Book description
Discover the secrets of the Google SketchUp with the 16 real-world professional-level projects including parks, structures, concept art, and illustration. Google SketchUp Workshop includes all the wide variety of projects that SketchUp can be used for-architectural visualization, landscape design, video game and film conception, and more. SketchUp masters in every field will get you up to speed in this agile and intuitive software and then show you the real uses with through projects in architecture, engineering, and design.
Table of contents
- Cover
- Title
- Copyright
- Contents
- Overview
-
Part 1 – Architecture
- Chapter 1: Creating Virtual Concept Models in SketchUp
-
Chapter 2: Te Wero Bridge Competition in Auckland, New Zealand
- Project Context
- Technical Aspects
-
New Approaches
- Step 1: Picking Up the Right Competition
- Step 2: Working as a Team
- Step 3: Dividing the Main Project Model into Submodels
- Step 4: Editing Component Definitions in Submodels
- Step 5: Reloading Submodels into the Main Model
- Step 6: Editing Submodels as a Whole 1/Proportional Modifications
- Step 7: Editing Submodels as a Whole 2 (Nesting Technique)/Positional Modifications
- Step 8: Evaluating Design Options in Scenes
- Step 9: Evaluating Design Options in Still Images/Batch Image Export
- Step 10: Applying DOF Directly to SketchUp Output
- Conclusion
-
Chapter 3: Restorative Urban Design for Lescar Lane Park, Sheffield, United Kingdom
- Context
- Aims and Technique
- Why SketchUp?
- Techniques Used
-
Useful Model Building Help
- Stage 1: Initial Ideas and Concepts
- Stage 2: Desktop Study
- Stage 3: Pre-SketchUp Model Preparation
- Stage 4: Importing CAD Files
- Stage 5: Building Initial Model
- Stage 6: Building Details
- Stage 7: Building Grouping
- Stage 8: Implementing Gradient
- Stage 9: Mapping Boundary Design Lines
- Stage 10: Landscaped Mounding
- Stage 11: Canopy Creation
- Stage 12: Fine Detailing
- Stage 13: Model Completion – Rendering
- Stage 14: 3D Visualization Video
- Conclusion
-
Chapter 4: Redevelopment of Place Van Zeeland, Belgium
- Project Context
- Why We Chose SketchUp?
- Technical Aspects
-
New Approaches
- Stage 1: Gathering the Data
- Stage 2: Preparation and Import of Plan Files
- Stage 3: Modeling the Project
- Stage 3.1: Surface Modeling
- Stage 3.2: Modeling the Curbs
- Stage 3.3: Modeling the Buildings and Other Built Elements
- Stage 3.4: Adding the Entourage
- Stage 3.5: Assigning Model Elements to Layers
- Stage 4: Rendering Scenes in Kerkythea
-
Part 2 – Engineering
-
Chapter 5: A Window Installation
- Project Context
- Technical Aspects
-
New Approaches
- Step 1: Planning
- Step 2: Storyboarding
- Step 3: Classifying Objects
- Step 4: Modeling Objects at a 1:1 Scale
- Step 5: Creating Groups and Components
- Step 6: Creating Materials and Making a Library
- Step 7: Layering
- Step 8: Creating Scenes
- Step 9: Setting Up the SketchUp Model in LayOut
- Step 10: Creating the Document in LayOut
- Step 11: Leveraging the Content
- Conclusion
-
Chapter 6: Building in Four Dimensions!
- Technical Context
- Techniques Used
-
New Approaches
- Example 1: Project Using xD Virtual Builder Light
- Stage 1: Base Model and Preparatory SketchUp Model
- Stage 2: Creation of xD Objects with Start and Finish Date
- Stage 3: Assigning xD Objects to a SketchUp Selection
- Stage 4: Navigating in Time
- Stage 5: Changing 4D Types
- Stage 6: Improving the Image by Adjusting the Shadows
- Stage 7: Automatically Generating Scenes and Managing Them in the Scenes Palette
- Example 2: xD Virtual Builder Classic
- Stage 1: Starting an xD Virtual Builder Classic Project
- Stage 2: Linking to a Project Management Application (MS Project or Similar)
- Stage 3: Linking the xD Objects to the Selection in SketchUp
- Stage 4: Navigating Time and Modifying 4D Types
- Stage 5: Generating Scenes and Images
- Stage 6: PowerPoint Presentation
- Conclusion
- Chapter 7: Process Plant Design
-
Chapter 5: A Window Installation
- Part 3 – Design
-
Part 4 – Set Design
-
Chapter 9: SketchUp Powers Theatre Scenic Design
- Project Context
- Technical Aspects
-
New Approaches
- Step 1: Preparation/Start of Scenic Design Project
- Step 2: 3D White to-Scale Model
- Step 3: Recreating the Theatre Building in SketchUp
- Step 4: 2D Sketch
- Step 5: Presenting Preliminary Design Sketches and Ground Plans
- Step 6: Preliminary Design Approved – More Detailed Modeling
- Step 7: Adding Colors and Textures
- Step 8: Presenting Final Design, 3D Computer Model, SU LayOut Presentation, and Updated Ground Plans
- Step 9: Final Design Approved – Final Ground Plans and Center Line Section to Be Created
- Step 10: Final Design Approved – Elevation Drawings to Be Created
- Step 11: Final Design Approved – Paint Elevations and Color Samples to Be Created
- Conclusion
-
Chapter 9: SketchUp Powers Theatre Scenic Design
-
Part 5 – Architectural Graphics
-
Chapter 10: A Virtual House
- Project Context
- Technical Context
- Why Choose SketchUp?
- Techniques Used
-
New Approaches
- Stage 1: Draw Up a Schedule
- Stage 2: Hand Sketches of the House
- Stage 3: 3D Roughs of the House in SketchUp
- Stage 4: Consultation Meeting with the Client
- Stage 5: New 3D Rough and Client Validation
- Stage 6: Detailed 3D Modeling in SketchUp
- Stage 7: Preparing and Exporting the Model from SketchUp
- Stage 8: Detailing the Model in 3D Studio Max
- Stage 9: Apply Materials to the Detailed Model
- Stage 10: Setting Up the Lighting Using “Fakiosity”
- Stage 11: Camera Placement
- Stage 12: Positioning the Hotspots and the Direction Arrows
- Stage 13: Adding the Vegetation
- Stage 14: Rendering the VR Panoramas
- Stage 15: Putting the Virtual Interactive Visit Together
- Stage 16: Creating the Website
- Conclusion
- Chapter 11: Compositing Images Using SketchUp and Artlantis
-
Chapter 12: Modeling a Complex Structure
- Project Context
- Why Choose SketchUp?
- Techniques Used
-
New Approaches
- Stage 1: Preparing a 1:1 Scale Plan
- Stage 2: Constructing the Base Building and Placing the Section
- Stage 3: Constructing the Path of the First Girder on Plan
- Stage 4: The Construction of the Path of the First Girder on Elevation
- Stage 5: Extruding the First Girder
- Stage 6: Modeling the Other Main Girders
- Stage 7: Additional Modeling on the Main Bow Truss
- Stage 8: Modeling the Lower Part of the Glass Canopy
- Stage 9: Preparing the Model for Export from SketchUp
- Stage 10: Importing the Model into Cheetah3D
- Stage 11: Setting Up the Initial Lighting in Cheetah3D
- Stage 12: Setting Up Supplementary Lighting in Cheetah3D
- Stage 13: Generation of a QTVR Panorama in Cheetah3D
-
Chapter 10: A Virtual House
-
Part 6 – Graphic Design
- Chapter 13: Road Rage Book
-
Chapter 14: Concept Art Techniques
- Project Context
- Technical Aspects
-
New Approaches
- Step 1: Rough Sketch
- Step 2: Refined Sketches and Elevations
- Step 3: Constructing the Hull
- Step 4: Ship Details
- Step 5: Background Objects
- Step 6: Scylla
- Step 7: Composing the Scene
- Step 8: Exporting from SketchUp to Painter
- Step 9: Laying Down Rough Colors
- Step 10: Composition Adjustments and Details
- Step 11: Photograph Elements
- Step 12: Final Detailing
- Conclusion
- Part 7 – Geology and Georeferencing
- Appendix: Dynamic Components
- Index
Product information
- Title: Google SketchUp Workshop
- Author(s):
- Release date: October 2012
- Publisher(s): Routledge
- ISBN: 9781136127410
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