Archive for Tutorials

Scripting 101: Learn to Code with SketchUp (my 2016 #3DBasecamp presentation)

June 15, 2016 in Tutorials

This page provides some additional information for my presentation at the 2016 3D Basecamp on Wednesday, June 15th 10:30 am – 12:00 pm in Sleeping Giant Description: Get your hour of code right here, right inside SketchUp! Learn the basics of coding with SketchUp’s Ruby language during this talk with just a few, easy-to-follow exercises. Coding […]

Information Modeling in SketchUp: An Overview (my 2016 #3DBasecamp presentation)

June 13, 2016 in Tutorials

This page provides some additional information for my presentation at the 2016 3D Basecamp on.Monday, June 13th 4:30 pm – 5:45 pm in Sleeping Giant Description: Counter to popular belief, SketchUp can do much more than just “sketching”. This session dives deeper into the software, exploring techniques for creating parametric, data-loaded Dynamic Components, deploying the […]

How to best prepare your SketchUp models for Sketchfab.com

February 10, 2016 in Tutorials

There are nowadays quite a few ways in which we can share a SketchUp model with the world, thanks to a technology that is built right into most modern browsers: WebGL. One example is Trimble’s 3D Warehouse, where an uploaded model becomes an interactive one just by clicking on a small icon: Other web services expand […]

Modeling and rendering my 2015 Christmas card image

January 8, 2016 in Tutorials

Did you see my 2015 Christmas card tree image on this site? In case you were wondering how I modeled and rendered it, here is a video that explains that process. It’s a bit of a minimalistic design, but as you can see in the video, I used a bunch of SketchUp extensions and the […]

Better modeling for 3D Warehouse – and anywhere

October 7, 2015 in Tutorials

Just a quick heads-up: The SketchUp folks just posted a set of videos that explain how to create better models for sharing on the 3D Warehouse. I am linking to the videos and post here because I have way too often come across models where the scale was off, the component nesting didn’t make sense, textures […]

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