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  • Unique Twisted Torus Shapes / 3D Printable

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    olisheaO

    very nice

  • Is there any motorcycle tutorial.

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    S

    yeah i have a tutorial on How to make a MOTORBIKE (kavasaki ER-6 ninja 650 - R) in SKETCHUP!
    here is the link - https://www.youtube.com/watch?v=ELtX14gb6i0

  • Access to Advanced Video Tutorials

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    D

    Most of those appear to be official Sketchup videos, which can be seen here: http://www.sketchup.com/learn/videos/80

  • Connect Sketchup - Autocad. Make them "linked" together.

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    O

    Good tutorial, thanks for posting!

  • Sketchup To Layout - "Cow in Hotdogs Out" Tip.

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    ntxdaveN

    @jql said:

    You can have a referenced Sketchup file changed in layout, but you can also have a reference component in your sketchup file and change it for another.

    Layout stuff refers to Sketchup Model and Sketchup model is switched on the fly by another component saved on disk, keeping sections and scenes.

    I use this system for window components in my architectural projects.

    Yes and this seems like a VERY good tutorial for that sort of thing. It just goes so fast (and I only speak English) that is difficult to pick up on all he is showing.

  • How To Draw 3D Printable Starfish In SketchUp

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    B

    Yes, some slow movements from me when doing the sphere "decoration".

    Jaaaa, Hot air blower plugin could do some organic... FDM printing is just easier with a one side flat model...

    Late answer, there are still places on this sphere without the web.

  • Mech Tutorial - Remote Weapon System

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    K

    grabbed the tutorial for my xmas present.. enjoying it immensely, and learning a lot of little tricks from it 😄

    awesome for the price, thanks for creating it 😄

  • Suggestions for how to create part in numerous sizes

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    Dave RD

    A Dynamic Component might work for your application however you need to keep in mind that resizing is done via scaling. In the case of a component with end or surface details such as my door rail, scaling would also scale the geometry on the end of the rail. The solution is to divide the rail into three separate components. Once for each end and a third for the middle section. Then changing the length of the rail would involve moving one end component and scaling the center section. This works nicely as far as appearance goes but if you also need something like an accurate cut list from the model, dividing the rail into three components creates a problem because the three components get reported not the entire rail.

  • Correctly matching of photos

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    HornOxxH

    glad to help - maybe you let us see, what you've done later

    Regards

  • Creating layers

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    TIGT

    All of your 'raw' geometry [edges, faces, curves, arcs, circles, polygons, surfaces] should always be made on Layer0 - do not change the 'current layer' away from that without understanding the ramifications...
    You then select the geometry and put it into a 'container' - either a 'Group' or a 'Component' [these are best for repeated elements, where editing one edits all instances].
    You then assign any desired Layer to that 'container' - creating the Layer[s] as desired.
    Layers are used to control visibility - they do NOT separate or lock geometry - that is done by using 'containers'.

    In you example...
    With the current-layer set to Layer0 in the Layer dialog.
    Draw the floor slab face on Layer0, extrude it using PushPull etc... and then select all of the new geometry and make a Group.
    Select that Group and use Entity Info to reassign it to an new Layer - e.g. 'FLOR-1' [which you make in the Layer dialog]; also take the opportunity to name the Group logically etc - e.g. 'Floor#1'
    The Floor-Group is now safely separated from the rest of the Model and by switching off its Layer you can make it invisible.
    To change the Floor's geometry Edit the Group and you are then working within the 'container'. Any changes are safely separated - you can inference and snap-to - but not 'stick-to' - external entities...
    To create the Walls' geometry I would Edit [go into] the Floor-group and double click its top face to select it and all of its edges, then re-click on that face holding Shift+Ctrl to remove it from the selection.
    Edit > Copy.
    Exit the Edit and Edit > Paste-In-Place
    The perimeter is now replicated in the Model.
    While it is still highlighted make that into a Group, named say 'Walls#1' and assign to Layer 'WALL-1'.
    Edit that Group and continue making the Walls' geometry inside it, on Layer0.
    You can still infer/snap-to objects outside of the context or within it.
    Selections are limited to the context's entities.
    If external object get in your way, you can 'hide' them by temporarily switching their assigned Layers off.
    Alternatively toggling View > Component Edit > Hide Rest of Model... ON/OFF will hide/show everything outside of the current Edit context - allowing you a totally uncluttered view when appropriate, although of course you can't then see external objects to infer/snap-to etc...

  • Basic Animation

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    D

    luckyvac, thank you very much. Clear and informative.

  • "Cinematic Environment Rendering"

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    soloS

    @alpro said:

    Hi, just bought this package, will let you know what I think after going through it all. Must say though I did not like the privacy policy of your site and the preapproval for paypal requirement.

    Mike

    Not his privacy policy, Gum road hosts his products, it's their policy.

    Let us know how the tutorial goes.

  • Sketchup pro 2015 create house model in 1.30 hour

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    greatwallG

    thanks for your work

  • Voronoi Pattern Tutorial

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    chippwaltersC

    @cotty said:

    Combination of Voronoi and Flowify tutorials...

    [attachment=1:bb4e9vi0]<!-- ia1 -->voroflow.jpg<!-- ia1 -->[/attachment:bb4e9vi0]

    Edit: added rendered version

    [attachment=0:bb4e9vi0]<!-- ia0 -->voroflow_render.jpg<!-- ia0 -->[/attachment:bb4e9vi0]

    I was trying to think of a way to use flowify for this tutorial, but didn't come up with a 'product.' Yours is great!

  • HiDef Rim Tutorial using Flowify

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    chippwaltersC

    @cotty said:

    A kind of automation in this case...

    Thanks. Did not know about Split Tools.

  • HiDef Tire Tutorial using Flowify

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    C

    Very nice! Also good to see that the extension seems to work on a mac.

  • Screw thread tutorial

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    J

    Hi there,
    I'm trying to fight myself through this tutorial but I get stuck where the bolt is joined with the thread. When I create a bolt with a radius that matches exactly the distance between origin and the left edge of the thread profile I loose a lot of faces when doing a union of bolt and thread using the boolean tools (ocscoolean doens't work for me in make 2015 edition) How is this supposed to be done? Thanks for your help.

    Jens

    AutoSave_screw try 9.skp

  • Speed modeling a Tufted Cushion

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    Rich O BrienR

    I only come back to SketchUp if the final output I need to deliver is .skp.

    I tend to use other tools to convert to skp.

  • Bulgarov Tutorial

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    chippwaltersC

    @pilou said:

    Very efficient! 😎
    have you in target to remake the same robot than Bulgarov ?

    Nope. That's about it. I did another in Lightwave about a year ago.
    http://youtu.be/V5eC_AQU-2Q

    They're good exercises in helping to evaluate workflows.

  • One Way To Fix Disappearing Model

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    JQLJ

    That image disappearing problem is called, in fact a "camera clipping" problem. It's not actually a problem but more an issue as if we hadn't got it we couldn't dive into walls or stuff like that.

    The issue has to do with the position you are looking the model at and it's way more recurrent in parallel because in perspective you have a clear notion of where you are. Cycling from parallel to perspective modes might cause the issue if you get to close to model by zooming in a lot in perspective, and then you cycle to parallel and zoom out. As your camera is in fact very close to the model it clips the model either in perspective or parallel. However in parallel there is no distance to subject as there is no point (2 or 3 point) perspective. If you zoom out camera sticks to place but the parallel view get's smaller. In perspective camera moves away from the model.

    That is why switching from parallel to perspective causes the issue but also corrects it if you know how to apply the right zooming.

    Large models are specially prone to this kind of stuff happening.

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