Sketchup Blog - News and Notes from the Sketchup folks
Showing posts with label 3D Warehouse. Show all posts
Showing posts with label 3D Warehouse. Show all posts

New 3D Warehouse User Profiles — Because YOU Matter Most

We are so excited to announce brand new, more robust, user profiles for 3D Warehouse. We hope you’ll find that the revamped My 3D Warehouse page provides the features you need for promoting yourself, your interests and your business as well as improve your ability to connect with other users.

To get started, you’ll first need to Sign In to 3D Warehouse. Then choose “My 3D Warehouse” from the User drop-down menu (see Fig. 1).


Fig 1. Once you've signed in, choose My 3D Warehouse from the User menu.


Your My 3D Warehouse page shows the information that is visible to other 3D Warehouse users. To edit your profile, click the button labeled “Edit Profile” (see Fig 2).

Fig 2. Click Edit Profile to modify the profile information that is visible to other 3D Warehouse users.


Profile Info
Filling out profile info like your user profile photo (Fig. 3-A), bio (Fig 3-E), web links (Fig. 3-F), links to your social accounts (Fig. 3-G), location (Fig. 3-H) and Profesional Info (Fig. 3-I) can be a great way to let folks know more about who you are and gives you the ability to promote yourself and/or your business. You’re free to fill in as much or as little information as you want — and select privacy controls (Fig. 3-D) for setting which fields are displayed on your public profile.

Custom URLs
Another noteworthy feature included in this release is the ability to claim a custom URL (Fig. 3-B), such as: http://3dwarehouse.sketchup.com/by/SketchUp. Custom URLs have to be unique, so hustle up and grab yours before someone else does!

Contact Me
This release also reintroduces a feature that gives you the option to allow other 3D Warehouse users to contact you directly via the email address associated with your 3D Warehouse account. To take advantage of this feature, you’ll need to be sure to opt in by checking the checkbox (Fig 3-C). For more information about the Contact Me feature, please feel free to check out this Knowledge Center article.

Fig 3. The new 3D Warehouse User Profiles are chock full of ways for you to share info about who you are and why you're passionate about 3D modeling.


We know you work hard on your models! By sharing more information on your profile, you are now able to connect with and more meaningfully engage your fellow 3D Warehouse compatriots. So go ahead and upload that selfie or logo, tell us about yourself, and get social! We hope you have as much fun using these new profile features as we had making them.

Questions, comments? Feel free to visit our Community Forums.


Posted by Mike Tadros (Product Manager) and Alexandra Bowen (Community Manager)

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3D Warehouse Comments are back!

Commenting is the backbone of the Community — it’s a communication channel that gives 3D Warehouse users the ability to support and learn from one another. We feel a bit crummy that 3D Warehousers have been without commenting for a while, but we’re immensely proud of our new and improved system. Our sincere thanks to those of you who were patient enough to stick with us. It was really important to us to get this right, and we hope that what we’ve delivered was worth the wait.


Fig 1. We #BroughtBackComments — replies are now threaded to help make sense of side conversations.


Before you dive in, here are some things you might want to know about 3D Warehouse’s Commenting features:

• We’ve migrated all the legacy comments from our old commenting system.
• You’ll need to be signed in order to use commenting features.
• Comments and replies are now threaded to help make sense of side conversations.
• You can add a new comment, reply to an existing one, and even edit or delete your own comments.
• You’ll notice a flag icon alongside all comments. If you find that a comment is offensive or abusive, (as shown in Fig. 2) click the Flag icon to alert our community moderators. Flagged comments will automatically appear in the state shown in Fig. 3 below until they’re reviewed:

Fig 2. Click the flag icon to mark a comment as abusive.


Fig 3. This is what a comment will look like once it's been flagged.


• Comments are enabled for every model by default. If you’d prefer, you can easily disable commenting for any of your models while in Edit mode on the model details page (see Fig. 4):

Fig 4. You can enable or disable comments for any of the models you've published on 3D Warehouse.


• Lastly, we’ve introduced a notifications feature that will help you stay up to date on conversations. You can manage notification preferences on the new Edit Profile page (see Fig. 5).


Fig 5. You can now receive email notifications when other users comment on your models, or reply to your comments.


Now, more than ever, we’ve made it possible for you to connect with professionals and hobbyists of all sorts. We invite you to start a conversation with other 3D Warehouse community members who have shared their great modeling work for all to see and use.

Of course, comment threads usually benefit from a degree of decorum. We hope you’ll engage in discussions that make 3D Warehouse an interesting and helpful place — and avoid those conversations that do not. So go ahead: give props, make suggestions, ponder polycounts or the future of the universe. 3D Warehouse comments are back, and we’re excited for the conversation to begin, again.

Questions, comments? Feel free to visit our Community Forums.

Happy commenting!


Posted by Mike Tadros (Product Manager) and Alexandra Bowen (Community Manager)

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Introducing 3D Warehouse Detailed Collections

Remember Component Bonus Packs? 2D and 3D trees, furniture and accessories, wood joists and roof details: these components, authored by the SketchUp team, have been a consistent staple of 3D Warehouse for years. With the release of SketchUp 2015, we’ve greatly expanded and improved SketchUp’s standard component collections.

As of today, more than 2,800 individual detailed pieces of new SketchUp-authored content are available on 3D Warehouse. As you browse the new Detailed Collections, you’ll find that many standard components, like this theater light, have been improved with a much greater level of detail.

Find more Film and Stage models here.



Similar to their predecessors, the updated and improved components are generic in nature. These new, detailed components have been uploaded alongside the simplified counterparts; the titles of new components end with “Detailed.” For example, the search result for “HMI Light 4000Watts with Barndoors” will display both the simplified and detailed versions of the component. It’s important to note that these new detailed components are typically more “geometry heavy” (a.k.a. higher polygon count), which means you should consider how they’re used in your SketchUp model. You may consider using simplified components as proxies and replace those with the detailed versions when appropriate (just take note of component insertion points).


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Several side-by-side examples of the simplified generic content vs. their detailed counterparts.
(Note: 2D Crocodile Hunter tribute model, by 3D Warehouse user jw_n_mo, not actually included in detailed glass door component.)



You can access this treasure trove of content by browsing 3D Warehouse Detailed Collections via SketchUp’s 3D Warehouse window (File > 3D Warehouse > Get Models) or via your web browser. You can find all components and collections created by the SketchUp team by visiting our 3D Warehouse profile.

In addition to visual improvements, these components are also jam-packed with all sorts of useful information, including IFC attributes. Try exporting to Tekla BIMsight or Trimble Connect – both accept IFC files. You’ll see that the IFC metadata transfers too!

Detailed version of a 2 inch ball valve showing IFC classification data in the Entity Info box.



The release of this content provides a great excuse to browse 3D Warehouse in search of new components to include in your projects. We’ve taken special care to include relevant tags in each component so users can search and find exactly what they need. There are collections for Seating, Electronics, Jibs and Cranes... and many more! We hope you’re able to take advantage of this new content and that it helps you more quickly and more accurately express your ideas.

Keep tabs on recent activity by following 3D Warehouse on Twitter, Facebook, or Google+



Posted by Ryan Ghere, SketchUp Team

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Building a PVC Geodesic Dome with SketchUp

Here on the SketchUp team, we’re DIYers at heart -- we like solving design problems and building things. For a while now, we’ve had a big presence at Maker Faire. We go because we truly enjoy nerding out with fellow makers and dreaming up our own design-build projects. At World Maker Faire in New York last month, we decided to cook up a pair of large geodesic domes, because, well, why not?

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Who wouldn’t want to build a geodesic lair out of PVC pipe?


Actually, the point of our exhibit -- besides being a practice run for a future Burning Man trip -- was to prove that SketchUp makes planning and building team DIY projects easier and more fun. We enlisted the help of our good pal Eric Schimelpfenig of sketchthis.net and set out to turn a pile of PVC pipe into two huge geodesic domes and some comfortable furniture. Here’s how we pulled it off:

After exploring geodesic designs on 3D Warehouse -- and a lot of discovery on Domerama -- we jumped into SketchUp for conceptual design. Satellite imagery for our site plan demonstrated that two twenty-foot diameter domes would fit perfectly, and a simple massing model proved that 3V ⅝ domes -- with their extra head room -- would provide plenty of height and floor space for people and furniture.

Once we knew the defining characteristics of our dome, we churned out the strut lengths using Domerama’s geodesic calculator and then advanced the design using Dynamic Components to create a fabricatable model. From there, we employed generate report and some spreadsheet magic to crank out a cut-list for our PVC stockpile from Home Depot.

DCScreenshot
Using the proportional math from Domerama’s 3V ⅝ dome calculator, we built a dynamic component that uses dome diameter and hub protrusion as inputs for automating a 3V dome. You can download this dynamic geodesic model on 3D Warehouse.

As our fabrication captain, Eric got to turn our SketchUp model into a collection of ready-to-assemble parts. Using some simple jigs to speed up the cutting and drilling, he churned through 1,600 feet of pipe -- about a quarter-mile of PVC -- from his workshop in Massachusetts. Rounding out the list, he ordered up the awesome purpose-built connector hubs from Sonostar and grabbed a giant bag of nuts and bolts to keep things from sliding apart. With just two days to go before assembly, he loaded 152 connectors, 322 pipes, two ladders, and a dozen hammers into a van we’re pretty sure he had permission to borrow.

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Two geodesic domes and enough left-over pipe to spit out a few of these bad boys...


On-site at the New York Hall of Science, the pipe-laden van was met by a jet-lagged assembly crew of SketchUppers who’d only ever seen the geodomes in our working model. Over the course of a few hours, we assembled the two domes according to these hilarious yet exceedingly clear build instructions, courtesy of Eric and LayOut.

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Banging pipes together at World Maker Faire. See more photos of our geodesic dome build here, or watch the sketchthis.net time lapse of our build here.


The next day, our team hammered together several pieces of SketchUp-designed PVC furniture (generously contributed by our friends at FORMUFIT), and fitted vinyl tarps to the roof. We had designed the tarps to be a modular shading system, so that we could leave some sections of the dome exposed or cover everything up in case of crummy weather.

To derive the tarps from our SketchUp model, we drew out some basic gore-like polygons over the dome component and then used the Flattery extension to derive their dimensions for printing. The tarps were manufactured with grommets that allowed us to join and secure them with zip ties.

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Our tarping system was one of those simple ideas that was meant to work, but not be perfect. We anticipated (and desired) stretching in the tarp, so we modeled our gore polygons for stretched-out coverage, then laid the geometry flat with Flattery.


Throughout the weekend, thousands of attendees -- attracted by the awesome sight of our booth and the promise of shade -- wandered through our domes, where they were pumped full of SketchUp knowledge and slapped with these bracelets before being sent, disoriented, but not sunburned, back into the Faire.

We introduced a lot of people to SketchUp and Buckminster Fuller (not bad company, right?) over the weekend, and now we have a pair of geodesic domes to keep us cool at the next team picnic.

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The SketchUp team on good behavior at Maker Faire. We also did a lot of this.


Posted by Mark Harrison and Andrew Strotheide

Looking to build your own geodesic? Explore the links above, then download this dynamic component model and these build instructions to get started. Be sure to Tweet us the pics if you pull it off!

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Modeling a laser-cut Halloween costume for my son

October is the time of year that all of my creative energy is focused into a single, solitary purpose: the design and making of an unreasonably complicated Halloween costume for my son. This year, I was determined to reflect his outsized interest in aviation by building him his very own airplane. Something with an open cockpit. Something with a propeller. Something vintage. I started by touring the 3D Warehouse, collecting models of airplanes that might be good candidates. I settled on a WWII-era F4F-4 U.S. Navy fighter because I liked its shape, and because the model I found (by D.James) was beautifully executed.

 I found this Grumman F4F-4 on the 3D Warehouse. It was modeled by D.James.

Opening it in SketchUp, I began the process of simplifying the plane down to its most basic forms by hiding or deleting stuff I didn't need. The landing gear and propeller went. So did the wire-looking thing (I'm not much of an engineering buff) that connected the tail to the cockpit canopy. Eventually, I grouped the remaining bits of airplane together and put them on a single layer that I called "Reference."

The first step was to strip away the details that I didn’t think I’d need.

Next, I set about creating a brand-new model of the fuselage and tail by using the Circle, Push/Pull and Scale tools to create a form that (more or less) matched the existing model. I worked right on top, using the original geometry as a snapping guide for the new. This didn't take as long as you'd think, and it resulted in a simple form that I could easily manipulate later on. For the wings and stabilizers (the smaller wings on either side of the tail) I traced basic, flat shapes; I knew I wouldn't end up making them aerodynamically correct, so I didn't bother giving them a realistic thickness. It is, after all, illegal for a two-year-old to pilot aircraft in the state of Colorado.

D.James’ model is very complex, so I made myself a simpler version (grey) by modeling directly over the original (blue). The wings and the horizontal stabilizers are just flat faces.

Not being able to find a decent model of a small child anywhere online, I used a toddler-sized cylinder as a scale reference as I scaled down the entire vehicle to fit him. "Rough" doesn't begin to describe the level of accuracy I employed at this stage of the engineering process; I basically held a ruler next to his waist and decided that he could squeeze into a ten inch tube. I did NOT at any time actually squeeze him into a ten inch tube. Mostly because I didn't have one handy.

At this point, I set about changing the proportions to increase the airplane's overall level of adorableness. To do this, I grouped together the body, wings and tail bits, made a copy off to the side, and used the Scale tool to stretch and squish the whole thing.

Starting with a squashed cylinder to represent a toddler, I used the Move tool to change the proportions of the airplane until it looked wearable.

At this point, I'd pretty much decided that the airplane would be made out of laser-cut cardboard (more on that later), so I continued modeling with the assumption that the wings and stabilizers would be 2D shapes, and the body would be a more organic, 3D form. This part of the process was the most time-consuming and fiddly—it was just a matter of tweaking the shape of each element until I was happy with the overall proportions of the plane.

The intermediate state of the airplane is actually very basic.

As I settled on a material and construction method, I spent a lot of time on the website of a New Zealand and US-based company called Ponoko. They offer laser-cutting and 3D printing services, and their material selection is terrific. Ponoko has also been a good friend of SketchUp since they launched several years ago. Frankly, I'd been waiting for an excuse to try them out; their offering seemed really slick.

Before I could go any further on the airplane project, I needed to know more about the material I'd be using: its precise thickness, what sheet sizes are available, and its cost. Weight and budget were my major concerns, so I settled on double-layer corrugated cardboard with a thickness of 0.264 inches (6.7mm) and a maximum sheet size of 31.1 x 15.1 inches (790mm x 384mm). Sheets that size cost $3.50 apiece, which is cheap, plus file setup and cutting, which is decidedly less so. When I uploaded a test file to Ponoko to see what this undertaking might cost, the average price per sheet of cut parts was about $25.00. I figured I'd need about ten. This was turning out to be a very expensive cardboard airplane.

The double-layer corrugated cardboard page on Ponoko’s website. Make note of the material thickness for accurate modeling.

Back in SketchUp, I set about figuring out how to build the project out of interconnected, flat pieces. I started with the easy parts: the horizontal section of the body, which included the wings, and the vertical section, which included the tail. These two components were the structural parts of the plane, so I made them out of three layers of cardboard, laminated together for stiffness and durability.

The horizontal fuselage sheets (which include the wings) provide the airplane’s back-to-front structural strength. The vertical pieces are necessary for forming the nose and tail.

To design the rest of the plane's pieces, I copied the 2D profiles that made up the fuselage, made them into faces, and extruded them to the same thickness as the cardboard. Each piece was an individual group at this point; I didn't bother making named components until I was further along.

The ellipsoid “fins” that march down the length of the airplane are the key to defining the fuselage’s sleek, rounded shape.

Next, I used the maximum sheet size for the cardboard to figure out which parts would need to be subdivided and re-assembled after they'd been cut. This task was made a bit simpler by the fact that the biggest pieces of the plane—the horizontal and vertical "slabs" I'd started with—were each made up of three thicknesses of material. I just figured out a design that would hide the seams on the outside, visible layers, while allowing the middle layer pieces to overlap enough to form a strong sandwich when I glued everything together.

Parts which would ideally have been cut from a single sheet of cardboard had to be broken up into smaller pieces due to the small maximum sheet size for that material. These were then sandwiched together with glue. The resulting triple-layer laminates ended up being very stiff.

One of the last steps in the design process was to design the slots that would allow all (or at least most) of the pieces to interlock together. Figuring that the kerf (the width of the cut made by the laser) would be very small in this material, I decided to make the slots exactly as wide as the material thickness. This part was actually kind of fun—it's the closest I've ever come to modeling a 3D puzzle.

There are lots of ways to cut slots in the pieces; I used the Line and Push/Pull tools in combination with the Copy and Paste in Place commands.

At this point, I began the delicate process of converting my groups into components; piece by piece, I exploded each group and then immediately made it into a component with a meaningful name. Where I had a pair of identical, flipped parts (this was actually the majority of the airplane), I made sure both were instances of the same component. The airplane is made out of 58 individual parts, but only 32 unique components.

Because the airplane is so symmetrical, most of the parts are flipped and duplicated component instances.

Just for fun, and because I knew it would look really cool, I copied the plane onto a duplicate layer, and used the Move tool to arrange the parts as though they'd been exploded out from the object's center.

All of the airplane’s parts, exploded outward for visibility.

To have something laser cut by Ponoko, you give them a vector file (EPS or SVG) with all of the parts laid out flat. They provide Adobe Illustrator templates for all three of their standard sheet sizes, which makes things a bit easier. In order to go from a 3D, assembled object in SketchUp to a series of 2D cutting files in Illustrator, I needed to disassemble the plane piece by piece. Figuring that it would be easiest to have the assembled and flat versions adjacent to each other, I made a copy of the airplane off to the side and proceeded to take the copy apart with the Move tool. I used the Move tool's rotation grips (and occasionally the Rotate tool) to spin pieces around so they lay flat.

I made sure not to forget any pieces by literally taking apart an assembled copy of the airplane, laying the parts flat on the ground as I proceeded.

Almost there. I drew a rectangle that matched the sheet size of the cardboard, turned it into component, and made a dozen copies. Then I went through the laborious process of figuring out how to lay out all of the airplane pieces in an efficient way. Having done some experimentation on Ponoko's website, I'd discovered that it's significantly cheaper to produce two copies of the same cutting file than it is to make two different sheets. Good thing, because it turns out that most of my airplane parts are symmetrical; they're mirrored copies that exist in pairs. To take advantage of this, I arranged all of the symmetrical pieces on five sheets and produced two copies of each; all of the "singles" fit on only two more. In total, I had twelve sheets of parts.

The grey rectangles represent 31” x 15” sheets of cardboard. Notice that there are five pairs of identical parts sheets, plus only two unique sheets (in the upper left corner). This significantly reduced the laser cutting costs.

Digging around on Ponoko's website a little more, I discovered a mention of something called "nodes" which help to keep slot-assembled parts from wobbling and falling apart. Basically, it involves adding rounded bumps to the slots in your pieces. The size, position, and number of nodes depends on your material and its thickness, and the website didn't provide any specific tips for my double-layered corrugated cardboard, so I made an informed guess and crossed my fingers: I settled on a node height of 1/16th of an inch, which, multiplied by two, represented about a quarter of the 0.264" thickness of the sheet. That's a lot, but I figured that cardboard is a pretty compactible material. I was lucky; the nodes ended up working perfectly.

Nodes help to keep the parts snug when the final object is assembled.

One at a time, I copied each sheet to a new SketchUp file, set my camera to a top, parallel projection view, applied a simple, white Style with no profiles edges or other effects, did a Zoom Extents, and exported a PDF at 1:1 scale. Then I opened each PDF in Illustrator, copied just the parts, and pasted them on a new layer in the template provided by Ponoko. I went through this process a total of seven times—once for each unique sheet I'd be sending them.

The sheets are exported out of SketchUp Pro as 1:1 scale PDF files. These are then opened in a vector illustration program like Adobe Illustrator or Inkscape.

In order for Ponoko to convert an Illustrator EPS (their required upload format) into whatever file they send to their laser cutters, you need to make sure all of the edges in your drawings are colored and sized correctly. Blue lines tell the laser to cut, whereas red lines are used for engraving. Just follow the instructions on the template and you'll be okay.

After uploading my files, putting in all my credit card details, finalizing the order, corresponding a few times with the friendly staff at Ponoko, and waiting a couple of weeks, a box arrived at my house. I opened it up and was nearly knocked over by the smell of laser-cut cardboard. It's an odd odor; not terrible, but definitely not pleasant. I quarantined the pieces in the spare bedroom and went to work punching everything out.

The accuracy of the cutting was astounding. I've never laser cut anything; I expected the pieces to look good, but the quality of what I got made me alternate between grinning and literally giggling. For a person who spent hundreds of hours in architecture school hacking away at cardboard, foam core, basswood and plexiglass with an X-Acto knife, the extravagant expense of laser cutting instantly justified itself. I was hooked.

I couldn’t believe the quality of the laser-cut parts that arrived on my doorstep.

It took longer to peel the paper backing off of the individual parts than it did to assemble the actual airplane (not counting the time it took for the glue to dry completely). With only a couple of exceptions, the parts slotted together exactly the way I'd designed them to. It was the most gratifying thing I've made in years.

It took me only a couple of hours to put the airplane together. The next version will have less glue—that was the most time-consuming part of the process.

As a devout follower of the Church of Making Things Overcomplicated, I decided early on that the airplane should have a custom-designed instrument cluster. And a steering wheel. And a working, motorized propeller. This is already a monster blog post, so I'll end the description of my process here. To conclude, a few photos of the end result.

The final result weighs somewhere between five and six pounds, but that includes the steering wheel, the propeller motor, and four AA batteries. My son (who’s two-and-a-half) had no trouble wearing it.

 I designed the instrument cluster entirely in LayOut, using layers of translucent details to simulate reflections, highlights and shadows.


Posted by Aidan Chopra, SketchUp Evangelist

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Stunning models of an equally stunning town: a visit to Getaria

Back in May, we announced the winners of the 2012 Model Your Town Competition, Josetxo Perez Fernandez and Pedro Domecq Aguirre, who modeled the beautiful town of Getaria, Gipuzkoa, Spain.


Recently, a team of folks from both SketchUp and Google traveled to Getaria to celebrate Josetxo, Pedro, and Getaria’s citizens. Let’s just say Getaria has pretty much the best fish and friendliest people you’ll find anywhere in the world. The local school, Herri Iturzaeta Eskola, received $25,000 from Google, which was presented during an assembly at the school. Josetxo and Pedro led an inspiring session on how they created their models. Judging by the excitement in the room, we expect there will be some 3D wonder-kids in Getaria’s future.

Pedro and Josetxo presenting SketchUp and Google Earth to the students of Herri Iturzaeta Eskola

Citizens of Getaria also welcomed us at the new Cristóbal Balenciaga Museum, for a reception and tour. The museum’s collection of Spain’s most famous fashion designer is a big point of pride for Getaria, and not to be missed if you’re ever visiting Basque country.

We congratulate Josetxo and Pedro on creating such incredibly beautiful SketchUp models. You can explore Getaria for yourself in Google Earth and then compare the 3D models to the real thing in this photo gallery of our visit.


Posted by Allyson McDuffie & Tyson Kartchner, SketchUp Team

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Product Connect makes it easier to design with real products

Last April, our friends (and partners) at Igloo Studios released Product Connect for Google SketchUp to help designers document the product choices made in their SketchUp models. Today, I’m happy to report a new version of Product Connect is now available for download from the Igloo Studios website. This version makes it even easier to design with real products.

This video provides a nice overview of the new release:


The new version of Product Connect features thousands of product models and these three plugin-based tools:

Get Products

Use Get Products to browse nearly 300 collections of branded and generic products

Get Products is a new tool that makes it dead simple to add pre-existing product models from the Google 3D Warehouse. Like the Get Models tool in SketchUp currently, Get Products launches the Google 3D Warehouse but directs you to a collection with nearly 300 sub-collections of branded and generic product models. You can choose products from a Product Connect enabled catalog and you'll find that product information has already been added for you. Or, choose other Building Product models and add the information yourself.

Product Editor

Product Editor being used to specify a Delta faucet

With the new Product Editor tool, you can now create your own Product Connect enabled models. Just take any SketchUp component (including materials), launch Product Editor, and add any information you need such as product type, name and description. Product Editor can also be used to add or edit info in pre-existing Product Connect enabled models such as project specific notes or price.

Report Maker

Report Maker created product schedule, pasted into a LayOut presentation

When you’ve finished your design, and filled it with Product Connect enabled components, the new and improved Report Maker tool allows you to save organized product schedules in .csv format. With just a few clicks, product lists can be included in construction document sets, edited to create pricing estimates, and even used to place and manage orders.

If you have an existing collection of SketchUp components that you’d like to enable for Product Connect, Igloo Studios offers a service for upgrading existing components. Or if you don’t already have product models created, Igloo Studios can help you with that too. Contact them for more information

Thanks again to Igloo Studios for another great launch that will help SketchUp users everywhere streamline the product selection and specification process.

Posted by Gopal Shah, SketchUp marketing

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Announcing the 2012 Google Model Your Town Competition

Following the success of last year’s Google Model Your Town competition, today we're launching the second Google Model Your Town Competition. Model Your Town is about geo-modeling – making photo-textured models of real-life buildings that appear in Google Earth. The Model Your Town Competition is also a chance to celebrate your town by adding it to the 3D map. Of course, the USD$25,000 for a local school/district is a nice incentive too.

Barranco, Lima, Peru

The Model Your Town Competition is open to just about everyone, just about everywhere in the world. Form a team, model buildings (using SketchUp or Building Maker) and upload them by the end of February 2012.


You can model as many structures as you like – which types of buildings you choose to include is entirely up to you. The important thing is that your choices say something about the character and history of your town.

If your town wins, a bunch of us from the SketchUp team will visit, throw you a dinner party and do our best to make you feel like the local hero that you truly are. Check out the competition website for details, and start rounding up teammates!

Here's some inspiration by way of the 2010 winner, Jorge De Albertis, from Lima, Peru (just to get your creative juices flowing):


New to geo-modeling? Learn more at Your World in 3D, then get started modeling your town!

Posted by Allyson McDuffie, Google Geo team

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Announcing the SketchUp Halloween Challenge

With Halloween just a few weeks away, nerds here in the Google Boulder office are in a tizzy about their costumes. We take this particular holiday very seriously.

A haunted house I modeled years ago, with two pumpkins by IDW. He modeled them for SketchUp Island's Pumpkin Patch collection on the 3D Warehouse.

This year, we thought it might be fun to host a SketchUp Halloween Challenge for folks who are looking for something to do in their spare time. The nitty gritty:

Categories

There are two: Use SketchUp to model either a jack-o’-lantern or a haunted house. Or both.

How to submit an entry

  1. Upload your model to the 3D Warehouse and make sure it’s publicly-downloadable.
  2. Upload between two and ten images of your model to a public photo sharing site like Picasaweb. You can use any photo sharing site you like, but make sure your images are grouped into an album by themselves. Images should be at least 1000 pixels wide or tall, depending on their orientation.
  3. Fill out the Challenge Submission Form, including links to both your model on the 3D Warehouse and your album of online images.

Judging

On Friday, October 28th, a group of us from the SketchUp team will get together to review the entries. We’ll be looking mostly at the images you submit; models will be examined when we’re picking the top three entries in each category. For an idea of what we’ll be looking for, consider these points:

  • Displays of SketchUp expertise are always impressive.
  • Anything that makes us say (out loud) “How’d he/she DO that?!!” is worth extra points.
  • We don’t want to see anything you wouldn’t show your grandma or your kids.
  • Beverages will almost certainly be involved in the judging process.

Multiple Entries

Submit as many models as you like, but fill out a separate entry form for each one. The more the ghastlier!


Rendering Rules

You can (if you like) include photo-rendered images of your model with the images you submit. You have to have at least one unrendered image, though; we’d like to see your work in its purest, SketchUp-only state.


Deadline

The deadline for submissions is 11:59 PM PST on Thursday, October 27th 2011.


Prizes

For fun little modeling challenges like this one, we prefer to keep things simple. Instead of prizes, we’ll publish our favorite entries right here on this blog, on October 31st. The best three models from each of the two categories (pumpkins and houses) will be featured in the November edition of the SketchUpdate newsletter, which goes to millions of people around the world.


Why no fancier prizes? When companies host big, international competitions, it takes months for their lawyers to figure everything out. On top of that, people from certain places (like Quebec and Brazil) end up being excluded because of specific laws that apply only to them. Ugh.


Other Stuff

If you’d like a blank pumpkin to start with, this collection contains a few. Other questions about the Challenge? Please ask ‘em in the Comments for this post. Good luck!

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Assigning materials to groups and components

Everybody knows that faces in SketchUp can be painted with different materials. What lots of folks don’t know is that you can apply materials to groups and components, too. The following illustration shows the Entity Info dialog box, which is a great place to see which materials are applied to your geometry.

The Entity Info dialog box (Window > Entity Info) shows thumbnails for the materials assigned to selected entities. When you select a face, it shows thumbnails for the front and back sides of that face (top). Groups and components have material thumbnails, too (bottom).

When you paint a group or component red, only the faces inside it that are painted with the Default* material turn red. Faces that have already been painted with another material don’t change at all.

The above group (top) includes faces that are painted with different materials (bottom). Only the top face is assigned the Default material.

Applying a material to the entire group only changes the color of faces that are painted the Default material.

This trick also works with groups and components that are nested inside one another. When you apply a material to a top level group or component, all the Default-colored faces that are inside nested, Default-colored groups and components inherit that material automatically. The following diagram is my best attempt at a visual explanation of this phenomenon.

Applying a material to a group or component that in turn contains sub-groups and component instances can be a confusing experience. Just remember that the color you’re painting “trickles down” to Default-colored faces contained within Default-colored groups and components. It’s easier done than said : )

*SketchUp automatically applies the Default material to faces you create from scratch. You can also paint anything with the Default material at any time; just pick it in the Materials Browser (which looks completely different on PCs and Macs.)

The Windows and Mac versions of the Materials Browser. On the former, the Default material is included as a permanent thumbnail; on the latter, it’s the first material in the “Colors In Model” list.

As you can see, this technique is a godsend for building complicated objects that need to change color easily. In the case of the George Nelson Marshmallow Sofa in the images that follow, the cushions are individual component instances nested inside the main Sofa component. These are assigned the Default material.

I downloaded this George Nelson Marshmallow Sofa component from FormFonts.

The individual cushions are instances of the same component. Each instance is assigned the Default material.

The faces that make up the surface of each cushion are also painted with the Default material.

All of the metal and rubber frame pieces are also groups and components, but their faces are all assigned specific materials.

The faces in the non-cushion parts of the sofa are all assigned materials other than Default.

When you use the Paint Bucket to paint a color—in this case orange—on the main Marshmallow Sofa component, only the cushions take on that color. Everything not assigned the Default material stays exactly the way it is.

Painting the sofa component orange causes all Default-painted faces to turn that color. Non-Default-colored faces remain unchanged.

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