B.Arch CurriculumFree, forever
A tribute to Amogh N P
Computer Graphics
The course that teaches the digital-production pipeline of an interior designer — advanced 3D modelling, SketchUp extensions, textures and materials, lighting and cameras and rendering, and 2D post-production in Photoshop — and does it honestly, because no corner of design has more confident marketing than software. It is a deliberate companion to Computer Studio I and II, not a repeat: those introduced what a model and a render are; this is the production course, about how the tools actually work and where their claims outrun the truth. Two rules govern it. First, it NEVER quotes a software or hardware price — prices are region-gated, change constantly and are quickly wrong — so it teaches the stable licensing categories instead (free, open-source, free-tier, trial, paid, subscription, education) and the categorical hardware fact that real-time and ray-traced rendering need a dedicated GPU with real VRAM. Second, the software is a TOOL, not the design; a master with a pencil beats a novice with every plugin installed. From there it corrects the folklore, all from verified sources. SketchUp is a POLYGON (mesh) modeller built of edges and flat faces — its 'circle' is really a 24-sided polygon and its curves are faceted chords smoothed only for display, so it is not a NURBS modeller like Rhino and not native BIM; the segment count is a trade of smoothness against file weight. 'Parametric' design means geometry driven by rules and constraints (Grasshopper, Dynamo, or SketchUp extensions), so changing an input updates the model — it does NOT mean the computer designs for you, and it is NOT a synonym for blobby organic shapes. The named SketchUp extensions are community plugins with real, specific jobs — Curviloft (Fredo6) lofts a skin across curves, Bezier Spline / FredoSpline (Fredo6) draws editable spline curves, Shape Bender (Chris Fullmer) bends geometry along a path, and s4u Make Face (SUforYou) builds faces from edges — and you need a few well-chosen ones, not every plugin. In materials, a TEXTURE is a single bitmap while a MATERIAL is a full physically-based description of many maps (albedo, roughness, metalness, normal, height, ambient occlusion), so a JPEG of wood is not a wood material; and a texture must be mapped at its true real-world size, because wrong scale is the single commonest amateur tell. In rendering it separates real-time engines (Enscape, Twinmotion, D5, Lumion — fast and approximate) from offline ray-traced ones (V-Ray, Corona — slow and physically accurate), and drives home that 'unbiased' means converged to the correct image of the inputs you gave it, so a physically-accurate algorithm can still render a wrong-but-pretty room from wrong inputs — photoreal is not accurate and not good design. It states the most important correction of all precisely: the 'AI' in most 'AI renders' is an AI DENOISER (NVIDIA OptiX, Intel Open Image Denoise) that cleans the noise from a genuinely ray-traced image — it replaced the denoiser, not the renderer — whereas AI IMAGE GENERATORS (Midjourney, Stable Diffusion, sketch-to-render tools) hallucinate a plausible room that is not this specific designed space, useful for early mood but never a truthful deliverable, and no substitute for a designer's dimensional judgement. It closes on 2D post-production: raster (pixels) versus vector (maths) and why you cannot simply enlarge a raster; resolution and colour honestly; the file formats and why a layered master beats saving everything as JPEG; the fact that a professional render is legitimately post-produced with entourage, sky, grading and compositing; and the ethics line — presenting well is telling the truth beautifully, while faking impossible light, hiding a real column or inventing a view is misrepresentation. Throughout, every tool is named with its licensing category, never a price, and the folklore is named as folklore.
Course byAmogh N P· Architect & interior designer
The syllabus
5 units · 5 liveThe digital production pipeline of an interior designer — SketchUp modelling, extensions, materials, rendering and Photoshop — a companion to Computer Studio I & II, not a repeat. All 5 units are live as full interactive lessons, each with original zoomable diagrams, a self-assessment quiz and a study task — and each honest about the folklore: that SketchUp's curves are faceted polygons (not NURBS), that a JPEG is not a material, that wrong real-world scale is the amateur tell, that 'unbiased' is not 'correct', that 'AI render' means two different things (a denoiser vs a generator), and that a render is post-produced only up to the line where it starts to lie. No software prices — ever.
Unit 1 — Advanced 3D Modelling
LiveSketchUp as a polygon (mesh) modeller, not NURBS; curved/organic form as faceted geometry; parametric design defined; software is a tool.
Unit 2 — SketchUp Extensions
LiveThe extension ecosystem; Curviloft, Bézier Spline, Shape Bender, s4u Make Face; Follow Me and subdivision for organic form, and its heavy limit.
Unit 3 — Textures & Materials
LiveTexture vs material; the PBR maps (albedo, roughness, metalness, normal, height, AO); UV mapping and true real-world scale; tiling, seams and the fixes.
Unit 4 — Lighting, Cameras & AI Renders
LiveDaylight, HDRI and cameras; real-time vs offline and biased vs unbiased; unbiased is not correct; AI denoiser vs AI generator; the dedicated-GPU/VRAM fact.
Unit 5 — 2D Post-Production
LiveRaster vs vector; resolution and colour; file formats and the layered master; the render is post-produced; non-destructive editing; the ethics line.
Course outcomes
What you will be able to doExplain what SketchUp actually is — a polygon modeller, not NURBS — and define parametric design correctly.
Use SketchUp extensions for their real jobs, choosing a few well, and know how organic form is really made (and its limit).
Build materials as PBR map sets, mapped at true real-world scale, and avoid the amateur tells of wrong scale and tiling.
Light and frame an interior, and choose a render engine — knowing real-time vs offline and that unbiased is not the same as correct.
State precisely what 'AI renders' are (denoiser vs generator) and judge when AI output is honest to use.
Post-produce a render non-destructively, choose the right format, and stay on the honest side of the ethics line.
The author
Amogh N P
Architect, interior designer, and creative polymath. Studio Matrx began in his notebooks — his vision of design made honest, useful, and open to everyone. Its Academy is written and taught in his memory, and free, forever.
More about Amogh →Is that 'AI render' actually AI?
Usually only the DENOISER is — a trained network that cleans the noise from an image your renderer genuinely ray-traced; it replaced the denoiser, not the renderer. The other 'AI', an image generator, hallucinates a plausible room that isn't your room. That precision is the spirit of this course: SketchUp is a polygon modeller, not NURBS; a JPEG of wood is not a wood material; a physically-accurate render of wrong inputs is a beautiful mistake; and a render is post-produced up to the honest line. Read the five units, try the toolkit decoder and the texture-scale explorer, then test yourself — and never a price in sight.
The curriculum is free, forever
