and make that, you know, just simple group. It could be a component. I'm gonna leave it as
a group for right now, but it's going to be
a little reference. You know where
swing is happening. I think we didn't have
the right rotation. Yeah, I think that's going
to be what we're going to keep using as a little
bit of reference, okay? And so what we've done
is we've put both. We've put both where, of course, our structure sort
of finishes that. And then we actually have a
little bit of a line here. And we actually now you can go ahead and start to show in some of this exterior panel that is going to be
in our building. And while being both a sketch, this also becomes a
really helpful tool for just understanding what's
going on in the building. So this is actually a really useful way to
just keep your model under check and just make sure it's accomplishing what you're trying to accomplish with it. And I can go ahead and
do that same element of locating where our exterior
facade is on this level. And, yeah, this line
will come out from here. We can just copy that same
one. Move it orthagonally. Again, I do like to
have rigid tests to make sure that we're
inside the same envelope. But that's one of the
key things that we're trying to also maintain here that we're on
the same plane. Okay, so this is sort
of where we are, where our sort of
edge of wall is and where we can put our
two foot counter. And if we look here,
we sort of see what is sort of being
referenced here. And what we can
also do is, like, reference issues like this
or places like here, where, you know, we would have
something of a window. That would be a place where
we probably would not create too much, you
know, interference. Saying, for our
kitchen, you know, this actually starts to open into a really nice dining space, which, you know, you could probably start at
something like a ten by ten. But, of course,
knowing our spacing, this right here being 14
would be pretty full. But I think what
we could also do here is just consider now for what we could really achieve here is something of
a very simple way of how do we with our utilization
of the space, organize things like restrooms and just room spaces that
actually makes sense.
83. Importing The 1st Floor Sketch: Right now, what
we're going to do if you've seen in the accessories, you can import in my sketch for the floor plans,
the first floor sketch.
84. Planning The 1st Flr Modeling: And so what happened is
now we have, you know, a little layout, and
all we need to do now is really start to build some
of the walls around that. And so one of the cool ways for sketch is really leave your
massings for right now, if we go into our larger
model, we'll see, of course, we have a massing,
you know, layer, and, you know, I've sort
of kept them in the same massing group. But these are all going to be helpful as you
start to understand, you know, each building
can start to have that, and that's one of the
things that'll help us out. We put one for our base level. But it's also useful
also, just maybe just to start to make these
massing per layer. So but for right now, as we're a little more simple, what I can go ahead
and do is just really use my view
and our level one, where we have our plans. So essentially, we need to go ahead and start to bring walls for the elements. And the best way
to really see them might actually be through
looking at our, you know, like our front section because it's really a great way just to look and make sure that we're doing things to the
right level, right? So we can go all the way up to the ceiling of our sort
of floor structure. And so that's going to be
a good starting point. But one thing that we know
is we also want to make sure that we're always going
to consider our doors. And one way to help sort of model is to
really create our doors, really as masses, take
them out and just really use a similar
sort of door family or, you know, any component
that we want to use.
85. Modeling Interior Walls: Alright, so what we can do now is go ahead
into our massing. We can hide some of
the rest of the model. And one thing we also
might want to go ahead and do is probably take out the floor
because generally, it's going to be good to go
ahead and see that plan. And really, that was just
a placeholder anyway. We could choose different
type of floors, you know, obviously, as we
develop in the model, but for right now, it's going to help us to figure
out what we're trying to do. All right. So click here. We're trying to
create a series of walls that just really
follow our floor pattern. And since we can just already sort of
create one that works, we don't have to overthink
too much of that. We can just start to
build those walls and just really lay them out. And we can make this as a group. And this might be a helpful way because what I've seen in
the past is, of course, as you're going
through and mulling, you just want to
really just sort of, you know, model it just like
just like clay, you know. So I'm just going to be using this here system to locate
how these things operate, and I already know that it has the right height immediately. And when we move it, or we're going to sort of
locate it or you can make sure not to change it too much of the level
because that will, of course, change its
relationship to the level. But creating these masses
is going to help you avoid too much editing that would start to
make you customize. Just treat them like solids and just create and then
we'll add our doors. And one of the
great things we can also do with this is, again, we can utilize that
same interior finish. This is going to
help as we start to figure how we'll visualize. We'll make sure to look
at what's in the model. So ivory dust is that
interior that we were using. We have an exterior
that we're using, and this ivory dust is what
we're using on the inside. And so I saw them again
just simply paint these. And right now, I just
use that as a type then. And they'll stop any, uh any one that we don't want. But if we want to choose
the interior finish, we always can just
go on top of this. One of the reason
why I wouldn't just do that anywhere is
because we do have the opportunity to
just really specify a nice finish that would
go on top of a base coat. So that would be one reason to keep simple Jip wall
as the same color, and maybe accent wall, if it's material, we
can always change it. So this going be
something where we are going to do a little bit
different, obviously, along the sloped wall, and we can go ahead and
use our section here. So the slope wall is going to
be a little bit different, but we don't have to recreate
the wheel every time. But our first one that we do on the slope wall, we need to, for sure, make sure that
it makes sense, right? You see how this
wall sort of hits. The idea is this needs to come up and stay in
the exterior panel. So right now we know we're
going to put some casework. And so that's going to be
something that we're going to really detail out a little
bit, so it makes sense. And so what we can
do, of course, again, we know that some of these
walls are gonna be coming in, so we're just orbiting to come and go where it
needs to match, right? And we come into level one. And so we have our
wall coming in here. And, you know, obviously, some of these spaces might
not be super functional. One of the things here
as well is, again, where we start to hit
the facade, of course, it's going to be helpful just to understand what the
wall needs to do. It doesn't need to, of course, intersect that too much. So what we can do is
always, have our section. Either we want to
move the section box that's sort of
governing this area. Right now, we're touching that, and if we're going to model, it might be helpful just to
get a little bit closer. We just move that section, and that's going to
help us start to detail out what's
happening here. So now we can come in
there and we can see where we're intersecting with this our panel And so that's going to be something that we'll definitely want to be keeping a pulse on
for this design. Now, we don't have
to fully design every particular interior space. But obviously, when we
do something like this, for this type of structure, it's going to be helpful
to know, Hey, look, we don't need to adjust this anymore because it's sort
of where it needs to be. Now, this right here, this is aligning with our
structural panel. So this actually will
probably come in a little bit
86. Adjusting Modeling View: Differently. And if we go
to our B one level one, this is also another
sort of example where we might start to play
around with our levels. And what I'm going to even do to make this work
without an issue, I'm going to go ahead
and show my level. And, you know,
here's another thing that this is really helpful in. If you're going to now
start to just want to look down and really
control how things are model, we actually might
just use Level two. And just hide the floor. And that's going to be
one of the things that starts to help us
figure out because, you know, when you're
looking at multiple levels, you might just need to just
hide that floor above. So that level having its own sort of massing area
is going to be helpful. So I'm going to go ahead
and now start making a level of zero massing two. So we can start to say what's on the second level of massing. And I'm going to put this on here for now and we
can work out later. But in general,
I'm going to hide it to start to understand
what's going on here.
87. Planning Interior Modeling: Right here, I just
put in. We just have a very simple set of walls that are going in
for this particular space. And then, of course,
that's we have it neatly going down and not
interfering with structure. We are going to add that
railing for our steer, but this is a nice little way to create some of our walls. And really, we don't need a
lot of walls on this level, and now we're going to
get in and add some of those doors that
will really start to make the space come alive.
88. Adding 3D Doorways: Now for our doors,
we're just going to simply create the
openings first. Again, we're doing two foot ten, and I'm going to give a
placeholder mass of 12. That's my two foot
ten by that amount, and I'm going to come up eight
feet for the first level. I want to make this as a group. And so this is a solid group, these are solid groups
in our massing. I'm actually going
to come out and bring it in here in the group. All I want to
really sort of have as a key is I'm going to make sure that I keep a
center line on this, and this will be sort
of copied through and through to each
of my masses here. And what I can always
just simply do is click on one of these and make sure that I have a very
clear center coming out. I can just delete any lines
that are sort of leftover, and I'll just come in and
I'll copy it because I want to use this probably a lot. And I'll just come
in here, remove that center line so it
stays as a solid mass, give it a little bit of offset, maybe 2 " or something. And take this, and
this can be copied. To this other side, and
all I need to do is click on the thing
that I want to subtract, click on
the main object, and go ahead and to subtract that and do the same
thing on this side, going and subtract it. And I can just go
ahead and leave my door tool because it's
just going to really help me locate that
and just start to figure out some ways of
getting these spaces created. And now as we look down
with our B one level zero, we see doors, we see our tool, and we'll need that as we
start to figure out all these
89. Adding Secondary Interior Walls: So let's go ahead and just
go through the rest of our space and add some of the walls that really
make it come alive. And again, right here, I
think this actually is a nice little area to
leave as a open kitchen. We don't have to
sort of pull it in. I think we can just
go ahead and do our casework and wall, and we, of course, can use
our other side as reference. And one thing that
some people do, you know, for a storage space, we actually might leave some of these areas as unfinished, you could say, or open, because it's not as a necessity. But like in a
restroom right here, we might be really benefited by, of course, keeping a wall here. Right, let's go ahead to add
our walls to the other side. Alright? So we can take this
any wall that, again, is going to be in
that interior area, it will probably start off
like this wall is right here. And I do want to go ahead and look at what's
happening above, but I know I'm going
to put some casework, so I think we will start to solve what happens
to that wall as we are going up in
the model, okay? And then what we can do is on this side, pull this over here. Again, we're gonna
figure a detail for how do we deal with
the sloped wall. This one right here is just
gonna be coming in to here. And very simply deal
with that one there. And so what we now have is
our key of our base walls. And if we go to our Level two and hide the massing
for the second level, we can see sort of
what is going on here. But our next layer
is adding some of those Casework
elements so that we can have a good set for what that interior
space would be.
90. Modeling 3D Casework Prototype: And thinking about Casework, one key thing that is important is really not doing an
excessive amount of detail. You know, if I would break down a base of what we would
consider as a good Casework, we don't have to do too
much u over design. But if you're going to
do something maybe at 36 by 24 to really say, Hey, look, this is maybe the
general outline of what we do as a
Casework or a counter, we probably come up three feet. That's going to be
the base of it. But what we also want
to do is make sure we have some simple detailing, like a kick that's
typically 4 " up, but you might want to
have one that's 6 " up. And we come in 4 "
as well, and we can, inset this one that would
be part of our detailing. Then, of course, you know, if you want to show our counter, where we have, like,
a useful counter, we'd probably come down
and we could use push, and that's 1.75, so
one or two quarters. And we turn this
one into a group. And we just check that. And then the top of the
counter would get that one in three quarters and
also it would come out probably like half an
inch or three quarters. You know, some people
like it flush, but this is a nice little
way to have a detail. And that type of counter
could be anything. It could be where we have like a six inch top counter and maybe that could
be a double cabinet. This, of course,
could have a sink. But this essentially
could be like a placeholder mask for any type of casework that
we want in the project. And so, and, you know, designing to sort of set a standard for what
we want in the model, I think this is actually
even a good base, but just like before, we want to make sure that we
have the layers to hold it, just like you know,
we had for A rail to really consider the system. We can go ahead and create A Casework to sort of
mention the FF and E, which is the furniture fixtures that is typically
needed for a project. And so I could just take any
of this and turn it into a group and put
that, into Casework. And so as I go
through the model, just really use this
as the profile. And it's going to work a
little uniquely for a frame, obviously, in some areas, but, you know, the idea
is we won't have to change detail too much, but, you know, we can
start to locate things, and it will read on plan, and it'll be just a good way to understand what the
design is accomplishing.
91. Integrating 3D Casework In Model: So I'm going to go
ahead and take this, and this is our basis
for Casework in a model, and I can actually even just copy it because I know I'm going to really keep it
within our model. And so as we go in, probably keep maybe
our level two on and just turn off the second floor that's going to help us start
to place things like this. Okay? So right now, I'm going to place
my Casework family. I'm going to rotate 90 degrees. I'm not really trying to over design too
much of anything, but I'm bringing
it into the wall. As you can see, it
fits pretty perfectly. It doesn't run right into
the wall or anything. So that's a cool starting point. And what we can also do is we do want to start to
maybe have a material. If we want to create maybe find and work with something like
a marble or stone, that's something that we can
already start to play with. Just having a stone counter
is going to be nice. And we could leave the
general Casework is white. Again, it's not going to be
too hard to change that. And we know that we want
to go and do a turn here. So this could be
something that's easily sort of extended. And this would be one of the details as you see where
the structure comes in. No, that could be a
useful way of how the Casework would be cut to allow for those
sort of opportunities. All right. And we don't have in terms of
dealing with the turn, we can deal with
that pretty simply. I'm going to bring the bottom on over and just take
this pull this out. And we can go ahead and
rotate this 90 degrees. And you see here, we can
pretty much keep the same, you know, strength
of this design. And right here, of
course, would be the perfect example if we
wanted to have upper cabinets. And so we don't have
to overthink But also, one of the things I
haven't done, of course, is something like
maybe a refrigerator. So something like
here could be like a good location for
your refrigerator. If I would go to my
B one level one. This would be a great
way to maybe put a stove within
this area as well. We could put our sink
within our island, and our island could have
seats on the other side. So this way could be just
a nice way to have like a little unique corner for
something like a refrigerator, and I can make that
something like a three feet. And right now, we
don't have three feet, so I could simply just come
in here and get three feet. Some people do like
it to have it very, you know, balanced
and symmetrical. So, you know, we
could find something to sort of do on the other side. And really, to balance, maybe you could have a cabinet here, and that'd be like, you
know, potential there. No. But, yeah, now we
have our Casework here, and, you know, I
did sketch sort of what could sort of be here
for how it operates again. That gives someone
plenty of space for how they will lay out
their space, you know? So I always let, you know, the client, have a
great imagination with, hey, how it could
be figured out. But it's a good starting point. And we've also, of course, given our location where someone could easily
place a refrigerator.
92. Adding An Interior Perspective: And now if we want to see it sort of as an interior space, we actually have the opportunity
just to just go into our exterior
perspective and really just start to enjoy
and walk in the model. And we probably would
bring a little more in depth view as we look
into the model for that. And now that would be more
of a just a entry in. And we could go
ahead and save it, and that start to see our space. And we could, of
course, just maybe look here and check and get
a good field of view. Right now, it's 35. If we do 55 or maybe 20 or 20 is probably
a lot pretty tight, maybe, yeah, something like 30, and we could just simply walk into the space
a little bit. And we just zoom in a little
bit here and look around. And, of course, we're
also going to do our island, so that's
going to be helpful. But right now, this is
something that gets to get a base potential view of what's
happened in the kitchen. And we can go ahead and
create this as one of our first interior perspectives. We'll just go ahead
and rename this.
93. Adding A 3D Island: So we just see our
kitchen, right? And it's just a nice little
way of getting to see here. And we'll go ahead and just add that additional element
of the level one, for our little island. All right? Okay. Island
can actually use that same sort of family as we used here to sort of start
and we can copy or actually, you can even sort
of just use this as the base because it has a lot of what we
want to have here. This is not a component, so it's not going
to affect that one. But this could go
ahead and come in. We don't need to add too
much of the elements there. Rotate that 90 and even
come back around and do 180 as that would be something
that would be a basis for how we're designing that
island experience, right? And come here And the idea for an island
is not that we're just, you know, going the maximum, and I'm gonna come back 4 ". But the idea is that we're going to make something that's, you know, comfortable
and enjoyable. And so we could have
any range of how do you detail to bring this sort of system
coming forward, and we could also just
come out a little bit like a one and three
quarter inch here. And for here, maybe
we could, of course, extend this out maybe
something like 5 " in general for like a
little mid structure. And then we could create a simple it could be a four and three quarters
inch or it could be something more like timber
where we'd come out like seven and one quarter or 7.25 " and you see I'm
getting that length, right? Right. So that would be something
done in here, 7.25 ". And so this part would probably be we're not gonna
make a component, but we're going to come out to a really good distance and
whatever I create on one side, I'll duplicate on
the other side. And this could be an opportunity,
not just for something, you know, super mundane, but maybe we could do
something with some curves. Maybe we could very simply have something that
would possibly be chamfered. Again, the sky
could be the limit. We can just sort of use this, and then we figure out how do we want to champer it later. We can probably do
it as a solid group, and I'll probably
make it a lot easier. So I'll choose
sipopass for that. Okay, so we could use this
one and make this a group. And we can even make it a component if you want
to detail it later. I'll just say this is our profile come back over here. All right? Now, as we go and look at our interior perspective
of our kitchen, we have a unique
little profile here.
94. Modeling Space For Stove And Hood: And now we also can go ahead and simpify and do a
simple hood because, you know, we would have
a stove element here. And what we can do
is just come in here and simply do a simple, maybe 38 inch hood, and we could sort of use
this sort of space as a divider and maybe 48 inch, 24, and we could go ahead and duplicate this also
on the other side, 24, and we could just very simply, really, create that subtraction down and make this a group. And now we have the
as already centered. And we can come here and you
know that it is solid group. And, uh, and we could just go ahead and
just extend it down. Anything that we
could just copy it. And then because of, of course, solid geometry, we
could just subtract it, go ahead and paste in place and do that same
thing for the base cabinet. The idea is you know, we also again, we could look
and find a stove component. I think that's not going
to be too difficult, but that would be the
perfect place for it. I'm not going to
overcomplicate right now. We would come into
level two here. And just like we said before, we just want to hide our
massing two for right now, we're focusing on
the first floor, we would probably do
something like 18 " or so. And come up a little
bit 18 " here. And maybe come up another 6 ", you know, you know, again, I would play it by ear
for how you'd do it. But essentially, this
is where we would start to get that design for a hood. And what I would come
out is the same 24 ". Again, as we did that 48, we'd do that across here. And you get the ability to definitely do
something beautiful, come up 6 " and maybe have a profile that would
come up and you know, you get where you're may
be coming out at 12 ". And then instead of just
going down straight, which is also an
option if you want to do just a straight line, or you could also
just angle it out. And the idea is, you could say, maybe we come
in at the top 12 ", right? And we could go
ahead and duplicate that edge and use our
scale tool, negative one. This would be a nice hood, a nice way to capture that
kitchen vibe, make group. Then we could do
double cabinets. And as we go to our interiors, you know, we've just
created something that can work within
that space, right? And, you know, it has, like,
a really beautiful look. And this right here is
our construction object. We're fine, go ahead and put
that on the sketch layer. We don't really need
to see that when we're really working
on a sketch item. That's for our doors. But this
is a nice kitchen already. It's starting to look nice, and, you know, obviously, we
have a little termination for how we'll work on our walls. But this is something
that, you know, really starts to make
sense for, you know, how we're going to start to detail and create in this space. But as we look at
something like, you know, looking at level
one, we can say, Hey, look, this looks like kitchen. This
looks like kitchen. If we want to take off
our sketch elements, that's showing us what is being accomplished
with our design. And we have our spaces, and that's a beautiful way to
get our design on the roll.
95. Intro To SketchUp AI Render: Well, to best utilize
AI with SketchUp, I have downloaded the AI render, which is part of
the AI Diffusion, which is available in
your extension warehouse. So Diffusion is a great plug in, and I'll go through
how you can find it. And it's now really
easy to get started. It's a free plug in for
working with SketchUp, and you could render anything from interiors to exteriors. You can see some
great examples here. And I've already installed that, but if you haven't,
go ahead and install
96. AI Render Interface: And so what we can do
now now that we have some interior perspectives and some exterior perspectives, we can go ahead and start to create something
unique with that. So all we need to do to start our diffusion workflow is go ahead and click
on the AI render. Thankfully, it already
sort of opens up and we'll create autopmpt that
we can simply adjust. And we're totally in the realm to see sort of
what can it naturally give? And this is a great
thing when, you know, even if you haven't
even gotten as far, we could have had this
super light leave detailed. But the idea is, if
you want to, you know, get some time in and render it, that's something
that this provides. So this right here is the
autopmpt that's generated. That's one of the key
features of the AI render. And I'll go ahead
to the layout of all the displays so you can see what
things are happening. So essentially, Autopmpt is on. It also gives you
additional settings, if you want things that you want to avoid from the prompt. You know, essentially, you have the ability to pretty
much avoid some things. But your gallery
also will be here. So anything that you are generating will be here if you have generated in the past, you, of course, have
your credits here. So you always check if
you have any credits, and that's going to,
of course, impact, you know, how much
you can fully render. I'm just doing a basic
render at the moment. And as we load this, one of the key things for avoiding too many prompts
is also the presets, which we are going
to go through a little bit later that are available right in
that area at the top. And so the idea is, we're going to be able to
really pre load a set view, which is really
helpful, of course. You can also create
some of your owns or choose your
favorites as well. And now we see the final render. And again, this is just sort of taking some of the prompts
of what we had in model. And this is awesome
to, you know, see, it's not three D,
but it's, you know, taken some of the already, you know, model
things that I have. And it's just giving
it a three D render. Again, that's something. But I just wanted to go
through the creation of just a basic prompt
and we can always click back over here
and change anything. If you want to, you know, maybe adjust the scene to say, you know, from the auto prompt, you know, describe the
image you like generate. Maybe you want to do it
on a rainy day, you know? So generate a rainy, you know, a rainy day image
with modern materials. Again, some of the
things that it does say are right here. Again, this is something
that I like to take into Chachi But if I'm trying to generate a certain level
and just to have it, you know, have the AI
sort of communicate what it's trying to
communicate within there. But again, it's going to
go off what you have. I would probably change at the lower level with
modern materials. And I would probably
use something more like a siding in
the lower levels. So like siding on
lower levels and metal exterior panels above. And it's going to be that
same sort of, you know, experiment with social media
till you really get it. Like, even some of
my items like your, you know, framing, you know, I would really love for, you know, that to be
sort of standing out. And this is the render directly from that prompt,
just new materials. But we also have simpler
ways if we don't want to transform
the entire model, if you just want to just
choose a particular way. And that's the method
we're going to show now using the brush tool. But this is, of course,
very valuable to see, just to see what would happen if we just sort of do
the whole prompting. So we can always just come
back into our you know, tab if we're going to generate prompts like this for,
like, a particular area. You also can, of course, choose any set of,
you know, preset. We can't really just
create the presets, but that's sort of
what you would create with your prompts as well. We're going to try
that with some of the interiors as we also look
at some of the other tools. We can always give our feedback as well, which is also nice. And we also have the ability if we ever need to, of course, at the generate an image
as a sketch up scene, that means, you know, if
we had changed something, the idea is that could
be in the background. So that's how we could
throw it in to the model.
97. Customizing AI Render With Brush: If you're going to paint
over a particular element, you might really focus on that. Like, for instance,
if I wanted to just have these as aluminum, you know, I could just
to adjust that way. So and I could just go
right back to my prompt. And I pretty much want to say, generate aluminum panels and with brushed finish, right? And that can really
help me to fix maybe those areas
versus going off there. Now, again, I have a
sketch of Pro license, so that might be one
of the reasons why I have some of the credits. I do know that sketch
of diffusion does have, you know, part of the issue of, you know, the license
with sketch up. And so as we've adjusted that, we have seen here, again, when I said metal
finish, you know, again, you can always make
that more specific. If we want to go back to maybe a previous
image, you know, you see where it's
fully wood versus now where maybe now I have,
you know, a variation. And that's one of the things
that you can have, you know, like changing it to be what
you're getting close to. And again, I didn't really go too much into what
needs to go inside. But that's going to be
something that you can help, and you can start to refine specific parts of your
image based on your prompt. And again, I would
like to probably go into some of the other
elements as well. But as we were trying to, like, sort of focus on things, you can both do
that broad stroke of the whole image or just do that broad or tiny stroke
of that particular area, and you can really start to
refine something beautifully. And now, this was a
outer photograph. And so one of the things
we can also do is go ahead and click into maybe
interior perspective. And any of these, you know, we can go ahead and save
out and just sort of save maybe to our folder
that we have, you know, maybe I have this as my, you know, exterior AI
render one, right?
98. AI Render For Interior: You go into our
text prompt here. If we are trying to adjust it or if we want to autopmpt again, Autopmpt is going to give us
something that's going to be unique and we could
sort of go with that. Again, since I have a lot of
courses on creating prompts, I would definitely defer to those ChatCPD course because it definitely would
go into some of the key things that you
would need for a prompt. I'll probably get
some prompts for you. But essentially, these
are really good. I think this is going to
be removed as I would save that if we were
trying to do a lot of different types, but it is. This is actually, I think, really good for just
understanding what we need to do, but we do want to maybe click it more to something
like interior. And again, that's one of
our presets selection. And so I think these
are some good things. I think it's giving
some perspective, but since I have
it sort of empty, that also really
helps us to just go from what you've has already
sort of built in there. So I think that's
going to be good. We're going to go ahead and
generate a prompt from here. This actually is, again, it's
pretty smart and intuitive. I do have some lines that, you know, you might in
the future, like, if you're trying to
get it super clean, you might want to take
ahead and take those out, like sketch lines or anything. But this is already sort of
leading in a good way to see what AI can do to help me visualize and make
this more special. Yeah, and there we
go. Definitely have some room to grow as we
are looking at the prompt. It obviously has a couple
of different iterations. Like, if you wanted to start
choosing the finishes, if you wanted to
say what's visible and what's going to be not, you know, again, that
starts to be something we can start to
play in our model. But this is also like,
you know, hey, look, maybe this is some way
that we could probably detail some of the things of light and start
to put in here. Like this right here,
our hood, you know, probably want to maybe put some inference so we would avoid that becoming like a light because that would probably
be not our intent. But I think in
terms of this view, this definitely would capture
the most of what we're
99. Refining Model For Best AI Render: As you figure out, you know, what's great with our model, what things might
be a little bit unclear that would probably
need to be informing here. And so I could even very
simply change that. So I have one of
these walls here. And the idea is, you know, maybe we need to inform our
detail here for our design to come up and simply
maybe take a you know, a wall element, and we could even just come
back to this base wall. And right now, we could
pretty much say, Hey, look, let's work with the floor line because the floor line really does tell us where we need to
operate this geometry here. And then we could just
simply use this as a key thing to inform what we
need to do with this model. And now we close
everything else. Of course, we only
see the model. We see that we'd hoped that it would
be in the same plane, and I think it is. And so that now could
be all the way in here. Now, if we come back to
the interior perspective, that wall is almost perfectly aligned
where it needs to be. But since we could
also say, Hey, look, maybe this could be a
way to bring in light, but if we didn't want
to bring in light, specifically, we of course, could just come in here and say, let's us pull this up. Do you understand? So you know, there's several options
that are possible from the modeling side for this, just to really
understand and get a better understanding from
diffusion because difusion, of course, it just plays
on what we give it. If we have something here
that we don't want to show, for instance, this is
actually one of my levels, and maybe I can
definitely just turn off the levels using the tags. So we're not seeing
things that are not going to make that much of
a difference levels, so that's a sight levels because we really
do want to have a little more perfected render. And so that's going
to help us out. So at the end of the day, uh cleaning up your
model is going to make the best sort of input
for your diffusion model, and it's going to help you, as well as you sort of figure, Hey, look, what do you
want to see in this model? And again, it's going to respond to what you have in your model. And so you can create the best by sort of working in
what do you want to see? What do you not want to see,
and then go from there.
100. Refined Interior Render: And for more accuracy, I did come into our modeling
image with a little bit of tile texture just to help out the AI because it
does sort of maybe, you know, maybe infer this
little edge to create a light. But this is something
that's a little more realistic also that, you know, in this set of
renders, as you know, you can improve the
model sometimes, it's not always prompt. It can definitely
start to figure out some of the things that
you might want to infer Again, it is AI, so you're really
telling it what to do. But this right here
would definitely show a beautiful way of
really just visualizing in some interiors and some
ways I could actually start to put into my model
and get really a good result. So I'm going to
count that success because it's definitely finding what to take out of your model, what to leave in so you can
get that beautiful effect.