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Last year we launched CatchUp and we were astounded at the response. So this year we are planning to dig even deeper and get some of SketchUps best talent to share some industry tips and tricks. Whether your passion is from
interior design to architecture our aim is to deliver quality content every month. None of which is possible without you. After ending 2011 with 100,000 members we have been
place for SketchUp. So this month we have gone back to basics with lots of great tips and tricks that anyone can try out but everyone can learn from. So...what you waiting for?
let light in
04 Using clever shadow tricks to maximise SketchUps visual impact. Adriana Granados masterclass in interior lighting.
Boos clues
10 Just how many ways are there to model a bottle? Eric Lay shows you how to use simple techniques to great effect.
speed up?
17 Optimize SketchUp to handle any scene. Aidan Chopras top tip from the Google SketchUp blog is one everyone needs to know.
get ownd
20 Game Design with Robin de Jongh. His latest book gets reviewed
Mirror Mirror
26 Use Mirror like a SketchUp ninja. Debunking one of SketchUps must have plugins.
iMcreator
33 If you hate the thought of webdesign? You will love IMcreator
SketchUp Guru Aidan Chopra once showed how to illuminate an interior space. Basically his advice lies in giving the ceiling
the client to discuss preliminary ideas for a project. So when it comes to indoor spaces often I turn to use real-world textures that have incorporated lighting effects plus some other tricks to let in the sunlight that is the only light source that provides SketchUp. For this tutorial I used a model from the 3D Warehouse as it helps me to explain the above concepts. You can download the model here and try these techniques yourself!
a not-cast-shadows property through the Entity Info window. While this is a fantastic idea many times it falls short when you want to combine natural and artificial lighting. The logic to achieve lighting and effects, shadows, mean
brightness
would
resorting to rendering engines or plugins that are available in the market. However, my old computer takes too long to get a decent picture that I can show
As shown, in the image of the initial model, the colors are flat and the light does not enter the interior space. If I apply the option not-castshadows to the ceiling, the light projected on the walls is unreal and looks awkward. I can somehow manipulate the projection angle using the sliders of the month and hour but still could not achieve the atmosphere I wanted.
To let the sun enter the interior space I use a combination of methods. One of my favorites is to use the capacity of SketchUp having different materials on each side of a surface with the ability to hide the edges of the faces. Painting the outward-facing surface of a material whose opacity is less than 50% and on the other side using an opaque material allows me to control the entry of light. Using this method in specific areas natural and artificial light cones emanating from light fixtures can be simulated achieving great effects.
Here I added geometry on the outside ceiling surface where I wanted to allow passage of light. I applied a transparent material in order to project light onto the floor; therefore in each of the can lights I drew a circle to which I applied the translucent material. In the indoor space I applied the same opaque color of the ceiling. To achieve the effect of a vertical drop of light I varied the location to UTC 0, I adjusted time to noon, and I moved the slider of the month to get the desired effect. You can also manipulate the sunlight by using the Set Tool North
After applying the material on both sides and allowing the light entering the indoor space I used Erase + Shift to hide the edges of the circles. In this way the different faces are still present but not seen.
Applying the same concept I painted with the translucent material the lateral areas of the ceiling to illuminate the walls. I also set properties of notcast-shadows to each of the can lights and the pendant fixture to avoid casting shadows on the light projections.
To complete the lighting effects often I apply materials with built-in texture that have point sources of light. This type of texture was applied not only on the walls, but in some glass and the reception desk. Applying this glare it adds a touch of photorealism. These effects are usually enough for a good first impression. I think this image shows a big difference with the first one, do you share the same opinion?
Method A : Follow Me
A01 - Import a reference image of a bottle, in this example I used a sketch I did for my daughters coloring pages. Use the Arc and Line tools to trace one half of the bottle profile, inside and out. Make sure the center line of the profile is on the vertical axis.
A02 - Draw a Circle whose center point is just above (or below) the center of the profile. Select the circle, click the Follow Me tool and then click the profile.
A03 - Here is the final result as well as a section cut through the bottle.
As mentioned before, this is the easiest method of creating a symmetrical bottle in Google SketchUp. Be careful however when using the Arc tool not to use too many segments. After selecting the Arc tool you have the option of changing the amount of segments before you draw the arc. If I were to use the default 12 segments for every arc in this profile the upper portion of the bottle would have had many more faces than in this example which would translate to a higher file size in the end.
Method B : Scale Me
B01 - Import a reference image then draw a Circle at the center of the base of the bottle.
B02 - Click the Push/Pull tool and push the circle up a bit. Click the new circle and then use the Scale tool clicking the corner grip and holding the ctrl key to shape the new circle to match the reference image. This allows you to keep the circle centered and symmetrical.
B04 - Here is the completed outside shape of the bottle along with the push-up underneath (out of sight).
B05 - For the inside shape just copy the outside shape to the side (Select then Move + ctrl).
B06 - Select all the geometry in the new copy, right click and choose Reverse Faces. While everything is selected use the Scale tool clicking the corner grip and holding the ctrl key then scale the entire thing down just a bit smaller than the outside bottle shape.
B07 - Delete the finish of the bottle (rounded top portion), close in the top with the Line tool and then Push/ Pull the surface to match the top elevation of the outside bottle shape.
B08 - Move the smaller bottle shape inside of the larger one then delete the intersecting face (hole). You might need to draw another line along the hole circle to properly intersect the top face with the inside bottle shape. Then smooth the bottle as desired.
Even though this method is time consuming, you have full control over how many segments you Push/Pull up the bottle. You can also use it to make an asymmetric bottle shape very easily which you cannot do with a profile rotating around a circle. The Scale tool has to be my favorite tool for manipulating a mesh in SketchUp.
Method C : Smooth Me
C01 Import a reference image then draw a Rectangle at the center of the base of the bottle.
C02 Use the same method as described in the previous method however use less geometry, much less geometry. Push/Pull the Rectangle then Scale the new face.
C03 Do this a few times until you have a very rough shape of the bottle. Where the neck meets the finish of the bottle make sure your geometry is fairly tight. This will make the transition sharper when you subdivide the mesh. Make sure to do the push-up on the bottom as well.
C04 Continue by using Push/Pull and Scale inside the bottle matching the amount of segments.
C05 Finally select all the geometry and click Subdivide and Smooth on the Artisan Toolbar, choose 2 iterations and press Enter.
By using Subdivide and Smooth you have the option to make your bottle in some very unique shapes. Artisan Plugin for SketchUp can be downloaded here Happy modeling....
You might not realize that the display settings you choose to apply to your models can affect SketchUps speed and general responsiveness. Turning on fancy edge effects and other doodads will slow you down when your model gets big. When youre working on a big model, you want to make sure that youre using a style whose Edge Settings panel looks like the one in the image below. Everything but Edges should be turned off.
The Face Settings panel is where you can choose not to display Transparency. When Transparency is turned on, SketchUp has to redraw your model on the screen several timeseach time you change your viewpoint. If you dont need to see through your windows just now, opt to temporarily view these faces without transparency.
The Background Settings panel is handy for turning off Sky and Ground, both of which cause your computer to do extra thinking while youre working.
Once youve configured your own fast style, you should save it. Just give it a new name (I suggest Fast Style), hit Enter, and click the Create New Style button in the Styles Browser. You new style is saved in the In Model collection of styles, which is only associated with the model youre currently working on.
Unless you absolutely need them, you should use the checkbox in the Watermark Settings panel to turn off Watermarks.
Incidentally, almost all of the choices in SketchUps Default Styles collection are so-called Fast styles their Edge Display settings are already configured for speed. Choosing any one of these styles will switch off extraneous effects.
The only toggles in the Modeling Settings panel you really need to worry about are the ones for Hidden Geometry and Section Planes. Obviously, you shouldnt have wither of these displayed if speed is what youre aiming for.
For more top tips and SketchUp news you can head on over the the Official SketchUp Blog
guides on modeling and texturing a pallet to modeling a car from blueprints. It is this tutorial where Robin really goes into detail on UV mapping using various plugins and techniques. Each chapter is well laid out with descriptive pictures and text so it is easy to following along. All the basic principles of using SketchUp are covered which is great for beginners to both SketchUp and game design.
the content to be basic but it is actually far from it. It delves into other applications, from
GIMP to Unity, and covers game design techniques like seamless texturing, UV mapping and asset creation.
What
deserves
particular
mention
is
that
Since game levels need content you get to further expand your skillset through more advanced modeling/texturing excercises. These are aimed at populating the game level so you get to model buildings, barrels, tools and cars with the final goal being to import all these elements into Unity. The section on Unity is very basic. It only covers importing your models and then placing lights and character controls (FPS), with a small section on inserting skyboxes. That being said theres already a huge amount of info out there on Unity so it is an understanble balance. What is useful is that Robin addresses any potential hazards a user will encounter while messing around with various file formats. So, issues like reversed faces, axis alignment, scale etc., are all reinforced when it comes to exporting and getting your designs into Unity without problems. It is these tips that I think new users will benefit most from. Throughout the book you will find lots of advice on using SketchUp effectively.
everything you need to get involved in game design can now be downloaded for free and it is this approach Robin has taken. So each exercise is tailored towards the application in question with this knowledge then reapplied in the next exercise. So creating seamless textures in GIMP is then recycled in the modeling exercises which are then brought into the Unity game engine. So rather than just showing a technique or concept you get to see and play with your models. Also bundled with Game Design for SketchUp are the files associated with each exercise. Whether it is .skp models or textures you are able to compare your own results with those in the book. An area I found particulary interesting was concerning file management. Robin devotes a section in each chapter/exercise on either naming conventions for file types or library structure. While not a dinner party topic it certainly helps the beginner fully understand that organisation and clarity is paramount to keeping projects from becoming out of control. Once you have completed the first four chapters you begin to get your hands dirty with Unity. This is well covered with Robin showing you how to design a game level with a very detailed texturing section and then import it into Unity. The level itself is sparse of any content but there is more to come.
While the theme of the book is SketchUp orientated other applications, like MeshLab and Make Human, also make an appearance. So, whether it is poly reduction or file conversion, you are introduced to other methods of dealing with geometry. The actual content of these sections is very basic and it is more to get the user familiar with a technique rather than boring them with reasoning. In fact, it is Robins very relaxed writing style that made the book an enjoyable read. It does a great job of making a potentially boring subject very interesting. If you are considering delving into the gaming industry or even just want to explore other options in showcasing your projects then I would recommend giving this some attention. It is not a book for someone already well versed in SketchUp who is interested learning Unity. There is already books devoted to Unity. It is a book for someone who is familiar with SketchUp and needs to bridge the gap to game design. Whether your interest is in asset creation for the likes of tubosquid. com or game developement for the iPhone/Android market there is definitely a lot to gain from reading this. You can check out some sample chapters here and get a full pricing on the various formats available.
mirror rorrim
plugin tip : Mirror
By rich oBrien
Some of the best plugins are normally the simplest and anything that makes life that little bit easier is always a welcome addition to SketchUp. One of my favourite plugins is TIGs Mirror. You can get it here and if you have not installed a zipped script before you can follow Dave Richards excellent guide here. Once installed you have a few options in using it. Firstly, there is a nifty toolbar button you can just click. There is an option under the Plugins menu called Mirror Selection. Finally, there is an option under the context menu when you right click also called Mirror Selection. To use Mirror you must have geometry selected before actviating. It can be a group, component or just raw geometry. Then it is simply a 3 click operation.
Your object is then mirrored across that plane and you have an option to erase your original seletcion if you wish. There are other options mentioned that allow you to press Enter after picking a point/s. These are worth experimenting with yourself to see what effect they have. Dont forget to subscribe to our YouTube Channel where you will find lots of tips and tutorials for SketchUp plugins.
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SHOWCASE
C O M M U N I T Y
hillMan Mini
Unigamis Hillman Mini Jeep uses styles to great effect
daily dose
Eric Lays latest Mini Pub creation is subdivision modeling at its best
Munster koach
One careful owner but Steve says its not for sale!
BMw gtr
Elisei builds from blueprints showing each step
Minas tirith
And_And92s reimagining of Minas Tirith is beyond belief
haMMer tiMe
Follow Jeff Hammonds Skatepark project where SketchUp meets Rhino
lyon in 1700
Fabrice de Lyons epic remake of an 18th century street in Lyon, France
high Meadon
John Higgins continues his tribute to English Classics
Belgian Bliss
TomDCs elegant kitchen scene rendered in Podium is sublime
penguin donkey
Dave Richards models a bookshelf from his childhood ;) 1930s
toy train
Luca plays with motion blur in Thea Render
hot rod
Jim Jeffries amazing rebuild of an American classic is stunning
evil genius
David Dias shares a recent CG School Workshop that went bit too far
relaxation
Antoines Spa Centre mixes render with SketchUp
hey Mr dj....
RangerRick puts a record on
pocket BooM
By Mike lucey
I have often used my iPhone and more recently my iPad to show SketchUp video presentations to clients. They naturally show better on the iPad but the sound is nearly always a bit of let down if sitting a distance away or in a crowded environment. I have tried some passive devices that attach to the iPhone and iPad that direct the sound forward but I find the resulting sound to be of a hollow effect. Recently I read about the Pocket Boom and think this might offer exactly what is needed, an electronic amplification of the sound. This device works like the hitting of a drum with a drumstick causing the air around it to vibrate, which generates sound. In this case, amplification of the players sound. The short pull-out lead connects to most audio sources, such as MP3 players etc and is neatly fixed to the device when not in use, no messy trailing wires! It is powered by two AAA batteries or via a supplied USB-to-power lead. Devices like the Pocket Boom further improve my ability to quickly and easily set up presentations for clients that would otherwise involve more elaborate preparation involving projectors and screens. The device is small enough to carry in the pocket and all that is required to get up and running is to unscrew the cap that houses its driver and stick it to a cardboard box or even a plastic cup. It seems that even a desk top can work as a resonating chamber! As they say a picture is worth a thousand words, so, a movie with good sound must be worth many thousands of words. The best part about the Pocket Boom is the price, available from MobileFun at 19.99 / $31 / 23. However metal tins and the like produce dull and thuddy sounds.
process is very like working with Photoshop, either building / modifying and existing template or working form scratch. Its also very easy to navigate the great selection of elements neatly placed on the top of the work page. I found start up took me a few minutes, not like other apps I have tried in the past. Every design element is where one would expect it to be, no searching around!
The building elements cover a broad range of requirements Widgets Text Slideshow Video Basic HTML boxes (for those in the know!)
Each element can be re-sized and positioned with pin point accuracy anywhere on the page. Once you like what you see its just a matter of hitting the publish button and you have a live website.
Digging in a little deeper allows the web site builder to add search engine optimization tags and Google Analytics. There are also many ways to include an e-commerce option in the IMC website. These cover PayPal buttons, the simplest e-commerce solution. Its possible to embed your own store using Google Store Widget also other 3rd party stores, wepay.com for example. Stores can be managed externally using shopify. com if so wished.
The draw backs! While there is a free site publishing version, if one requires to use there own unique URL it is required to subscribe to a monthly hosting option. I do not think this would be a major draw back as their pricing is quite reasonable considering the ease of use and achievable quality of end result. The other thing to keep in mind is that the site builder is limited to the available elements, however I found that I had more than enough scope to work with. If more intricate building is required there is alway the option of HTML code input using the available box in IM Creator. The main selling point for me was the customer care policy that the IM Creator folks have adopted. There is an excellent help forum and emails are replied to by a real person that knows what they are talking about, a rarity these days, I am sorry to say. So if you, like me, have ever had the inkling to design a polished looking website, check out IM Creator and I can guarantee, you will have fun producing one with IM Creator.
Use the massing model to set plate lengths and the framing sequence on limited floor space. Remember the Scale tool to resize components to fit. Scenes organize for animation (Step 13...;-)
Simulate the sequence of framing in the model
Use SketchUp v6 or earlier to see outline of any hidden objects Though greatly simplified in this example, SketchUp helps to first quickly visualize the general structure of the wall. Next 2D rectangles are used as templates to identify plate lengths according to the sequence of the wall installations. Plates are then sized, marked for cuts, and used to generate cut lists for each wall. As such the construction model is a dynamic tool for both estimating, and resources management (minimize wasted drops).
Add second top plate to overlap corners Group and name walls according to sequence
See YouTube videos for framing and modifications Regroup sheathing components to modify
SketchUcation roundup
SketchUcation goes to from Books strength with new strength publications every few days. We have great promotions for February so keep your eyes peeled for great value for money bundles. Plus, each author has extensive SketchUp appearing
experience so you get some killer tips as well as a model to deconstruct. We have publications for all user levels so there is something for everyone. Let us know if you want to get involved In next months edition we spend some time talking about apps that compliment SketchUp and grow your skill set, 3D printing and what it means for the home user and finally a sneak peek at something new ;) As always, you can send your feedback to richob@sketchucation.com