ArchiCAD 24: Design Tutorial Part 1 | 2021 | David Tomic

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so a couple weeks ago i saw this image on instagram and i thought to myself it would be an absolutely perfect opportunity to teach you guys how to create and document something like this on archicad 24 and then take it into twin motion to export a beautiful render that's even more incredible than what it looks like in life what's going on guys my name's david thomage welcome back to the channel this is probably going to be a bit of a longer video than usual so i'm probably going to break it up into two parts so in part one of this tutorial i'm going to show you exactly how we can replicate this beautiful instagram image and take it to a full pdf document that you can start using as a design point of view we're going to be talking about the ground floor plan how you can set up your footings your slabs all your walls and all your windows as well as an interior design element of this video and then we're going to be talking about the elevations and the external side of the building once we have all of our floor plans and our elevation set up we're going to move it over into the layout book and show you exactly how to export this as a full pdf so you can utilize it and share it with anybody that you like the second part we'll take it into twin motion and will actually export and render a beautiful realistic render that you can showcase on your social media or even use it in your portfolio if you're looking for a brand new job okay so we've started by opening up arcade24 and in my instance we're going to select the australian standard template and just go new profile so i'll drag it over to the screen that i'm recording and on the left hand side of the screen we have the image that we're going to be trying to replicate and redesign now that archicad 24 has opened up the first thing you want to do is actually save the file so that it automatically saves and doesn't cause you any problems if something does crash for some instance so what we want to do is go to file down to save as and save it anywhere you want for me i'll probably save it onto the actual desktop click save so now that we've saved it it's going to continuously to order save if you've set that up which is by default setup on arcade24 what we're trying to do is replicate this image here on the left which is a beautiful container looking home sitting on the edge of a cliff it is a relatively simple design and relatively quick and easy to model so this is a video for all levels of archicad users so in my personal opinion the best thing to do here is start by actually modeling the main body of what we can see here and then progressing further on from there so if we look at this image here on the left it has a very thin mono pitch roof going one degree backwards it sits on what appears to be a concrete floor on two i-beams and it's relatively self-supported underneath of the rock so we're gonna start by modeling the base of the floor moving up the walls then to the roof and then modeling all the elements around and then we'll slowly start to integrate the furniture as well in part two of this video the first thing you want to do is open up the level settings which is either control or command depending on your system and pressing the 7. so this opens up our story settings which as you can see here we have ground first and roof what the first thing you want to do is insert a floor below and call it footings because we can see that we have these i-beams underneath and they are technically our footings in this development they don't need to be three meters i think they're probably only about or 180 ubs but we'll go 200 for the purposes of argument and keeping it easy the ceiling in this space looks quite high so this lady's probably about 1.6 1.7 metres tall so at the pinnacle of that is probably about three meters so it's safe to say that we can keep it as the first the ground floor to the first floor is three meters however because we don't have a first floor in this we can delete that story so we only have our footings our ground and our roof personally i like to uncheck these on the side to remove them from elevation views later on but you can keep them on you can keep them off we'll come back to that in a little bit so you just press ok and because we've deleted the first story it's going to come up with a warning you just click delete anyway because we're not really interested in it whatsoever so as you can see we're already on our footings level but because we've created a new layout we're going to go into our organizer so clicking this little house here going down to show organizer and then opening up the organizer and reassessing how we actually structure our organizational point of view so for me it's always easiest to just drag and drop these and create a new folder here we're in sketch design we have all these views already set up but personally i'm going to hold shift i'll do that again hold shift click on roof and drag and drop that into sketch design i'll also rename all of these to just footings i'll probably do them in capitals footings rename delete ground floor rename delete roof plan and if i close this now you'll see that they've popped up on the right hand panel in our organizer under sketch design again you can structure your template however you want my personal template is structured completely differently to this but this is the standard template that you get when you open up archicad so you can see if we go into ground floor this up the top right left hand corner changes the ground floor we go back to footings it changes depending on the levels so we'll start with the footings in this case and we'll start with just a relatively simple slab so the slab actually sits inside the building itself because the windows go past so what we're going to do is create a slab using the slab tool the slab can be generic or edit the spaces and the model preferences later so we'll start by creating a standard shipping container size so a standing shipping container is about six meters long and about two and a half meters wide that's the 20 foot model you can get the 40 foot model as well it's probably not a standard shipping container but we're just using that as the base of our guide so we'll create that as six meters by two and a half meters so now that we have a slab that is six meters by two and a half meters long we can press the m key to bring out our measuring tool and double check that so that's six by two and a half meters and we can start developing everything over and above that so we can see the master bedroom is at the front and then we're guessing that we have the rest of the um assuming little hotel style room overlooking the cliff at the back so we'd have predominantly our master bedroom here at the front our entry probably at the back and our bathroom in the back corner so we're going to go back up to the ground floor level and that footing will disappear so what i'm going to do is right click on the footings and go show as trace reference so we can see where we've actually created our slab then we're going to move over to our wall tool and make sure that it is on walls external layer the next thing we're going to select is the type of wall so looking at this it'll probably be some sort of timber frame structure where the timber cladding around the outside what kind of wall you select is completely up to you depends what you're trying to create so at the bottom you'll see we have a 70mm stud partition or a 90mm stud partition personally this would probably be a 120mm stud but because it's simple and easy we're going to use the 90mm stud option all we have to do is really click hold and if we hold shift we lock it in at certain degrees so holding shift locks in at 90 degrees go all the way around and we have a perimeter walls we have the show all in 3d option here but we can also right click go down show all in 3d to see how far along we've already come so straight away we've actually designed a slab we've got some walls happening and we're slowly creating this model that we see in front of us if we click on this main wall structure already and open up the settings by clicking on the settings dialog up here or by pressing ctrl t we can see how tall walls are so the walls are actually linked to the next story level so they're going to be immediately three meters if you actually want to change it you're going to have to change it to not linked and then you can change it to two and a half three meters whatever you want it because we are using three meters that setting doesn't actually matter so we can exit out of that to cancel those settings that we messed with go back into it and then start playing with the actual materials so the first one is the outside face which is the blue line along the boundary of the walls this is the actual connection of where it ends so if we run one wall you can see the end of it and the inside is obviously the inside now because this is a two-part series there is two ways to do it we can actually create this texture here on arcade 24 or we can just select any random texture and utilize the textures material in twin motion for me personally i think it's best to show you guys how to create a texture from scratch so we can actually import it and use it properly so we want to create a timber looking texture we do have a bunch of woods down here on the side which is really good but we'll go from scratch so we'll exit out of that we'll go to window we'll go to toolbars and make sure that attributes is checked if you have attributes checked that means you're going to be able to have this section of the palette open what we're looking for is this little brush the brush lets you change all your materials so we're going to click on the brush bring that into the screen that we have recording and we'll select wood just to make it simpler that is the wood that is currently being used and we're just going to click new again i'll drag that over here and i'll go wood vertical vertical gray it doesn't matter what you call it you can call it anything you can change all your materials however you want so we'll just go duplicate i'm going to change the surface color from this brown to a more gray so about there's fine for me it's not really that important because we're not rendering in archicad we're rendering in twin motion and then we're going to change this vertical hatching background now off the top of my head i can't remember if there is or isn't but there is a corrugated horizontal 10 mil hatch there so we can use that for now and then i'll also show you how to create a vertical hatching to actually emulate this hatching on your elevations if this isn't the correct one you're looking for we also want to change this material here to something else so we just go browse it'll pop up another window and we're gonna add a new one for the purposes of argument i've already got a million one different textures saved they're just googled seamless texture look for something similar to that image on the left hand side and try find something nice that looks kind of similar so that one there is probably pretty good in my opinion we just go file save as and just save that to downloads and go save so we can close out of google come back into this textures if i go to my downloads wherever my downloads are downloads find that wood texture open it up it'll open up the wood texture here we go okay and it replaces that wood texture now i like to keep the proportions of the original texture that we've actually used because that way it doesn't mess with the size and scale and proportions so we've changed that we've changed the spectrum color this element pen if you're using a black material you'll probably have to change the element pen to a different color because you won't be able to see it but in this instance it'll have nice black lines in the elevations which we'll get to in a minute so then we just click ok and we've created a new texture now because the vertical hatching we've selected isn't identical to what is shown on this image on the left we want to recreate a better vertical hatch so what we do is come up to this field section and select something similar that we're looking to replicate so in this instance we're trying to replicate just some vertical lines and keeping it very simple and very easy i think for the purpose of argument we can select most of these but go through and select something that is similar to what you're trying to create to really make this process as easy as possible for you guys i think maybe the heel pattern at a vertical 45 degree angle is probably pretty good so if we go new vertical timber and we'll say it's 125 millimeter spacing for the purposes of argument i'm not entirely sure if it is but that's okay we'll probably change this to scale with paper model so 125 millimeters 125 millimeters and 0 90 degrees so now we have 125 millimeter vertical spacing of timber and to make sure this pattern changes so we know exactly what it is we're going to click and hold to get rid of those patterns and again click and hold to draw some new lines and you can see at the top now it's recreated a new vertical timber pattern now before we close this palette we just want to make sure we tick all three of these so we can use it with absolutely everything that way we don't have to come back into this palette again we just click ok go back into our surfaces and re-change our vertical hatching so if we change this to vertical timber 125 click ok click on this wall go back into the dialog settings change the outside to vertical grey wood that we created before and click ok we'll see that we have that texture that we imported from the internet directly applied here so we can mix and match it later on in twin motion we also have a slab down the bottom which is just a generic slab we probably don't need it to be anything it's just going to be concrete so we'll go user defined and open up the settings again by clicking command t or clicking on that dialog box we can change the structure of the basic composition it probably looks like 150 millimeter thick slab according to that and we're just going to tick them all link them and change it to concrete if we can so it's just going to be a concrete structure we click ok and then we're going to click on this corner and drag it all the way up so it's actually hidden underneath this wall here because as you can see in the image it's recessed into the wall so because the front part of this building here is going to be mainly windows and glass we can see that the pitch of the first windows on the side is raking a little bit with that one degree skillion roof but the front section of this glass is entirely flat so if we go to our window tool select window and type in window at the top we're going to have a variety of all the different windows that we can select so if we scroll to the top and just search the windows which we best think is going to work for this project i think trapezoid window 24 will be absolutely perfect they are entirely fixed windows so we'll just go fixed glass so they can't open they are just genuinely fixed windows start going through these settings one by one to try and actually replicate this window here so we know that window is three meters tall and we also know it's probably about two meters wide now we're going to continue to make that sash in the middle and change the pitch of the raking of this top of this window so we're going to go through the settings one by one so we have to change this to by top angle and total height so it doesn't mess with our total height over here now that i'm looking at this it's probably more so three three degrees if not more maybe five degrees yep i think five degrees probably looks a bit better on this representation here so we're going to change that window to 5 degrees the lower side of that is going to be 2 8 25 the upper side of that is going to be 3 meters like we sent it and then we're going to keep going through them to find the sash in the middle so we can use this grid section here to create sashes and the easiest way for me is always the hv grid we only need one vertical and we only need two horizontal so there we go we perfectly have that section set up now i don't like the fact that it's orange so you can immediately override it by overriding lines and overriding fills so going straight to black and perfect that is completely overwritten now we click ok and we can actually center our window to the corner here the one thing we forgot to do is actually create this corner glass here that is more so a silicon joint than anything else so we'll open up those settings again go into the special window settings and find our cornering in this menu so custom corner is under fixtures and settings custom corner 2 we want to rotate at 90 degrees and we'll click ok so we've actually selected the wrong one which we can go ctrl or command m click the center to flip that window across if we click and select the drag function we can drag it to the corner by holding by holding command or alt we can replicate that window very simply now we have those two windows created on the side all we need to create is that last third window there so we open up our window tool again and we're looking for probably just window 24 very standard window that we can mess with and play with to create the best replica of that we can find so window 24 will go through the settings just like we did before so we go fixed glass start at the top to make it easy and slowly tick through we don't need to really change too much of these settings because they're basically just a very basic window all the frames are the same we're going to change that hv grid again to 1 and we'll go 3. so we have that it is going to be 3 meters tall and it's going to be 2 and a half meters wide because that's how wide we made our c container in this instance and the last thing we change is our custom corners so both corners in this instance are 90 degrees we click ok we place our window and then we drag it to the end so i clearly haven't made this the right size if i click on my dimension tool and find out how big we made this it's only two three including that so what we'll do is actually extend that 120 mil select these two walls and press ctrl i to join them again so again select two walls control i joins them at the top so we're still probably not at that perfect two five but that's okay that'll work for now and now we have those three windows created and overlapping perfectly if we go back into our 3d model they're sitting too high up so all we'll do is select those three windows and change this sill height to zero now you see that we see that concrete slab underneath sitting just like it is on this image here the only difference is potentially the window frames are the wrong color so we'll open up those settings again because we're only changing the color we can change them all at once so then instead of going to corner we're going to scroll up to openings and model attributes now you can see it's all wood but we want to uniform the window surfaces and it's just going to be some sort of black so it will paint it ivory black it will change them all instantly and the glass can stay glass clear fast for the time being so we click ok and now we've changed our windows these black frame industrial windows very similar to they have over here and we're going to continue creating this interior model so if we move back to ground floor plan what we can see is the next real basic principle is the roof if we move up to roof plan and do the same thing by going over showa's trace reference so to draw our roof all we need to do is come to our roof tool select either the flat roof or the pitched roof in this instance we're doing a single plane geometric roof so we're going to select our pitching point from this side over here and we're going to tell it that it's raking this way upwards and then all we have to do is really create a rectangle around so we've created our rectangle our roof is created if we go back to 3d we'll see it is ridiculously high and it is ridiculously too thick so we'll just do five degrees and what we're gonna do is actually change that the settings and thickness of this roof because as you can see on the image to my left it is very thin in comparison to what we have drawn here so it again looks like a concrete roof so we'll just change the material of timber to concrete and we'll change the thickness of that that looks like a very thin roof i'm only going to guess 90 mil and we're also going to change the surface override to concrete same as that slab so for some reason that has a hatch on it and we definitely don't want that so we're going to jump ahead a little bit here and go to surfaces again find concrete2 which is already selected this grid and we're just going to turn that grid off so we really don't need anything to really show there so we're just going to select it as airspace and click ok now what we have to do is click on the edge and drag that roof vertically down as best as we can by holding shift you can go along the y-axis select it perfectly at the edge of that roof and there we go we've aligned that roof up to the top of this building what you'll see is we haven't cut any of the walls so we're going to select all the walls and right click connect trim elements to roof shell you'll get a little warning you just click trim and our roof is created and there we go now we have our building started to come together starting to look like this over here it's potentially a little bit too high so this lady may not have been 1.6 1.7 metres tall but that's okay we have the basic elements of what we see over here if we scroll back up to our ground floor plan it will open up our ground floor plan and we can see one square window over here above the kitchen and one small square window here near the bedroom which i'm guessing is either next to the bedside table or in the bathroom so if we want to create that we go into window tools again open up the window palette and to reset this window 24 we just click on another window and then click back on window 24 and we're back to the basic settings they look like awning windows in this instance so we're going to go top hung windows to give us an awning and they probably look 1200 by one meter yeah so 1200 by one meter looks approximately right we're really guessing because we don't have any information but that image there so what we're going to continue doing is changing those model attributes same as we did before so just tickle them change the window to ivory black and click ok now that window is somewhere about here and this window is somewhere about here now those windows definitely look too big so i'm going to reduce them in size to 600 by 800 and this one is too low i reckon that's only about 500 mil off the seal maybe even lower 400 mil so we're about 400 mil up the side here we're going to hold alt or command on our keyboard and then we're going to hold ctrl and alt to duplicate those settings and replicate them for those two windows and we're just going to move that one up to one meter because the kitchen bench is normally 900 mil putting it 100 ml above that kitchen bench is probably about accurate so now if we go back into our footings layer we can still see our building as a trace reference over the top we'll go to our beam tool and open up the beam settings so we know what we're doing here if we go down into segment we automatically have the setting to create it into a u-beam and then we can scroll through these million and one options to find what our beams might look like so in this instance this ipe 240 is probably the best option we have at the moment and it automatically changes that shape to the ub we're also going to change the materials to some sort of metal it doesn't really matter what we do it's probably steel so it's gone to a dark grey it's 240 tall by 120 wide which is probably perfect for what we're looking for and we're just gonna simply draw two beams running this way and now we can copy this by going to the drag tool and then pressing control to hit the plus and moving that further here we'll probably be a little bit more pedantic about it and move that 500 millimeters from the edge and do the same with that one so now we've moved our i-beams 500 mils from the edge they are still floating in thin air but what we'll do is just select them go ctrl d move them up and run them underneath the building 500 mil was probably a bit of an overkill so i'll move them back 200 mil to each side something that's starting to resemble this a lot better what you'll see is also a connection base underneath which is a simple beam it isn't as complex as this so we'll go back into our beam tool and we'll just go a basic square beam that looks like a 90 by 90 piece of steel that is orange for some reason but we'll keep it as generic steel in our model it does look like this building is actually cantilevering a little bit so maybe we push this beam back 200 mil click on this select the stretch tool and move that back in line so now that our building will cantilever over a little bit we'll do the same on this side by holding shift you can and then pressing the d function you can change these settings so if we have the stretch tool activated you'll see that as we move it back the distance remains the overall distance but the second you hold shift is when it changes so not holding shift four thousand five thousand holding shift one meter a couple hundred depending how far you are from this so by holding shift moving back pressing the d key at the same time i can let go of shift and d type in 200 and we have our overall beams moved back 200 from the edge with this beam here what i want to do is click on the outside and select this multiply tool the multiply tool is super handy and it's very easy to use in this instance i want to distribute so i want to click here once and click here a second time and create i don't know this six meters probably let's say five of these beams that are one meter spacing so we click here once and we click there a second time they're all copied they're all replicated so if we go back down to our 3d model you can see we've created that framework by holding shift and clicking on all of these we can select them at the same time and then pressing ctrl and d we can move them to the top of these beams now as you can see they're probably not connected to these beams at all they would most likely be welded direct fixed to here so the easiest way to do that is just to stretch them to the center and then personally i'd just delete these and repeat the steps we just did so offset multiply i distribute five copies okay stretch drag done if we go back to our 3ds they'll be pushed to the edges they'll be welded direct fixed there which is something that you can note later on but overall we have the shell of our building completed okay so now from a design point of view we probably want to do something in the interior so we're just going to go to the ground floor again we need to have some sort of entry so we'll go door door open up the panel settings the first thing we want to do is just go back to the top we can change the size of the door the styler door everything in here by going through so this will probably be a full glass door because everything else is glass in this instance we can click on this little square door here to give us all of the framing widths and sizes so we'll just go 50 mil 50mm 50mm and it'll give us a really nice clean thin framed door all we have to change there is the model attribute same as we did before so there it is paint ivory black the glass can stay the same and the floor plan will tick those change it to black perfect so now we can install our door here 900 wide is a relatively good sized door and we can begin understanding what this floor plan could look like so internal walls will change our layer from walls external to walls internal we'll change our stud partitioning doesn't really matter most internal walls would still be 90 ml but we can change it to 70 for the purposes of argument drag that over here because i believe just the edge of that two meters and there's our bathroom constructed what you'd like to do and make sure is that you have enough distance to walk so 950ml is probably a little bit tight i'd personally like it at 1100 selecting those two again we can go ctrl i to merge them quickly and then we don't need that dimension anymore so we can delete it we have our bathroom here so we also need a door we don't want a grid it'll be a very solid door because it's your bathroom you don't really need to see inside and we'll change the width of that door to 800 mil so it's a much smaller door and then if we just drop our little door here we don't need any of this custom text so if we go back into our settings now if we go into tags and labeling on the side here we can discard that custom text so if we click the floor plan you'll see that that changes the custom text the leaf width dimension is probably not correct but for the purposes of this it doesn't really matter we'll keep it at 744 and now we have our bathroom created it'll be a very small it'll be a very tight bathroom but we'll play with that in a second and make that work really well as you can see there's a bed here that's pushed right up against this wall and there is some sort of bookcase in the middle separating the kitchen and the main viewing deck now this building is probably a little bit tight a little bit constrained so we might have to move these around a little bit to make them work but we will work together to make this building look exactly like this so i think to understand the rest of the space we really need to understand if this bathroom will work so let's start by adding a couple objects so we'll go to the objects change the object layer from landscaping to mep plug plumbing and then we're just going to look for a toilet object the toilet objects could come up as a different name for you so wc24 for me and i don't like that it's purple so we override everything and just make it simple black so that gets rid of that so we're going to drop our toilet in we're not going to really worry about where it is at the moment we're going to copy it across we're going to open up our settings again put in a shower look for a perfect shower object so we have our shower cabin that is a very basic object it's good for size 800 by 800 is a very very small shower but we'll see what we can fit we'll maybe make it a little bit bigger and we'll copy that across the last thing we need in our bathroom is a hand basin so a simple hand basin for the purposes of this design we can change those settings again to make that nice and black and we'll probably pick a rectangular hand basin because that's a bit old and ugly now depending on the type of shower that you use it could be a screen door it could be a curtain rail it could be all sorts of different designs so it really depends what you're planning on using but because it is such a small space we'll assume it is a curtain rail so there's no doors swinging there's no doors whacking you can kind of just enter it freely from any side we want to rotate the shower and the easiest way to do that is ctrl e or you can click on one of the black dots and select the rotate tool by holding shift again we can do that 90 degree rotation and then control m allows us to flip it and mirror it 90 degrees so ctrl d to move that toilet out of the way control d to move that shower in to this space here control e lets us flip the vanity move it across to here and as you can see already this is a very very tight space and this isn't going to work so that's why it's always good to understand the spacing and sizing of everything now in my personal opinion this just won't work it's not going to work no matter how much you move it how much you shuffle it and if you are designing it from scratch you want to make it a bit wider so personally what i would actually do is drag this wall at least another 500 millimeters if not even more to make this bathroom significantly larger connecting all these walls by pressing ctrl i and then simply extending this window by holding the move node and connecting it to the new edge so now that's three meters wide we have a much larger space for this bathroom we can move this across and we can actually put our toilet next to our shower so we'll move the vanity to the middle now unfortunately we'll have to go back to our footings layer and readjust our footings so the easiest way is simply by starting with the slab extending it across and moving that 500 millimeters selecting all of our beams in the middle and dragging them 500 millimeters down there is alternative ways to do this but this for the time being is just the quickest and simplest way to show you guys so now we move back to our ground floor plan and that is our roof that we also have to extend 500 millimeters and we have our main space created so now this because this is a bathroom we want to show some tiles we'll go to the fill tool we have to change this across to our very first option to be able to get a lot more options this is a 300 by 300 tile 250 by 250 400 by 600 so 300 by 300 is a good example click and drag and there we go we're showcasing that as tiles now the next thing we want to do is create this little kitchen over here so what we'll probably do is just simply extend that wall across a little bit further and again we're going to need more space to actually create that kitchen because we only have one meter here if we put a 600 deep kitchen in it means we're only going to have 400 millimeters to walk past and squeeze past our kitchen so very similar to how we drag that out 500ml we're going to do the exact same on this side so now we have a lot more space on this side which means we can also most likely put that bookshelf in there instead of a wall so we'll get rid of that wall back there and we'll start creating our kitchen so the easiest way to create a kitchen is using an object we'll come into objects so we have a number of different kitchen elements in arcad 24 that you can choose from it's probably just going to be a very very simple kitchen so we're just going to select that kitchen there which isn't anything fancy it's just the three cabinet kitchen with a sink in the middle apply our kitchen to the edge there now personally if we look at the 3d again we'll see a couple things that have gone wrong these two walls are over the top of the roof so we're going to trim them to the roof again similar to how we did the exterior we're going to come to our explore man drag the kitchen and the window up a little bit in line with that slab because we actually created that slab wrong and overall we're probably not too far from the look of that kitchen there so for the time being we can just keep it as is if we go back to our ground floor plan we have our main kitchen we have our bedroom but we don't have a bed so we're going to create a new object and just type in bed and pop in any random bed for the time being use the rotate tool to rotate it how we want push it down and there we go we have our first bed i would actually be tempted to say that bed goes that way perfectly along that wall and then we'll import that bookshelf in twin motion now really all we have to do is put a couple bits of text in and showcase the elevations of this building as well so for the text it's very simple you go to the text tool tap anywhere type in bath and change it to black so we want to center that text 200 millimeters and put our bath here copy it across bed copy it across kitchen and lastly we'll call this the lounge for the purposes of this design and there we go our ground floor plan is completed now i just want to take a quick little break here and a quick pause to mention something very exciting on this channel this channel has been growing phenomenally well over the past couple months as i'm producing more and more architecture content and you guys are loving it so thank you so much for being a part of this community and helping this channel grow because of all of your support i've been able to reach out to one of my premium brands that i love working with so if you look at my past 12 months of videos if not even longer you'll notice that i'm always wearing a black shirt and most of the time if not 99 of the time it's more than likely a cut shirt i've been wearing cuts for a good year and they've genuinely been the best shirts i've ever purchased in my life so i decided to reach out to them and see if they were willing to partner up on this channel to be able to help me produce better and better content every day so if you're in the market for the highest quality shirts in the game that are just so buttery and soft and smooth and the second you put them on you know they are absolute premium quality there's a link down in the description below if you don't want to or you're not in the market that's absolutely okay i just genuinely appreciate you guys being on this channel learning and producing better architecture okay so i've just recorded this section twice and both times there's been an error with my phone so i'm re-recording this section for the third time and hopefully this works without a glitch basically at this point in time we are setting up some elevations and taking our completed ground floor plan and elevation designs into a layout book to export it as a pdf you'll see that i've already dragged these four elevation markers across closer to my building and changed the color of them so all i've actually had to do to change the color of them is select them all click on the elevation dialog settings go into marker uniform pen color and change that to black or whatever color you want personally i like to set them up similar to this style very close to the building and they are named appropriately e1 e2 e3 e4 all of those correspond with the elevations under the sketch design sketch design elevation sections here so elevation one if we click on it will showcase the building from this side to this side three that side and so on so if we click on elevation one for example it would open up that side of the building looking away from the rocks the first thing we want to do is take a polyline tool change it to green because that's my color of preference for the ground level and get away from the arrowhead we want to start drawing a natural ground level that somewhat resembles what we see in the image so what we've drawn here is a simple green line just stopping before the edge of the building and it falls away indicating the rock levels and then the water level down below ngl in australia stands for natural ground level this could mean a number of different things in your region in your zone so call that whatever it needs to be called but for the purpose of this it's just simply ngl the other thing that we can do on an elevation at a very early sketch design stage is just showcase a couple annotations of what is going on in this the wiki for example show an arrow from here to this cladding saying timber cladding from here to this window saying window and another one to the roof saying roof at five degrees so just as simple as that all we had to do was really draw a polyline change the color to black select an arrow and draw our arrow as required and put some text over the top so changing it to black that's exactly how we created all of those annotations there on the side so all we have to really do now is replicate it throughout the elevations because i am recording this for the third time we'll jump through these elevations and i'll just talk you through why i did exactly what i did elevation two looks at the rear side from the natural ground level and you wouldn't see the cliff or any of the water so all we've had to do is draw one green line underneath those beams which i've annotated steel beams as per engineers documents because it's very early in the design and annotator door so there's nothing really complex happening here the only difference is there is no water level on this side because it would be beyond in the distance elevation three looks at the complete opposite side of elevation one so we've literally just copied and pasted this green line and mirrored across to create an identical ground floor of the other side and just again copied and pasted those annotations across finally elevation 4 looks at the front of the building which is what we see in that amazing image and it's literally you're looking at the ground and you're looking at the water if you were to look at it dead on so all we've done in this is draw two green lines one for the natural ground level one for the water level just very generally assuming where the water level could be because we have no information from the surveyor we have no actual realistic information on this project we're basically just making it up to see if we can replicate what we see on instagram now that those four elevations have been completed we want to export it to a pdf so we can actually take that project to somebody and show them what we've actually done or even send it to them in an email so we want to move across to our layout book and you'll see there is a number of different options in the layout books i personally don't like their layouts they're just too confusing too complex there's too many stages in all sorts of bits and pieces so i always have a tendency to create my own the easiest way for this project because it's a very small project is just to create a one-page piece of paper that showcases everything so we're going to go down to the bottom create a new layout and call it cliff home for example it can be called whatever you want and change that to an a4 portrait title block and click create so with it automatically creates that a4 title block page with the print guides so you don't have to chop anything off when you're actually printing i will go into another project of how to actually create these title blocks what information you need but for the purposes of this you can very quickly and easily just change any of this information in the master section so if i double clicked on that master project you can actually go through open the source view and change all this information as required so we're not going to go into that in this video we're going to close that master section there and go back to cliff home so for the cliff home what we need to do is open our view map scroll up to the ground floor plan click and drag our ground floor onto this layout book what you'll see is it's dragged quite a large section of the layout over and we don't need that so we're going to use our offset edges and bring this back in to a much more manageable viewing platform and viewing space and then click ctrl d to move it into the center top of our page i'm very pedantic about title blocks and everything lining up so i like to stretch out my title block so it aligns with the invisible edges it makes no sense but it does when you're working in archicad now we also want to have some sort of scale bar and north point on this project we haven't created one on our ground floor plan we haven't created one anywhere but we can simply open up an object tool type in scale to get our first scale bar click ok introduce that into the project we'll move that a little bit further away from the house and we'll do the exact same thing with the north point now you can use any north point you want you can annotate it however you want for the purposes of this project that one's absolutely fine you have a variety of different options we'll change it for the sake of just changing it and introduce a new north point here so now we have our north point we have our scale bar and if we go back to our cliff home in the layout book we can drag another floor plan across and find our north point and scale bar so one additional step that we didn't do in the last one because we wanted that title block is opening up the settings dialog and simply going to title linear drawing title no title that removes and eliminates the title so when we actually drag this closer and hide everything else in this layout we don't have an additional title for no reason now you can drag this anywhere you like in this instance i would probably take away that north element because it's not required now if i was to drag this somewhere i don't really like that i'd probably copy and paste that one across hide the scale bar hide the north point and then move them individually so i'd prefer my scale bar here above my ground floor plan and i'm happy with my north point there what i then want to do is highlight all of my elevations inside my view map drag my elevations across let them update which takes a couple seconds move them all to a place where i can see them away from the layout book find elevation one drag that onto my sheet of paper find elevation two repeat that for all four of these elevations and then what we want to do is actually just start lining some bits and pieces up so we want to align the natural ground level with that natural ground level we want to align the title block by selecting move sub element with this title block and we want to align that title block by clicking the stretch button with that imaginary window finally i'll move that a little bit closer to that elevation and center it we'll repeat that exact same process with these two down here last but not least we just have to export this as a pdf so all we have to do is click that cliff home and select that page if we have multiple pages just hold shift and click on the last page to select them all then we want to go to file save as we need to change it from archicad solo project to pdf file and then we want to click on document options so basically it's going to come up by default as entire layout but we want to change it to selected layouts in navigator only depending if you want in black or white or color you can also change that but i'll keep it for color for the time being and then literally all you have to do is press the save button within a matter of seconds it'll be saved to your desktop so if we go back to our desktop open up our pdf we'll see that that pdf has been exported exactly like we set it up in archicad it is a very typical pdf format so you can use that as you would use any other pdf you can print it you can email it you can copy it you can do whatever you absolutely like with that pdf anyway that's all for me today guys thank you so much for watching i hope you enjoyed the video i hope you learned something if you did make sure you smash that subscribe button down below and as always i'll see you next monday
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Channel: David Tomic
Views: 16,510
Rating: undefined out of 5
Keywords: video, sharing, camera phone, video phone, free, upload, architect, architecture student, architect student, building architect, david tomic, archicad, archicad 24
Id: 5BqqoMMW4uI
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Length: 51min 29sec (3089 seconds)
Published: Mon Mar 15 2021
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