Cover image for Google SketchUp Cookbook

Book description

As the first book for intermediate and advanced users of Google SketchUp, this Cookbook goes beyond the basics to explore the complex features and tools that design professionals use. You'll get numerous step-by-step tutorials for solving common (and not so common) design problems, with detailed color graphics to guide your way, and discussions that explain additional ways to complete a task. Google SketchUp Cookbook will help you:

  • Use SketchUp more efficiently by taking advantage of components and groups

  • Learn new techniques for using Follow Me, Intersect, and constraints

  • Go beyond simple textures with tools such as texture positioning and Photo Match

  • Create animations and walkthroughs, and explore design scenarios by using layers and scenes

  • Learn how to use styles to customize your presentations

  • Combine SketchUp with the 3D Warehouse and Google Earth

Google SketchUp Cookbook is ideal for architects, engineers, interior designers, product designers, woodworkers, and other professionals and hobbyists who want to work more efficiently and achieve true mastery of this amazing tool.

Table of Contents

  1. Special Upgrade Offer
  2. Preface
    1. 1. Who This Book Is For
    2. 2. Who This Book Is Not For
    3. 3. How This Book Is Organized
    4. 4. How to Get the Models Used in This Book
    5. 5. Conventions Used in This Book
    6. 6. How to Use This Book
    7. 7. O’Reilly Cookbooks
    8. 8. How to Contact Us
    9. 9. Safari® Books Online
    10. 10. Acknowledgments
  3. 1. Making Multiple Copies
    1. 1.1. Copying in Linear Arrays
    2. 1.2. Creating Linear Internal Arrays
    3. 1.3. Building a Nonorthogonal Linear Array
    4. 1.4. Copying in Circular Arrays
    5. 1.5. Creating Circular Internal Arrays
  4. 2. Following Paths with Follow Me
    1. 2.1. Extruding a Follow Me Face to Cut Volume Along a Path
    2. 2.2. Using Follow Me to Add Volume Along a Path
    3. 2.3. Keeping Original Objects Intact During Follow Me
    4. 2.4. Using Follow Me When Faces and Paths Are Not Adjacent
    5. 2.5. Creating Objects in the Round
    6. 2.6. Creating Spheres
    7. 2.7. Using a Follow Me Path in 3D
  5. 3. Intersection Edges: Cutting and Trimming
    1. 3.1. Trimming an Object
    2. 3.2. Cutting All Intersected Objects
    3. 3.3. Using Groups or Components to Create Cutting Objects
    4. 3.4. Intersecting with Groups and Components, Without Exploding
    5. 3.5. Intersecting with Both Intact and Exploded Components
    6. 3.6. Intersecting Only Selected Objects
    7. 3.7. Intersecting Within a Group or Component
    8. 3.8. Using Intersect to Trim Components with Themselves
  6. 4. Advanced Intersect and Follow Me Techniques
    1. 4.1. Creating Temporary Faces for Follow Me
    2. 4.2. Rounding Corners
    3. 4.3. Creating Lathed Shapes
    4. 4.4. Roofing with a Uniform Slope
    5. 4.5. Creating “Dummy” Follow Me Paths
    6. 4.6. Extending Follow Me Paths
    7. 4.7. Using Intersect to Create a 3D Follow Me Path
  7. 5. Roofs: Constraints and Inferences
    1. 5.1. Creating an Overhanging Roof
    2. 5.2. Creating Dormers
    3. 5.3. Working with Roof Intersections
    4. 5.4. Creating Overhangs with Autofold
  8. 6. Groups: Protect and Defend
    1. 6.1.  
    2. 6.1. Ungluing Faces
    3. 6.2. Unsticking Edges
    4. 6.3. Protecting from Edits
    5. 6.4. Cutting and Slicing
    6. 6.5. Two-Sided Coloring
    7. 6.6. Locking a Group
  9. 7. Components: Efficiency in Repetition
    1. 7.1. Creating a Component
    2. 7.2. Using the Components Window
    3. 7.3. Inserting a Component
    4. 7.4. Editing or Exploding a Component
    5. 7.5. Renaming a Component
    6. 7.6. Saving a Component in Its Own File
    7. 7.7. Accessing Local Components
    8. 7.8. Painting Components
    9. 7.9. Repeating Objects with Different Sizes
    10. 7.10. Aligning and Gluing
    11. 7.11. Using Components for Symmetric Models
    12. 7.12. Placing Windows in 3D Walls
    13. 7.13. Reloading Components
    14. 7.14. Replacing Components
    15. 7.15. Working with the Outliner
  10. 8. Painting, Materials, and Textures
    1. 8.1. Finding Materials and Images
    2. 8.2. Getting Images into Your Model
    3. 8.3. Creating Material Collections
    4. 8.4. Painting Multiple Faces
    5. 8.5. Changing Material Size and Color
    6. 8.6. Copying a Material
    7. 8.7. Using Translucent Materials
    8. 8.8. Painting Edges by Material
    9. 8.9. Positioning Textures: Fixed Pins
    10. 8.10. Positioning Texture on Round Faces
    11. 8.11. Creating and Editing a Unique Texture
    12. 8.12. Using Alpha-Transparent Images
  11. 9. Modeling with Digital Photos
    1. 9.1. Positioning Textures with Free Pins
    2. 9.2. Editing a Photo
    3. 9.3. Adding Faces to Patch an Image
    4. 9.4. Using Images to Make Face Camera Components
    5. 9.5. Using Free Pins and a Single Image to Paint a 3D Object
    6. 9.6. Using Photo Match to Model a 3D Object
    7. 9.7. Using Photo Match to Paint an Existing Model
  12. 10. Modeling with Exact Dimensions
    1. 10.1. Working with Lines
    2. 10.2. Working with Rectangles
    3. 10.3. Working with Circles and Polygons
    4. 10.4. Working with Arcs
    5. 10.5. Importing Graphics
    6. 10.6. Using the Tape Measure for Construction Lines and Points
    7. 10.7. Measuring and Marking Angles
    8. 10.8. Finding the Area of Faces
    9. 10.9. Creating a Grid
    10. 10.10. Measuring Lengths and Resizing
    11. 10.11. Resizing Models with Groups and Components
    12. 10.12. Resizing Parts of Your Model
    13. 10.13. Resizing a Model in Multiple Directions
  13. 11. Presentation: Showing off Your Model
    1. 11.1. Working with Layers
    2. 11.2. Working with Scenes
    3. 11.3. Working with Shadows
    4. 11.4. Sectioning Your Model
    5. 11.5. Using Layers and Scenes to Control Displayed Objects
    6. 11.6. Using Layers, Scenes, and Groups for Different Design Scenarios
    7. 11.7. Studying Shadow Movements
    8. 11.8. Walking Through Your Model
    9. 11.9. Creating Animated Sections
    10. 11.10. Creating Staged Sectioning Animation
  14. 12. Displaying Your Model
    1. 12.1. Hiding and Softening Edges
    2. 12.2. Changing the Style
    3. 12.3. Creating a New Style
    4. 12.4. Saving Styles
    5. 12.5. Saving a Style As a Template
    6. 12.6. Mixing Styles
    7. 12.7. Adding a Watermark
    8. 12.8. Creating a Sketchy Edge Style
    9. 12.9. Using Styles in a Presentation
  15. 13. 3D Warehouse and Google Earth
    1. 13.1. Finding Models in the 3D Warehouse
    2. 13.2. Refining Your 3D Warehouse Search
    3. 13.3. Uploading Models to the 3D Warehouse
    4. 13.4. Creating Collections in the 3D Warehouse
    5. 13.5. Controlling Model or Collection Privacy
    6. 13.6. Adding Models or Collections to Your Collections
    7. 13.7. Taking Credit for Your Model
    8. 13.8. Manually Georeferencing Your Model
    9. 13.9. Georeferencing Your Model by Using Google Earth
    10. 13.10. Getting Your Models into the 3D Buildings Layer
    11. 13.11. Creating a Placemark in Google Earth
    12. 13.12. Relocating a Georeferenced Model
    13. 13.13. Downloading Buildings That Appear in Google Earth
  16. 14. Dynamic Components
    1. 14.1. Finding Dynamic Components
    2. 14.2. Interacting with Dynamic Components
    3. 14.3. Investigating Dynamic Component Options
    4. 14.4. Scaling Dynamic Components
    5. 14.5. Modifying and Replacing Dynamic Components
    6. 14.6. Sizing by the Reference Point
  17. Index
  18. About the Author
  19. Colophon
  20. Special Upgrade Offer
  21. Copyright