SketchUp Fundamentals 2

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1 KU Design Group llc SketchUp Fundamentals 2 Led by: Mark-o Kennelly Ullman May 3, 2012 A download of today s handout is available at: kudesigngroup.com/niketraining 2012 KU Design Group llc T (503) kudesigngroup.com/niketraining

2 KU Design Group llc OBJECTIVES FOR THIS TRAINING Discuss the future of SketchUp as a product and a tool for design. Review the core concepts from last session. Gather a baseline understanding (i.e. all designers speaking the same language). Start the process of Collaborative Modeling KU Design Group llc T (503) kudesigngroup.com/niketraining

3 I. GETTING STARTED WITH SOME REVIEW A. WHAT YOU WILL NEED 1. The free version of SketchUp 8 2. A Mouse B. LAUNCHING SKETCHUP 1. Two ways to choose a template a) Select from the onscreen prompt (1) Beginning Training Template -Inches (2) Making your own b) Select from the File Menu (1) SketchUp>Preferences...>Templates> Beginning Training Template - Inches (2) Relaunch SketchUp or open a new drawing C. WORKSPACE 1. The entire setup is as follows: a) File Menu b) Title Bar c) Toolbar d) Drawing Area e) Status Bar 2. Tool Pallet (View>Tool Pallets) a) The Six Sections (1) Principal Tools (2) Drawings Tools (3) Modification Tools (4) Guide or Annotation Tools (5) Camera Tools (6) Walkthrough Tools b) Principal Tools (1) Select [Space Bar] (2) Component Maker [ Shift + Command + c] (3) Paint Bucket [b] 2012 KU Design Group llc T (503) kudesigngroup.com/niketraining Pg. 1

4 (4) Eraser [e] c) Drawings Tools (1) Line [L] (2) Rectangle [r] (3) Circle [c] (4) Arc [a] (5) Polygon (6) Freehand d) Modification Tools (1) Move/Copy [m] (2) Push/Pull [p] (3) Rotate [q] (4) Follow Me (5) Scale [s] (6) Offset [f] e) Guide (Annotation) Tools (1) Tape Measure [t] (2) Dimension (3) Protractor (4) Text (5) Axis (6) 3D Text f) Camera Tools (1) Orbit [o] or the middle mouse button (2) Pan [h] (3) Zoom [z] or Scroll wheel, click and hold to zoom (4) Zoom Window (5) Zoom Extents [Shift z] (6) Previous g) Walkthrough Tools (1) Position Camera (2) Walk (3) Look Around (4) Section Plane 2012 KU Design Group llc T (503) kudesigngroup.com/niketraining Pg. 2

5 D. UNDERSTANDING NAVIGATION 1. Views 2. Perspective vs. Parallel Projection E. BASIC DRAWINGS 1. Inference Points and Understanding Faces a) Inference Points b) Understanding Faces 2. Using and trusting visual queues to draw fast and efficiently F. LAYERS 1. Current layer 2. Visibility 3. Adding and deleting layers 4. Moving an object - Entity Info G. GROUPS 1. The importance of groups 2. Editing inside of a group H. COMPONENTS 1. Different ways of making a component a) Converting a Group to a Component b) Making multiple objects a component 2. Using the Component Palettes and Entity Info II. Q AND A REGARDING LAST SESSION Tools or actions that were challenging to use day to day since last class? Topics from last class that we want to discuss in greater details today? 2012 KU Design Group llc T (503) kudesigngroup.com/niketraining Pg. 3

6 III. KEEP UP APPEARANCES A. MATERIALS 1. Material Palette, Windows> Material a) In Model b) Presets (1) Color Wheel (2) Color Sliders (3) Color Palettes (4) Image Palettes (5) Crayons (6) Textures c) Swatches d) Edit (1) Right Click or Use the Pull down (a) (b) (c) Opacity Color Editing in Photoshop (2) Click Close to apply (3) Color and List Pull down Menu 2. Changing an objects material a) Entity Info b) Paint Bucket tool 3. Positioning a) Groups and plans (1) When a material is applied to a group, its position cannot be edited (2) You must end the context of a group, then apply the natural if you wish to position it 4. Making a Texture unique 5. Making Textures and Graphics a) Transparency (1) Swoosh (a) (b) (2) Glow Tiled Projection 2012 KU Design Group llc T (503) kudesigngroup.com/niketraining Pg. 4

7 B. STYLES How textures and lines are rendered 1. Windows>Styles 2. Select a) Pick for existing styles or load new 3. Edit a) Edit the properties of the current style (1) Face (2) Background (3) Watermark (4) Modeling b) Mix (1) Combine aspects of existing styles into one new style C. SHADOWS a) Time and Date b) Light and Dark c) Use the sun for Shading (1) Changes textures with or without shadows turned on (2) All shadow adjustments still work d) Display (1) On Faces (2) On Ground (3) From Edge (4) Entity Info - More granular shadow control (a) Case Shadows (b) Receives Shadows D. VIEWS 1. Position Camera 2. Look Around 3. Eye Height a) 5' KU Design Group llc T (503) kudesigngroup.com/niketraining Pg. 5

8 b) Zoom (field of view) (1) 30,55,60 4. Advance Camera Tools E. SCENES 1. Saving your Views with Scenes a) Windows>Scenes b) Adding a Scene (1) + then Right Click c) Scenes Options (1) Name (2) Description (3) Properties to save d) Updating scenes (1) Setting Up your shot (2) Naming your views (a) Helps with exporting (b) Useful when using view in applications like Indesign 2. Combining Scenes and Styles BREAK 2012 KU Design Group llc T (503) kudesigngroup.com/niketraining Pg. 6

9 IV. DRAWING AS A TEAM A. UNDERSTANDING THE ELEMENTS 1. Shop Elements a) Pieces that we would find in a store (1) Shell (2) Storefront (3) Lighting (4) Wall System (5) Cashwrap (6) 2 way (7) 4 way (8) Nesting Tables (9) Graphics/Way finding (10) Product b) Each element built independently of each other 2. Model Elements a) Pieces that make the assist for the model (1) Working files (2) Components (3) Materials (4) Branding/Graphics b) Naming conventions and file location become very important B. ORGANIZING YOUR DRAWING. 1. File Structure a) Naming Conventions (1) A standard way of naming files so that someone can read the file name and know what the file is (2) The shorter the better (3) Flexibility and growth is key b) File Placement (1) Having a common file structure for projects (2) Allows designers to know where to look for assists without having to ask 2012 KU Design Group llc T (503) kudesigngroup.com/niketraining Pg. 7

10 2. Modeling a) Layers (1) Making and using common layers (a) Hidden (b) Product (c) Light (2) Minimizing layer usage (a) Makes the model more perform better (b) Reduces the total amount of layers b) Components (1) Layers (2) Using textures (3) Setting the axis (4) Saving as (5) Making Collections (6) Reloading c) Groups (1) Nesting (2) Grouping in the shop model verses grouping in the fixture model 3. Combining elements into one drawing (1) Loading a Component Collection (a) Placing Components (b) Using the axis (2) Updating a inserted Component in the model (a) Right click in the Components Palette and click Reload (b) Right click on the Component in the model and click Reload (3) Editing a shared Component in model (a) Right click in the Components Palette and click Save As (b) Right click on the Component in the model and click Save As V. FINISHING UP 1. Exporting your image 2012 KU Design Group llc T (503) kudesigngroup.com/niketraining Pg. 8

11 a) Whats is this image going to be used for? Or, Know before you go. (1) Options (a) (b) Tiff, PNG, jpeg. Pixel size (2) Naming your files to match your views b) What happens when nothing happens (1) More than likely to many components (2) Turn off or hide unused elements (3) Simplify shapes with textures (4) Try a lower resolution 2012 KU Design Group llc T (503) kudesigngroup.com/niketraining Pg. 9

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