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Architectural_Design_with_SketchUp

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<strong>Architectural</strong> <strong>Design</strong> <strong>with</strong> <strong>SketchUp</strong><br />

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you make a copy and place two of them side by side, they will behave like two physically<br />

separate objects.<br />

Use components for repeating objects. As soon as you have an object that will be<br />

copied multiple times in its current shape (e.g., floor joists or streetlights) or simply scaled,<br />

use components instead of groups. Components save file space and keep <strong>SketchUp</strong><br />

working smoothly.<br />

Model as precisely as possible. Use <strong>SketchUp</strong>’s precision modeling tools to create a<br />

model that is accurate and doesn’t contain “crooked geometry” or gaps. A common<br />

problem occurs when one corner of an otherwise planar face moves out of plane. At that<br />

point, <strong>SketchUp</strong> needs to triangulate the face, which in turn breaks it up and makes texturing<br />

and other modeling tasks harder (e.g., using the Push/Pull tool or moving edges).<br />

Try to avoid this by modeling orthogonally where appropriate and using dimension entry<br />

and object snaps wherever possible.<br />

Keep the polygon count low. Because <strong>SketchUp</strong> is a polygon-based modeler, any<br />

curved shape must be approximated by a certain number of polygons (typically, triangles,<br />

rectangles, or polygons <strong>with</strong> more than four edges). The more polygons a model has,<br />

the more the graphics card will have to work to display the model and any shadows on<br />

it. This is true especially if you turn on edge display or even custom styles. A technique<br />

to reduce the polygon count is modeling circles or arcs <strong>with</strong> only the minimum number<br />

of edges needed. It is also beneficial to use components as much as possible, especially<br />

for curved objects that repeat.<br />

Use proxy components if needed. If you need to work <strong>with</strong> high-polygon objects—for<br />

example, detailed trees for rendering—then insert proxy components (which can be as<br />

simple as a box <strong>with</strong> the rough outline shape of a tree) into your model while you work<br />

on it. This keeps the polygon count low and lets you work well <strong>with</strong> <strong>SketchUp</strong>. You can<br />

then either replace these before you create renderings or—depending on your rendering<br />

software—replace them during the rendering process (outside of <strong>SketchUp</strong>).<br />

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Make sure the components’ coordinate axes (the ones that you see in the component<br />

editor after you double-click a component) are at the same location—for example, at the<br />

center of the bottom of the objects. Otherwise, replacing the components will shift them.<br />

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Don’t use textures that are too large. If you use image-based textures, use only the<br />

image size that you need. Images can have very high resolutions, and several images <strong>with</strong><br />

textures that are too large can slow down <strong>SketchUp</strong> significantly.<br />

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