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You can also design objects on low levels such as cabinets, countertops, flooring and doors includes as well. Before you start Chief Architect Premier X7 Click on below button to start Chief Architect Premier X7 This is complete offline installer and standalone setup for Chief Architect Premier X7 This would be compatible with 64 bit windows. Your email address will not be published. Save my name, email, and website in this browser for the next time I comment. The Foundry Katana Free Download.

TemplateToaster 6. Next Post Visual Studio Leave a Reply Cancel reply Your email address will not be published. Assign a different pitch to the two roof planes in the Wall Specification dialog for the wall supporting each one. To create an offset gable roof 1. On the Roof panel, leave the Roof Options unchecked and change the Pitch to 12 in Gambrel Roofs A gambrel or barn style roof has two pitches on each side of the ridge. The first lower pitch on either side is steeper than the pitch near the ridge.

To create a gambrel roof 1. Click the Select Objects tool, select the horizontal wall on the top, hold down the Shift key, and select the horizontal wall on the bottom. Make sure that the Pitch value is followed by D , which means that is set to use the default. Check the box beside Upper Pitch.

Specify the Upper Pitch as 6 in 12 and the Start Height as “. To learn more, see Finding the Start of an Upper Pitch on page Click OK to close the Wall Specification dialog. Experiment with alternate pitches and overhangs. Also, try varying the height at which the second pitch begins so that you can see the effect it has on the gambrel roof design. Gull Wing Roofs A gull wing roof has two pitches on either side of the ridge, as a gambrel does; but the first pitch of a gull wing is shallower than the steeper upper pitch.

To create a gull wing roof 1. Open the Wall Specification dialog and on the Roof panel, and change the following settings:. Place a check in the box beside Upper Pitch.

Keep the Upper Pitch as 12 in 12 and change the Start Height to “. Click OK to close the dialog. Experiment with the height at which the second pitch begins so that you can see the effect it has on the gull wing roof design.

Half Hip Roofs A half hip roof has two gable ends. At the top of each gable is a small hip that extends to the ridge. To create a half hip roof 1. Specify the Upper Pitch as 3 in 12 and set the Start Height at “.

Mansard Roofs A mansard roof is a hip roof with two pitches on the roof sections above each exterior walls: an extremely steep lower pitch and a gently sloping upper pitch. To create a mansard roof 1. Click the Select Objects tool, select one of the exterior walls, hold down the Shift key, and click on the remaining walls to select them as a group.

Specify the Upper Pitch as 1. Finding the Start of an Upper Pitch When creating a roof style with lower and upper pitches, you can determine the exact Starts at Height or In From Baseline values that you need in an elevation view.

To find the start of an upper pitch 1. Generate the roof using only the first, lower pitch. Be sure to define all the roof information for each wall gable, hip, first pitch, etc. Create a cross section view that includes the roof plane that will have the second pitch.

Using the Point-to-Point Dimension tool, drag a dimension line from the baseline to the vertical plane of the temporary point. Enter either of these values in the Wall Specification dialog. You can press the Tab key to update the other value.

Roof Style Quick Reference The following chart provides a quick reference for building the roof styles described in this tutorial. The chart shows which walls to change and what to change on the Roof panel of the Wall Specification dialog for each wall. These parameters are based on a 34xfoot model. For different size plans, adjust these numbers. Roof Returns A roof return is a small decorative roof plane that connects to the low side of a gable roof overhang and extends below the upper triangular portion of the gable wall.

While you can build these manually, the following pictures illustrate the three styles of roof returns that can be produced automatically in Chief Architect. The first two are called Gable and Hip returns, since the returns themselves end in either a gable or a hip.

The third is called a Full return because it extends under the entire gable, connecting both sides. Full roof returns are sometimes referred to as water tables. Roof returns can be specified for any wall, but they will only generate on Full Gable Walls. Specify the horizontal Length of the returns in inches; the distance to Extend the returns past the main roof overhang; the style of roof return; and whether the returns are sloping or flat.

As long as your model has a roof, the specified roof returns will be generated when you click OK. For more information, see Roof Returns on page of the Reference Manual. Adding Gables over Doors and Windows You can add a gable roof over a door or window. To create a gable roof over a door or window 1. Automatic Dormers The Auto Dormer and the Auto Floating Dormer tools offer a quick and convenient alternative to drawing dormers manually. With just a few clicks an entire dormer is placed, complete with roof, roof hole, walls, and window.

There is a limit to how low the roof pitch can be set when creating dormers. Generally, 9 in 12 is the lowest pitch that will provide enough elevation to contain a dormer. Auto Floating Dormer An Auto Floating Dormer can be placed anywhere within a roof plane, as long as there is enough space to contain it.

Floating dormers are sometimes referred to as decorative because they do not tie in with the structure of the building or require support walls. Once a dormer is created, it can be moved, resized and opened for specification. An Auto Floating Dormer cannot initially be placed so that its walls align with an exterior wall.

Once it is created, its front wall can often be aligned with an exterior wall below; however, its side walls must remain inside the exterior walls. Auto Dormer The Auto Dormer tool places a standard dormer, which has the same space and structural requirements as a manually drawn dormer. If you have not drawn dormers manually, you may benefit from learning how. For information, see Manually Drawn Dormers on page Dormers can only be placed in roofs that are large and steep enough to contain them.

If a warning message stating that some walls are outside the roof plane appears when you try to place an automatic dormer, try decreasing the Height value in the Dormer Defaults dialog. A knee wall must be present for the dormer to connect to. A knee wall will create attic space and offer structural support. A wall must be present, but it does not necessarily have to be designated as a Knee Wall in the Wall Specification dialog.

Dormers cannot be in conflict with the ceiling on the same floor. If you need to create an open, attic condition, check Ignore Top Floor in the Build Roof dialog and generate roof planes based on the floor below the dormer. Once placed in your model, an automatic dormer can be repositioned and its width adjusted using its edit handles. Double-click on an automatic dormer to open the Dormer Specification dialog, which looks just like the Dormer Defaults dialog but only affects the selected dormer.

You can also select the dormer window separately; resize it with its edit handles; and open it for specification. For more information about dormers, see Dormers and Crickets on page of the Reference Manual. Manually Drawn Dormers To create dormers in an upper floor, create a new floor for your plan and modify this floor with knee walls and windows to form gables. Well start with a new 40 x 30 foot plan to learn this technique. As with automatic dormers, roof pitches of 9 in 12 or greater generally work better than shallow pitches when creating dormers because they provide enough vertical space to build the dormer within.

To create a new plan. Choose the Derive new 2nd floor plan from 1st floor plan option in the New Floor dialog and click OK. In the Floor 2 Defaults dialog, which opens next, click OK without making any changes. To create two knee walls A knee wall is a short wall on an upper floor that is cut off by a roof plane rather than building up to full ceiling height. They are often used to separate loft areas from attic space. You can create a custom wall type for the knee walls, such as a wall with only a framing layer and one sheetrock layer.

Position this knee wall so that it is 5 feet from the top exterior wall. Draw another horizontal interior wall and position it 5 feet from the bottom exterior wall. You can reposition the knee walls using dimensions. Group select both interior walls and click the Open Object edit button. Position the front walls of each dormer box 2 feet from the bottom exterior wall. The front dormer walls are those parallel to the bottom wall.

Use dimension lines to position the dormer side walls so that the dormers are 6 feet from each vertical exterior walls wall and 8 feet wide. When Midpoint Object Snaps are enabled, a “sticky point” will exist at the midpoint of the dormer front wall when you move your mouse along the front wall. You can also use the Center Object edit button to center each window along the wall after it has been placed. To build the roof 1. Group select the two dormer front walls with windows and open their Wall Specification dialog.

Group select the four dormer side walls and open their Wall Specification dialog. On the Roof panel, confirm that Pitch is 12 in 12, and click OK. Earlier, a pitch of 12 in 12 was specified in the Build Roof dialog: that pitch should have prefilled here and will work well for these dormers.

Click the Select Objects button, then click in the narrow room between the top knee wall and the top exterior wall to select it. Click the Open Object edit button to open the Room Specification dialog. Notice that there are small gaps in the dormer side walls. This gap is caused by the difference between the position of the knee walls and the point at which the ceiling intersects the roof plane.

This location is marked by the black dotted Ceiling Break Line in floor plan view. Select each of the knee walls and move them back so that they are in alignment with the ceiling plane. When Object Snaps are enabled, the walls will snap into position when they are close to the Ceiling Break Lines. You can move the interior walls closer to or further from the outside walls to change the dormers elevation, or change the pitch for the roof to make the dormers longer.

You can create dormers in more complex plans the same way, but you may want to experiment with wall placement and pitch to achieve the desired effect. Crickets and Dormer Vents Roof crickets, sometimes called saddles, are raised roof planes built to divert water or snow. When a roof is generated automatically, crickets will not be produced, but they can be drawn manually using the Roof Plane.

Dormer vents can be created using a similar technique. To create a manually drawn chimney cricket 1. Create a basic rectangular structure with a hip roof. See To create a hip roof on page In this example, the display of Roof Plane Labels is turned off. Midpoint Object Snaps or the Center Objects edit tool can be used to center the fireplace along the wall, if desired. In this example, the default 48″ wide fireplace is used, but its Depth edit handle is used to offset the fireplace 6″ towards the exterior.

See Chimneys on page of the Reference Manual. You can also draw the CAD line near the desired location and then move it into place using dimensions. Make sure that the CAD line extends past the fireplace in both directions. Do not check Build Roof Planes. Here, were using the Build Roof dialog to set the defaults for manually drawn roof planes. See Roof Defaults on page of the Reference Manual.

Click on the CAD line near one of its endpoints and drag to draw a roof baseline perpendicular to the line, towards the structures interior. Release the mouse button and move the mouse parallel to the CAD line and in the direction of the fireplaces center and click once. The roof plane that is created will draw its height from the top of the roof below at the point where you first clicked to begin drawing. Note: In this example, the cricket roof plane is assigned an angled fill pattern to make it easier to see.

Use dimensions to resize the new roof plane so that it measures half the width of the fireplace from its low edge to its ridge. In this example, that distance is 24″.

Use Roof Intersection Points to find the intersection point for the edge of the roof plane opposite the fireplace. See Locating Intersections on page of the Reference Manual. If the program creates an Intersection Point that is not located on the roof plane edge, move that edge so that it is closer to the fireplace and the roof plane is more narrow and try again..

Use the roof planes edit handles to: Angle the low edge of the roof plane up to the Intersection Point. Drag the short edge of the roof plane outward until it disappears and the roof plane becomes a triangle.

Use the Point to Point Move edit tool to move the new roof plane so that its ridge edge is adjacent to the original roof planes ridge. Click the Center Objects. Move the mouse pointer over the fireplace.

When a center axis displays over the fireplace, click once. Remember to restore the settings in the Build Roof dialog if you intend to draw more structural roof planes in your plan. The cricket created above can easily be converted into a dormer vent. Begin by closing the 3D view and returning to floor plan view. To create a dormer vent 1. If you draw the wall in the wrong direction and its siding layer faces the interior, select it and click the Reverse Layers.

Click on the wall to select it and click the Open Object edit button. See Roof Panel on page With the wall still selected, use its edit handles to move it the desired distance from the eaves of the roof cricket. A selection of attic vents is available in the Library Browser. See Vents on page of the Reference Manual. When you release the mouse button, a skylight is created and can be repositioned and resized using its edit handles.

One common example is a reverse gable roof, created when a house has gable walls that are perpendicular to one another, as in an L-shaped home. We can create a reverse gable roof on an L-shaped home using the Break Wall To create an L-shaped home 1. Left wall – 30 feet long Upper wall – 45 feet long. Right wall 18 feet long. Lower wall extending left from the right wall – 25 feet long. Vertical wall connecting two lower walls – 12 feet long. Lower wall extending right from the left wall – 20 feet long.

To create a reverse gable in this plan, we need to create three gable walls: two running vertically and one horizontally. To add a gable roof to the plan 1. Check Full Gable Wall on the Roof panel of the Wall Specification dialog for these three walls: The far left vertical wall The far right vertical wall The bottom left horizontal wall.

The roof will look like this:. The gable wall on the left produces roof planes that extend too high and interfere with the roof over the front extension of the house. To avoid this, use the Break Wall tool to divide the left wall into two different sections. The upper section can then be specified as a Full Gable without affecting the lower section. To use the Break Wall tool 1. Extension snaps should help you place the break at the right place. See Extension Snaps on page of the Reference Manual.

Open the lower portion of the wall for specification and on the Roof panel of the Wall Specification dialog, clear the Full Gable Wall checkbox and click OK. You now have two full gable roof sections meeting to form your L-shaped roof. Your plan should look like the following image:. Notice the step in the ridge line. This can be corrected by resizing the lower gable wall.

Select the vertical wall to the right of the bottom gable wall and move it to the left 2 feet, reducing the length of the gable wall from 20 to 18 feet. When you are finished, rebuild the roof. This completes this Roof Tutorial. You can use any combination of the techniques described here to create a wide variety of roof designs.

Adding a Roof to the Stucco Beach House Now that we have a basic understanding of the automatically roof tools, lets return to our previously saved Stucco Beach House plan, as it looks like our house could use a roof now. Individual walls can be selected and edited in both 2D and 3D views; however, when multiple walls must be edited, it is usually quicker and easier to work in floor plan view: in part, because you can hold down the Shift key and group-select walls.

To edit the default roof 1. See Gable Roofs on page Full Gable Wall. You can go to the Materials panel to change the material of your roof. Here, an Earth Roof Tile material. Troubleshooting Automatic Roof Issues Creating a roof automatically can require experimentation and practice. Here are some suggestions for troubleshooting a problematic roof design.

See Automatic vs. Manual Roofs on page of the Reference Manual. Roof Directives in Walls As discussed in this chapter and in the Roofs chapter, the program will automatically generate a roof plane bearing over each exterior wall in a plan to produce a hip roof. If you require a different condition over a particular wall, such as a triangular gable or side wall of a shed roof, you can specify that condition on the Roof panel of the Wall Specification dialog.

See Roof Panel on page of the Reference Manual. Specifying roof directives that do not reflect what you require directly above a selected wall, however, can often result in drastic and unwanted changes to your roof.

For example, when two parallel walls are specified as Full Gable Walls, a single ridge will be created between them.

If a wall that is perpendicular to these walls is also specified as a Full Gable Wall, the roof becomes more complex with an additional ridge, two valleys, and two hips.

If you are seeing hips or valleys in your roof where you do not expect them, revisit the Roof panel of the walls supporting the affected roof planes. Roof Heights The heights of all automatically generated roof planes are based on the heights of the walls that they bear on. Wall heights, in turn, are determined by the ceiling heights of the rooms that they define.

If you generate a roof and it seems to be more complicated and has more roof planes than it should, take a look at the ceiling heights of the rooms in the plan. Often, the correct way to. See Lowered Ceilings on page of the Reference Manual.

Controlling Roof Ridges A single roof ridge will generate for as long as the bearing walls that support the roofs on either side of the ridge are the same distance apart. When alcoves or bump outs are introduced along either bearing wall, the ridge is likely to become broken. If a bump out is added that affects the length of either Full Gable Wall, or if an alcove is added anywhere along the length of the structure, the ridge will no longer follow a straight line.

There are a number of ways to maintain a single ridge line in the presence of alcoves or bump outs:. Increase the Minimum Alcove Size to specify what size alcoves are roofed. Use the Extend Slope Downward roof directive to allow the roof over a bump out to extend lower then the ceiling height in that area. Specify the area inside of an alcove as an “Open Below” room with a roof but no ceiling, and Use Soffit Surface for Ceiling specified.

See Room Types on page and Structure Panel on page The basic structure of the plan is complete, but the plan still needs lights, outlets, and fixtures to be a functional home. In addition, the interior could use some creature comforts such as furniture, wall coverings and moldings. You may want to save this tutorial using a new name to archive your previous work. In this tutorial, you will learn about:. Controlling the Display of Objects Every object that you create in Chief Architect exists on a layer that lets you control whether it displays as well as some aspects of its appearance.

For example, the roof that was created in the House Design Tutorial will only be in the way in this tutorial, which discusses the plans interior. To avoid this, the “Roof Planes” layer can be turned off in floor plan view. For more information, see Layers on page of the Reference Manual. Press the letter R, find the “Roof Planes” layer and remove the check from the Display column.

Click OK. To quickly locate and turn off the “Doors, Labels” and “Windows, Labels” layers, type the word “label” in the Name Filter field above the list of layers.

To restore the full list of layers, remove all text, including spaces, from the Name Filter field. You can set up layers to meet your specific needs for different tasks using Layer Sets.

For more information, see Layer Sets on page of the Reference Manual. Working with Library Objects Chief Architect comes with a library that contains thousands of library objects that can be used in a plan.

For more information about the library and library objects, see The Library on page of the Reference Manual. To use the Library Search to locate a symbol and place it in the plan 1. In the text field, type “bed” and notice that search results will display below as you type. All items with “bed” in any part of their search attributes are included, so in this example, the search results include a variety of items besides furniture.

To narrow the search results, click the Search Filtering Options button, then check the box beside Entire Word and under Type select Furnishings Interior. Now only items with the word “bed” in their attributes and are interior furnishing will be included in the search results. Click on a bed in the search results list to select it for placement. When a library object is selected for placement the mouse pointer icon indicates the type of library object selected, a preview outline of the object follows your pointer as you move it, and basic information displays in the Status Bar at the bottom of the program window.

Click in the master bedroom to place the bed. To see where the selected item is located in the Library Browser, right-click on it and select Show in Browser from the contextual menu. To switch from a list of search results to the Library Browser tree view, click the Browse. A library object can be selected and edited using the mouse.

It also has a specification dialog that offers additional editing options. To modify a symbol from the library 1. Click the Select Objects button or press the Spacebar and click on the bed to select it. When selected, the bed displays edit handles.

Use the Rotate edit handle to rotate the bed. Use the Move edit handle to move the bed up against the right wall. You can modify the materials for the bed by using the Select Objects select the bed, and clicking the Open Object. On the Materials panel, select the component of the object that you want to apply a new material to: for example, the Bedspread.

Click the Library Material button to open the Select Library Object dialog, where you can search or browse the Library to find and apply a new material to the bedspread portion of the bed. Here, a light brown fabric is used. Repeat this process for any of the other materials on the bed you may want to adjust, then click OK to apply the changes which will be visible when you create a camera view. You can also apply materials to objects in 3D views using the Material Painter tool.

You can replace a library object in your plan with a different item from the library using the Replace From Library edit button. This can be particularly helpful if you have multiple copies of the same object throughout the plan, as you might with a fixture like a sink or toilet, and would like to replace them all at once.

To replace a library object 1. Select one of the Replacement Options to replace the current object only, all identical objects in the room, or all identical objects on the current floor. Click the Library button to select a replacement item from the library. Using the tools and techniques learned so far, place fixtures in the bathrooms on Floors 1 and 2.

Applying Room Moldings In Chief Architect, you can specify base, crown and chair rail moldings for any room. The library contains a selection of molding profiles; and in addition, you can create your own.

For more information, see Trim and Molding on page of the Reference Manual. To add crown molding to a room Moldings can be added in floor plan or any camera view. So that you can see the results more quickly, begin by creating a camera view of the master bedroom.

See To create a camera view on page 40 for information about using the Full Camera. Click the Select Objects button or press the Spacebar, then click in a blank space on the floor of the room to select it.

In the Select Library Object dialog, either search or browse to find a chair rail profile that you like. When you find one, select it and click OK. If you wish, you can specify the Height and Width of the selected molding. In this tutorial, a Height of 2 inches is specified.

Select “Chair Rail” from the Type drop-down list. Set this value to 32″ inches. Click OK to close the Room Specification dialog. Crown moldings can be applied to a room in the same manner. Base moldings are already applied in most room types by default, but can be edited, removed or added here, as well.

Applying Wall Coverings Wall coverings can be used in addition to a walls surface material to create accents like wallpaper borders or wainscoting. For more information about wall coverings, see Wall Materials on page of the Reference Manual. To apply a wall covering 1. Select the master bedroom and click the Open Object Specification dialog. On the Wall Covering panel:.

Select an appropriate material for your wall covering, and click OK. In this example, a Natural Beadboard material is used. Additional wall covering materials can be downloaded into the Manufacturer Catalogs. Creating a Trey Ceiling There are several different ways to create a trey ceiling in Chief Architect: Polyline Solids, Primitive objects, and even Soffits can be used to create the lowered ceiling surfaces.

Creating a room within a room is another method that works well for some styles of trey ceiling. To create a trey ceiling with fan 1. Select a ceiling fan in the Library Browser and place it near the middle of the master bedroom.

For information about how to do this, see To use the Library Search to locate a symbol and place it in the plan on page Specify the Number of Sides as 8, and the Side Length to 48″. Click OK, and then click near the center of the ceiling fan to create the polygon shaped room. The program automatically creates an invisible wall to prevent the new room from becoming an island room. For more information, see Room Definition on page of the Reference Manual.

Click the Open Object edit tool to open the Wall Specification dialog. Next, select the small octagonal room and open its Room Specification dialog. On the General panel, uncheck Show Room Label.

Also on the Structure panel, click the Ceiling Finish button, and change the surface material in the Ceiling Finish Definition dialog. Go to the Moldings panel:. Uncheck Default, then click the Add New button to open the Select Library Object dialog and choose a crown molding profile. Create a 3D view to see the results. If you would like, you can continue adding interior elements from the Library Browser before continuing to work on this plan in the Kitchen and Bath Design Tutorial.

This tutorial continues where the Interior Design Tutorial left off. You should save this tutorial using a new name to archive your previous work. The tools and techniques used to design kitchens and bathrooms are very similar. This tutorial focuses on kitchen design. When youre finished you can use what youve learned to finish up the bathrooms as well.

Click to place a base cabinet anywhere in the kitchen. To select and edit a cabinet 1. Cabinets can be selected using one of the following methods. Click on the cabinet while the Select Objects. Click on the cabinet while any of the Cabinet Tools are active.

Right-click on the cabinet when another tool is active. When the cabinet is selected, edit handles, a front indicator, and a temporary dimension display. As with other objects, the arrow that displays when the pointer is held over an edit handle indicates what edit function that edit handle will perform.

Move edit handle Extend edit handle. Move a cabinet using the Move edit handle. By default, you can move a cabinet parallel to its sides or its front and back edges.

To allow unrestricted movement, hold down the Ctrl key or click and drag using the right mouse button. Resize two sides of a cabinet using a Resize edit handle, located in each corner. Extend a cabinets edge on one side using an Extend edit handle. Rotate a cabinet using the Rotate edit handle, which is always offset to one side. A temporary dimension updates as the cabinet is moved or resized.

When a cabinet is selected, you can also click the Open Object edit button to open its specification dialog and make a wide variety of changes to the cabinet. To lay out base cabinets for this tutorial 1. Place and position six base cabinets and edit their widths as shown in the following image:. Two of the cabinets are 36″, two are 24″ wide, one is 33″ and one is 27″ wide. A cabinet snaps to another if they are in alignment, facing the same direction, and of the same type.

Note: The display of cabinet module lines has been turned on in the following images. See Displaying Cabinets on page of the Reference Manual for more information.

On the General panel: Specify a Width greater than the Depth. The selected cabinets width should already have been changed to 36″, which works well with a 24″ depth. If it isnt, change it to 36″ now. Click the Special drop-down list and select “Corner”. On the Front panel, uncheck the box beside Diagonal Door.

Click OK to change the cabinet into a corner cabinet. With the cabinet still selected, use its Rotate edit handle to rotate it so its back faces the wall corner if necessary.

A different approach can be used to create a corner cabinet in the right corner. Begin by selecting the cabinet on the right and pressing the Delete key or clicking the Delete edit button.

When the cabinet preview changes to a corner cabinet, click once. Uncheck Diagonal Door for this new cabinet as described in step 2, above. To move a row of cabinets, select one cabinet, then click and drag the Move edit handle towards the other cabinets.

The selected cabinet will push the others. Click above the left corner base cabinet to place a wall cabinet as shown.

On the Moldings panel, click the Add New button to add crown molding to the cabinet. For more details, see To add crown molding to a room on page Click OK to apply these changes to the wall cabinet.

Click the Reflect About Object edit button. Move your mouse pointer into the center of the room so that the room becomes highlighted. When you see a dashed vertical line running through the center of the room, click once.

The dashed line is a reflection axis, and a copy of the cabinet will be created on the opposite side of the kitchen, aligned with the original. Note: The display of cabinet face indicator lines has been turned on in the following images. With the wall cabinets in place, you may want to add soffits to enclose the space between them and the ceiling.

To place soffits 1. Adjust their width and orientation to match the wall cabinets below. When objects are very close to one another or occupy the same vertical space in floor plan view, it may be difficult to select the intended object.

You can select an objects, then click the Select Next Object edit button or press the Tab key to select a neighboring object. The Status Bar indicates which object is currently selected.

Placing Appliances Appliances come in two basic varieties, freestanding and built-in. For more information about library objects such as appliances, see The Library on page of the Reference Manual.

On the left side of the kitchen, click in the empty space below the base corner cabinet to place the refrigerator. In the Appliances catalog, find an electric range and place it in the empty space on the right side of the kitchen. In this example, the Self Rimming Offset 32″ sink is used. Click on the base cabinet near the top of the screen that is 33″ wide to insert the sink into that cabinet.

Only one front mounted fixture can be inserted in this manner. Additional front fixtures can be added in the Cabinet Specification dialog.

For more information, see Front Panel on page of the Reference Manual. Editing Cabinets and Appliances Like most objects, cabinets and appliances can also be edited in their own specification dialogs. This method allows a higher degree of customization than using just the edit handles. To edit cabinets in the Cabinet Specification dialog 1.

Select the cabinet to the left of the sink and click the Open Object edit button to open the Base Cabinet Specification dialog. Click on the upper separation between the countertop and the drawer in the preview image on the right side of the dialog. Notice that clicking anywhere on the preview takes you to the Front panel. A new Cutting Board face item, as well as a new Separation, will be added below the separation hat you selected. Shelves can also be specified for a cabinet with an opening.

These steps can be used to create a wide variety of cabinet front configurations, such as a bank of drawers. To edit appliances in the Fixture Specification dialog 1. Select the refrigerator and click the Open Object Specification dialog. On the General panel, change the Depth to Finally, add some narrow base cabinets to fill in the gaps beside the appliances. You can also add a wall cabinet and soffit above the range. Creating a Cabinet Island A cabinet island with custom countertop can also be created using the Cabinet Tools.

To create a cabinet island 1. Click to place a base cabinet in the kitchen area, and select it. On the General panel, specify a Width of 33″ and a Depth of 27″. For more information on customizing the cabinet face, such as using the Split Vertical and Split Horizontal settings, see Front Panel on page of the Reference Manual.

Click OK to close the dialog and apply your changes. Release the mouse button to create a copy of the original cabinet, as in the image below:. For the next portion of this tutorial, the display of cabinet labels is turned off. To create a custom countertop 1. Click the Generate Custom Countertop edit button. A new Custom Countertop polyline will be created, replacing the cabinets countertop, and will be selected.

With the new custom countertop selected, use its edit handles to reshape it so it covers all of the island cabinets. Click on the bottom vertical edge of the countertop polyline to make it the Selected Edge. For more information, see Selected Edge on page of the Reference Manual. Use the triangular Reshape edit handle located along the arcs radius to adjust the cuvature of the arc. To temporarily suppress snapping, you can hold down the Ctrl key while you drag the Reshape handle.

A Custom Countertop can also be drawn using the Custom Countertop tool and have an edge molding applied to it. For more information, see Custom Countertops on page of the Reference Manual. Creating Architectural Blocks Groups of items can be blocked together and saved to the library for use in other plans. To create an architectural block 1. While in floor plan view, group select all objects you would like to include in the architectural block.

One way to group select the objects is to hold down the Shift key and select additional objects to add them to the selection set. There are many other ways to select and group select objects. For more information, see Selecting Objects on page of the Reference Manual.

Right-click on the new item in the User Catalog and select Rename from the contextual menu to change the name from “Untitled” to something descriptive like “Kitchen Bar”. If you want, you can organize the content in your User Catalog by creating folders and then moving items into those folders. For more, see Organizing the Library on page of the Reference Manual.

This method of editing is very powerful and allows objects to be edited easily in vertical space. Next well edit wall cabinets and add a range hood. For more information about working in 3D views, see Working in 3D on page of the Reference Manual.

Click the Select Objects button, then click on the wall cabinet above the range, which should have double doors and be slightly wider than the base cabinet below it. When the temporary dimension indicates that the cabinet height is 18 inches, release the mouse button. To place a range hood 1. Find a range hood in the Fixtures catalog and select it for placement.

Click above the range to place the hood. If necessary, you can adjust its position and size using its edit handles.

Close the current view of the kitchen, go up to Floor 2, and create a Wall Elevation view facing the bathtub in the Master Bathroom. To add tile in a bathroom 1. Use the edit handles to resize the Material Regions top and bottom so that it starts above the bathtub and extends up 4.

On the Structure panel, click on the Edit button next to Material Layers. Insert a third layer, and specify each layer as follows in order. Finally, create one last Material Region above the last that is 18″ and uses the Dusk Tile material. If you need to adjust the position of the Pattern, which displays in the Wall Elevation or other Vector views, or the Texture, which displays in Perspective camera views using the Standard Rendering Technique, then you can adjust the materials definition.

To begin, return to your Floor Plan view, if you havent already. With the current active default highlighted, click on the Edit button to display the Dimension Defaults dialog. On the Primary Format panel, use the drop-down menu for Units: to select “. On the Locate Objects panel, under the Cabinets heading, check the options you would like to make sure are dimensioned to.

Create a Full Camera view that starts from the exterior and release the mouse button in the kitchen. See To create a camera view on page Use the Mouse-Orbit Camera tool to adjust the cameras perspective. If you want, you can turn off the display of the backdrop in the 3D View Defaults dialog. Select the flat cut line and use the Position slider to specify the location of the cutting plane. If you would like, you can continue working on this plan in the Materials Tutorial.

Materials display on the surfaces of objects in 3D views and can make a 3D view appear highly realistic. When applied to most objects, material quantities will also be calculated in the Materials List.

This tutorial continues from where the Kitchen and Bath Design Tutorial ended. Setting Materials Defaults Material default settings determine the materials used by different objects when they are initially created. Setting the correct material defaults before beginning a project may help you save time. There are a two options. You can do either or both: Select an item in the tree list and click the Edit button to open the defaults dialog for that type of object.

The default dialogs for architectural objects such as doors and windows have a Materials panel that allows you to set the material defaults for object components. See Using the Materials Panel on page Select Materials and click the Edit button to open the Material Defaults dialog. Here you can set the material defaults for many different objects, including some that do not have default dialogs. See Material Defaults on page of the Reference Manual.

When you are finished, click OK to close the defaults dialog, then click Done to close the Default Settings dialog. Once an object has been placed in a plan, the materials applied to it can be changed in a number of ways. Using the Materials Panel Most objects materials can be assigned in their specification dialog in both 2D and 3D views.

The materials used by a door, for example, can be edited on the Materials panel of the Door Specification dialog. For more information, see Materials Panel on page of the Reference Manual. To change material on an object using the Materials panel 1. Click the Select Objects button, then click on the double door leading from the master bedroom to the deck on Floor 2 to select it.

Click on the name of a material component in the tree list to select it. Find and select a material and click OK. You can continue to specify component materials. The preview in the dialog updates as changes are made. When finished, click OK to close the specification dialog.

Create a Full Camera. The materials used in individual rooms can also be specified. Rooms can be selected in both floor plan and 3D views:. In floor plan view, click in an empty space within a room. When selected, the whole room is highlighted. If you accidentally select an object other than the room, you can press the Tab key on the keyboard until the room is selected.

In the tree list on the Materials panel, select “Molding” under the Crown Molding component and click the Library Material button to open the Select Library Object dialog. There are five Material Painter Modes which specify how broadly or narrowly the selected material will be applied to surfaces in your plan.

In this tutorial, the Component Mode is used. To apply a material using the Material Painter 1. Click the Material Painter button to open the Select Material dialog. Click on the floor of the master bedroom to apply the selected material to that surface, which is a component of the room. You can also place an area rug symbol from the library in a room and assign to it whatever material you wish. See Placing Library Objects on page With the Material Painter tool you can apply a material to nearly any surface, including many that cant be individually selected like the base molding on a wall or the frame of a window.

When either the Component or Object Modes is active, you can continue to apply the selected material to objects until a different tool is selected. To add artwork to a frame 1. A variety of frames can be found in the Interiors library category.

Place a wall or desk frame in your plan and create a camera view in which it can be seen. Click the Material Painter button to open the Select Library Object dialog and select a painting, photo or print from the Artwork library.

The artwork displayed in a frame can also be specified in the frames specification dialog. Blending Colors with Materials Instead of using the Material Painter to replace a material with a new one, you can use it with the Blend Colors With Materials feature to blend a color with a textured material such as the carpet in the master bedroom and create a new material.

To blend a color with a texture 1. When you move your cursor into the view, it displays a paint roller icon When Blend Colors with Materials. Click on the carpet to blend the selected color with the carpet texture. The result is a new material with the textured appearance of the carpet as well as the color you selected. For example, in the master bedroom the wood material assigned to the crown molding is different than the material assigned to the chair rail and base molding.

They can easily be made the same using the Material Eyedropper. Click on the chair rail and base moldings to apply the loaded material. Using the Color Chooser With the Color Chooser you can load any color that is displayed on your monitor and save it to the library for use in your plans.

Place your mouse pointer over the eyedropper at the right of the dialog, then click and drag the eyedropper to an open image on your screen. Release the mouse button to load the color, then click the Create Material button in the Color Chooser dialog.

Click OK to close the Color Chooser dialog. It can be renamed and moved, and is available for use in any plan. Custom Materials, Images, and Backdrops Chief Architect allows you to customize your 3D views by importing your own materials, image objects, and backdrops that display in 3D views.

For more information about images, see Pictures, Images, and Walkthroughs on page of the Reference Manual. Note: The following steps make use of image files that are not included with the program. You can use image files that are already on your computer or you can create new ones.

You can even use the same image file to create a material, an image, and a backdrop. Learning the tools and techniques described is more important than the appearance of the final product.

Creating Materials You can create your own custom materials and save them in the library for use in any plan. Many materials are represented in 3D views using textures, which are digital images that have been specially edited to tile seamlessly when applied to a 3D surface.

Bear in mind, therefore, that not all images will necessarily serve as effective material textures. To add a new material to the library. On the Texture panel, click the Browse button to open the Select Texture File dialog, where you can choose an image file saved on your computer to be the new materials texture. Select an image file and click the Open button to return to the Define Material dialog.

Specify the Scale of the texture, which controls how large the image will appear on the surfaces it is applied to. On the Properties panel, specify the Material Class and attributes of the material. A Matte material will most closely resemble cloth, which is what this material will be used for.

Click OK to add the new material to the User Catalog. Images have size and height attributes and can contain transparency information. In floor plan view, they display only as 2D symbols; but in 3D views, the visual information that images contain can be seen. To create an image and save it to the library 1.

 
 

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