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the SketchUp Version 5Student Workbook phần 7 pdf

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Painting, Materials, and Textures 191 The red pin is the anchor pin. Scaling, shearing, rotation, and distortion are all done relative to this pin. 8. Click and drag the red pin to the lower left corner of the face. (You can access inference points like endpoints and midpoints while in position mode.) Now Block 1 will always start at the lower left corner of this face. The green pin is used for overall scaling and/or rotation. Right now we will use it just for scaling. 9. Drag the green pin to the lower right corner. Now three full stone blocks fill the face horizontally. 10. In addition to dragging pins, you can also move them. Hover over the green pin until you see a small square around it, then click. This lifts the pin out of its position. Move the mouse to the point between Blocks 2 and 3, and click to place the pin there. The point of the pin (not the pin body) determines the pin’s location. 11. Now drag the green pin back to the lower right corner. Two blocks are now spaced along the face. The blue pin is for shearing (making diagonal), as well as vertical scaling. 12. Drag the blue pin up or down so that four rows of blocks fit vertically in the face. the SketchUp Workbook Version 5 192 13. To accept this new position, right-click and select Done. (You can also click anywhere in blank space to exit position mode.) 14. Now move the front face again. No matter where it’s located, the face contains two blocks along the bottom and four rows vertically. Also, note that the rest of the model has the original texture position; only the front face has changed. 15. Slope the front face by moving the edge shown. The yellow pin is used for out-of-plane distortion. (The result only looks out of plane - the texture always remains on the face). This is more useful for actual photographic images that you’re trying to fit to a face, but we will use it here anyway. 16. Drag the yellow pin straight up so that the seam line above Blocks 1, 2, and 3 is parallel to the diagonal edge. 17. Exit position mode, and here is the result: the blocks look as if they are getting closer; their perspective has changed. 18. To return to the original texture, right-click on the face and select Texture / Reset Position. The blocks return to their original size and position. Painting, Materials, and Textures 193 19. We will now look at rotation and shearing. Go back to position mode and drag the red pin to the corner shown. 20. Drag the green pin upward so that the angle of the blocks matches the diagonal edge (do not release the mouse yet). If you stay on the dashed red rotation line, you will not change the scale of the blocks. 21. Now drag the green pin outward to increase the overall scale. This is how you can rotate and scale the texture in one step. 22. Now move the red pin and drag it so that a block starts at the corner shown. 23. Drag and rotate the blue pin to shear the blocks. The result is that the blocks are skewed and still have vertical sides. 24. Leave position mode. Now we will see how to apply this modified texture to the rest of the model. The texture in the Material Browser is the original one, so if you apply it to any face (including the changed one), you will get the original, unscaled, unsheared, unrotated blocks. 25. To sample a texture, use the Paint tool with Alt/Cmd pressed. In Windows, you can also click the dropper (Sample Paint) icon. the SketchUp Workbook Version 5 194 26. Click the front face to pick up this texture. TIP: You can also pick up a texture by pressing Alt/Cmd while in Paint mode, and clicking on a face. 27. Now apply this material to the other faces. The sloped blocks now appear on all faces. Free Pins Free pin mode is useful when you want to make an image fit within a certain shape. It is not as exact as Fixed Pin mode, but handy when you need to make adjustments by eye. Imagine you’ve designed a house and your client hands you a picture of a friend’s house that has the exact door he wants. You can use the picture as a texture on the door, and use free pins to fit the picture exactly to the door in your model. This example uses the door shown below. It was taken from the site www.spiritelements.com, in the “Custom Doors” category. You can also find this picture at www.f1help.biz/ccp51/cgi-bin/SU5StudentFiles.htm; download the file “CustomDoor.jpg.” NOTE: To save a picture from a website, right-click on the image and select Save Picture As. Some images are copyright protected and cannot be saved. 1. Start with a house and an estimated rectangular outline for the door. 2. There are a few ways to insert a picture to be used as a texture. One is to select File / Import / 2D Graphic. Locate the picture where you saved it. Place the picture on the door by first clicking the lower left endpoint. Then size the picture approximately to the door by clicking somewhere along the right edge of the door. The picture probably won’t fit exactly, but it will be tweaked to fit. TIP: If you want to drop the picture onto a face at its current size, just double-click on the face. Press Ctrl if you want to place the picture by its center. Press Shift while placing the second corner point if you want non-uniform scaling. Painting, Materials, and Textures 195 3. Right-click on the picture and select Entity Info. The picture itself has a bounding box, similar to a group or component. Its entity type is “Image.” 4. Right-click on the picture and select Explode. Exploding does two things. First, the picture is now included in the model as a material. Second, the picture is now a painted face - no bounding box. This can be verified in Entity Info. N OTE : There is a more efficient way to bring in a material like this, as you’ll see later in this chapter. 5. Erase lines as needed to get one face - the face you originally created for the door. The picture does not fit yet, but we’re about to do just that. 6. Right-click on the image and select Texture / Position. To enter Free pin mode, right-click and deselect Fixed Pins. In Free pin mode, there are four yellow pins around one of the tiled images. T IP : While in either Free or Fixed Pin mode, you can switch modes temporarily by pressing Shift. 7. Like in Fixed pin mode, place the cursor anywhere on the image, and drag it to move the picture around. You can use this to place the door in its general location. huy_anh_2002 the SketchUp Workbook Version 5 196 8. In Free pin mode, each pin has the same function - to pull its corner to stretch and distort the picture. Hover over one of the pins until you see a small square around it, and click to “lift” the pin off the image. 9. Place the pin at the closest door corner, disregarding (for now) the arch portion at the top. 10. Use this method to place the four pins at the four rectangular corners of the door picture. When one pin is directly above/below/left/right of another pin, a dotted line appears - very helpful for accurate positioning. 11. Now click and drag one each pin to the closest corner of the model doorway. If the picture isn’t perfectly aligned, you can continue to lift, move, and drag pins until the alignment looks good. 12. To keep this image “distortion” (you distort the image to make it look right), right-click and select Done. (Or click anywhere in the blank space.) Use Arc to fill in the missing arch portion at the top. 13. Erase the line between the rectangle and arc, and the image extends into the arc. To fit the arc to the picture, use Move. Painting, Materials, and Textures 197 14. Here is the completed door. If you move it, the image will follow. 15. Now move just the door edges, not the face itself. This places the door shape on another portion of the door image, so be careful not to do this! Using Pictures to Create Realistic Objects If you have pictures handy, you can easily use them to create photorealistic objects you can place in your models. Creating a Painted 2D Tree This exercise uses a picture to create a tree in your model. Here is the picture that will be used: If you want to use this exact image, you can find it at www.f1help.biz/ccp51/cgi-bin/SU5StudentFiles.htm. Download the file “pinetree.jpg” Any picture of a tree can be used. If you don’t have tree picture, try a person, street lamp, road sign- something that you would always want to face you in a 3D model (not appear as a 2D cutout). 1. For reference, start with a basic house. Select File / Import / 2D Graphic and browse to your picture. Place it vertically, at a scale that makes sense, using the house size as a guide. 2. Explode the picture. Now it acts as a regular SketchUp face, and the picture appears in the Material Browser. TIP: You also could have dragged the picture in right from your browser, and then scaled it. 3. For this next step, it might help to change the edge color. Open the Model Info window to the Colors page and select a color for Edges that contrasts with the tree. 4. Now use Line and/or Arc to trace around the tree. the SketchUp Workbook Version 5 198 5. When the outline is closed, the lines will become thin. When you’ve finished tracing, delete the rest of the picture. NOTE: The picture is not positioned with respect to the edges around the tree. Therefore, if you select only the edges (not the face itself) and move them, the edges will no longer enclose the tree - they will move along the original picture. 6. Make the tree a component, and insert a few more of them around the house. Use Scale to make some trees wider, shorter, or taller, or to make mirror images. 7. Orbit the model around - the trees look like how they were created - flat cutout faces. 8. This can be changed in the definition of the component itself. Even when components have different scales, their properties are still the same. In Windows, open the Properties or Entity Info for the tree component and check Always face camera. Mac: The Properties option does not work as of this writing. To make a component always face the camera, this option must be set when the component is first created. To modify an existing component, you must explode it and redefine the component. 9. Now orbit the model around. No matter what the angle, the trees are always facing you. 10. Turn on shadows via the toolbar or by selecting View / Shadows. Adjust the month and time of day to see the shadows cast by the trees. (Make sure the bottom of the tree rests on the ground plane.) The shadows have the correct shape and orientation. Painting, Materials, and Textures 199 Creating a Painted 3D Bus This exercise uses a picture to create the side, front, and top of a bus. This will work for any vehicle, but a bus is handy because it’s prismatic. You can do a web search for a bus picture, but the one used in this example is from the Greyhound web site - http://store.yahoo.com/greyhoundlogoshop/. (It’s actually a toy bus, but it looks real enough!) Here is the picture: You can also find this picture at www.f1help.biz/ccp51/cgi-bin/SU5StudentFiles.htm. Download the file “bus.jpg.” 1. First make a box in the general shape of a bus. If you care about making it realistic, use Measure to make the length something like 30’. 2. You can import a picture as a texture via the Material Browser. Click the Create button at the top. Mac: Right-click on the texture swatches in Colors in Model and select New Texture. You can also click Image Palette, and select New from file to browse to the image you want to import. This method should e used only if you want to import an image from which you want to sample colors particular to that image. 3. In the Mix New Material window, check Use texture image and browse to the bus picture. Make the size something realistic - if you keep the lock symbol as is, you can enter 30’ for the length and the height will update automatically. Finally, enter the name of the new material (“Bus”) at the top left. This new material now appears in the In Model tab of the Material Browser. Paint this material onto the side of the bus. the SketchUp Workbook Version 5 200 4. Enter position mode, and make sure you are in Free Pins mode. Place Pin 1 at the top left corner of the side of the bus. Place Pin 2 the same way. When Pin 2 is directly below Pin 1, a faint dotted line will appear as a guide. 5. Place Pins 3 and 4 the same way. TIP: It’s very helpful to use the zoom functions when placing pushpins. Use Zoom Window to lift the pin, then Zoom Extents to see the whole model. Zoom Window again to the target point, and click to place the pin. 6. Drag each pin to its corresponding corner on the model. The side of the box should now contain the portion of the picture that is the side of the bus, stretched and moved to the right scale and orientation. 7. If necessary, move pins and drag them again to make the picture fit the way you want. When finished, right-click and select Done, or click in the blank space. The side of the box looks good, but the tires are cut off. 8. Push/Pull the bottom of the box so that the wheels from the picture are visible. Use lines and arcs to trace the bottom of the bus to include the wheels. [...]... the picture is random - not connected to the picture on the side of the bus 14 The top face is done the same way, sampling either the side or front face first 11 Undo A better way is to “sample” the material on the side of the bus and apply it to the front face The picture still needs to be adjusted, but its placement is correct along the edge shared with the side face 15 To apply the material to the. .. Push/Pull the lower part all the way back Now the wheels are included in the bus 13 The pins along the common edge are already located correctly Drag the other two pins into place and exit position mode 10 Now for the front of the bus There are two ways to apply the picture here First, click the thumbnail in the Material Browser and apply it to the front face With texture positioning this would work, but the. .. one edge to define the first grid edge The tick marks represent the spacing you defined Extend to the first tick mark past the end of the edge, and click 9 To smooth the face, we will join edges First, select the edge shown Activate Move and move the edge up from Point 1 to Point 2 7 8 4 Move in the other grid direction, and click to define the size of the grid This is the result - the step is gone and... as you’ll see at the end of this chapter 8 Move this plane very slightly inward so that you get past the front door Now you can easily erase the wall separating the small wing from the main house 11 Display the planes again, and copy the active plane to the back of the house, just before hitting the back wall 2 17 the SketchUp Workbook Version 5 12 Activate this new plane, and turn off the plane display... of line segments on the model where the section plane was Erase or hide the section plane, or click Toggle Section Plane display to blank it 18 Explode the group of lines They become thin lines, aligned to the planes that contain them 215 the SketchUp Workbook Version 5 3 Use lines to add the second floor Note that this creates an additional section cut line along the front of the house 4 We now want... off the hidden lines Then apply the texture to the cylinder - the rotated picture wraps around the whole cylinder 6 4 It’s easy to fix this - remove the material (apply the Default material), and reapply the image For another example of a projected image, start a new file and draw a box Locate the map file in your browser, and drag it right into SketchUp, placing it along one of the vertical faces 7. .. wanted to use the same exact view as Page 3, you could create the new plane and then click the tab for Page 3 Then activate the new plane and save the view as Page 4 At the top left of the screen you can see the tabs for all the saved views Clicking a tab moves the current view dynamically to the selected view 19 Select View / Tourguide / Play Slideshow for a running presentation moving along the pages... delete them For each slice group perform these steps: • Explode the group This leaves the path around the model ungrouped and selected • Activate Follow Me • Right-click on the circle group and select Edit Group • For the section to drive around the path, click on the circle face you are editing It is driven around the path surrounding the building After getting all the edges - even the tiny ones along the. .. segment In Fixed pin mode, use the green pin to rotate the picture When finished, only the edited segment has the rotated picture 205 the SketchUp Workbook Version 5 9 Explode the picture and Push/Pull it into the wavy form This is a projection, not a wrapping Therefore, the wavy face looks fine in Front view but in an isometric view you can see distortion along the curved face 10 Use Intersect... make the scale a bit larger than the face itself If necessary, position the texture so that the top and right are off the face (and will spill onto adjacent faces) 6 Activate Move mode, in which you can both move and rotate the picture Move it to a position like this - at an angle in which a corner of the cube sticks out 7 Explode the image Now the image is a normal, painted face 203 the SketchUp Workbook . within the face. 8. On the top face, draw two tangent arcs and Push/Pull the front of the box all the way down. the SketchUp Workbook Version 5 206 9. Explode the picture and Push/Pull it into the. around the tree. the SketchUp Workbook Version 5 198 5. When the outline is closed, the lines will become thin. When you’ve finished tracing, delete the rest of the picture. NOTE: The picture. respect to the edges around the tree. Therefore, if you select only the edges (not the face itself) and move them, the edges will no longer enclose the tree - they will move along the original

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