Why “model hygiene” matters in coordination
As a SketchUp model grows, small inconsistencies compound: unnamed objects become impossible to find, stray edges create sticky geometry, reversed faces break section graphics and exports, and a flat Outliner becomes a scrolling problem. Model hygiene is a set of repeatable routines that keep the file navigable for you and predictable for anyone you hand it to.
This chapter focuses on three coordination habits: (1) a daily cleanup routine, (2) Outliner hierarchy that mirrors how architects coordinate, and (3) consistent naming prefixes so search becomes a management tool. The goal is not perfection—it’s error-proofing: making it hard to do the wrong thing and easy to audit.
Routine 1: Daily cleanup (5–10 minutes)
A. Purge what you are not using
Purge removes unused components, materials, and other definitions that inflate file size and slow navigation. Do this after major iterations, imports, or option studies.
- Step 1: Open Window > Model Info > Statistics.
- Step 2: Click Purge Unused.
- Step 3: If you frequently import CAD/PDF or manufacturer components, purge again after deleting those references (unused definitions can remain until purged).
Tip: Purge is safest when you are confident you won’t need “deleted but maybe later” items. If you want a safety net, save a version before purging (e.g., _prePurge).
B. Fix reversed faces (front/back discipline)
Reversed faces cause inconsistent shading, broken section fills, and unreliable exports. The key is to correct them at the source: inside the group/component where they occur.
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- Step 1: Switch to a style or view mode that makes back faces obvious (many offices use a distinct back-face color).
- Step 2: Enter the group/component (double-click) until you are editing the actual geometry.
- Step 3: Right-click a correctly oriented face and choose Orient Faces to propagate orientation across connected surfaces.
- Step 4: For stubborn areas, right-click individual faces and choose Reverse Faces.
Coordination rule: Don’t “hide” reversed faces with materials. Fix the face orientation first, then apply materials if needed.
C. Delete stray edges and micro-geometry
Stray edges often come from trimming, intersect operations, imported linework, or accidental drawing while not fully inside a container. They create selection noise and can cause faces to fail.
- Step 1: Orbit and zoom around typical problem zones: intersections, openings, and imported geometry areas.
- Step 2: Use select-and-delete carefully: if an edge deletion collapses a face unexpectedly, undo and investigate whether the edge is actually part of a boundary.
- Step 3: If you suspect “loose geometry” outside containers, use Outliner and Entity Info to confirm what you are selecting (raw edges/faces should rarely exist at the top level).
Practical habit: After a modeling burst, do a quick “top-level audit”: click in empty space, then drag a selection window across the model. If you select loose edges/faces at the top level, you have cleanup to do.
D. Repair accidental stickiness (geometry bleeding between containers)
When geometry sticks, edits in one area can deform another. This usually happens when you draw while not editing the intended group/component.
- Step 1: If an edit affects more than expected, immediately undo and check your edit context (look for the dotted bounding box and faded surroundings).
- Step 2: Cut the affected geometry (
Ctrl/Cmd+X), enter the correct container, then paste in place (Edit > Paste in Place). - Step 3: Rebuild faces if needed, then re-check for reversed faces.
Routine 2: Outliner organization for coordination
Outliner is your model’s table of contents. A good Outliner structure lets you: isolate systems quickly, find the right container without hunting in 3D, and hand off a model that reads like a coordinated set.
Recommended hierarchy: site → building → levels → systems
Use a consistent nesting pattern so every project “feels” the same. A practical architecture-oriented structure:
00_SITE (group) [terrain, context, property lines, roads] 10_BLDG-A (group) 11_LEVEL-00 (group) A-WALLS (group) A-FLOORS (group) A-CORE (group) A-STAIRS (group) A-OPENINGS (group) 12_LEVEL-01 (group) ... 19_ROOF (group) ... 90_COORD (group) [grids, reference, imported underlays] 99_EXPORT (group) [presentation-only geometry, if any]Why this works: levels become predictable containers, and systems live inside levels so you can isolate “Level 02 walls” without guessing. The 90_COORD and 99_EXPORT buckets prevent reference and output geometry from polluting design containers.
Outliner setup steps (once per project)
- Step 1: Open Window > Outliner and keep it docked.
- Step 2: Create the top-level groups first (
00_SITE,10_BLDG-A,90_COORD, etc.). - Step 3: Immediately name each container as you create it (don’t leave “Group#43”).
- Step 4: Drag items in Outliner to correct nesting if something was created in the wrong place.
Coordination habit: When you need to edit something, select it in Outliner first, then zoom to selection. This reduces accidental edits to the wrong container.
Outliner “do not do” list
- Don’t rely on Outliner as a substitute for clean containment. If you have loose geometry, Outliner will not save you.
- Don’t create deep nesting without purpose. If you can’t explain why a level has five layers of groups, it’s probably too deep.
- Don’t mix “systems” and “options” in the same naming logic. Keep option management separate from coordination structure.
Routine 3: Naming prefixes for fast search and fewer mistakes
Names are not decoration—they are a control system. With consistent prefixes, you can type a few characters in Outliner search (or quickly scan) and locate the correct object in seconds.
A simple prefix standard (adapt to your office)
| Prefix | Use | Example |
|---|---|---|
00_, 10_, 90_ | Top-level ordering buckets | 10_BLDG-A |
LEVEL- | Level containers | LEVEL-02 |
A- | Architectural systems | A-WALLS, A-STAIRS |
S- | Structural systems | S-COLUMNS |
M- | MEP placeholders (if used) | M-SHAFTS |
REF- | Reference items / underlays | REF-CAD-SITE |
SEC- | Section planes | SEC-AA |
SCN- | Scenes (if you name them) | SCN-L02-PLAN |
Key idea: Prefixes should sort well and search well. Use hyphens for readability, and avoid ambiguous names like “Stuff,” “New Group,” or “Final.”
Naming steps that prevent coordination errors
- Name containers before detailing. If you wait, you’ll end up naming dozens of items later, and mistakes slip in.
- Name repeated components by type, not instance. Example:
A-DOOR-SGL-0900as the component definition, not “Door near lobby.” - Use level in the container name, not in every object. Put objects inside
LEVEL-02rather than naming each object “L2 Wall …”.
Method: Create level containers (one group per level) without relying on tag visibility
A common failure mode is modeling “by what’s visible”: turning off a tag, then drawing new geometry and assuming it belongs to a hidden level. In SketchUp, visibility does not control where geometry is created. Edit context does.
Level container method (repeatable)
- Step 1: Create the building parent. Make a group named
10_BLDG-A. This is the container for all levels. - Step 2: Create one group per level. Inside
10_BLDG-A, create groups namedLEVEL-00,LEVEL-01,LEVEL-02, etc. - Step 3: Inside each level, create system subgroups. Example inside
LEVEL-01:A-WALLS,A-FLOORS,A-CORE,S-STRUCT(as needed). - Step 4: Model only while editing the correct subgroup. Double-click into
LEVEL-01 > A-WALLSbefore drawing walls. If you are not inside that subgroup, stop and enter it. - Step 5: Move misplaced geometry correctly. If you accidentally modeled at the wrong level, select the geometry, cut it, enter the correct subgroup, and paste in place.
How to avoid “tag visibility modeling” in practice
- Use Outliner as your entry point. Click
LEVEL-02in Outliner, then enter it. Don’t rely on what you can see. - Keep a visible “edit context cue.” If you often get lost, temporarily hide everything except the active level while you work—but still confirm you are editing the right container.
- Lock reference containers. Lock
REF-groups so you can’t accidentally draw onto them or move them.
Handoff-ready checklist (coordination + error-proofing)
Use this checklist before sending a model to a teammate, consultant, or to your future self.
Geometry and containment
- No tags applied to raw geometry. Raw edges/faces should live inside properly named groups/components; only containers carry tags (if you use tags at all).
- No loose geometry at top level. A top-level selection should primarily return groups/components, not edges/faces.
- Reversed faces corrected. Back faces are not used as “exterior” faces; orientation is consistent inside containers.
- Stray edges cleaned. No floating lines, micro-segments, or accidental fragments from imports.
Outliner and naming
- Outliner hierarchy matches coordination logic. Site/building/levels/systems are clearly nested.
- Groups and components are named. No default names like
Group#orComponent#in critical areas. - Prefixes are consistent. A quick search for
LEVEL-,REF-,SEC-returns clean, predictable results.
Scenes, sections, and coordination objects
- Scenes updated. Scenes reflect current geometry and intended visibility states (no “surprise” missing elements).
- Section planes tagged and named. Section planes are organized (e.g.,
SEC-AA,SEC-BB) and placed on a dedicated tag/category for control. - Reference items separated. Imported CAD/PDF/underlays are in
REF-containers and not mixed into design geometry.
Performance and file health
- Unused items purged. The model has been purged after major deletions/imports.
- File size acceptable for the team. If the file is heavy, identify the cause (large textures, high-poly imports, excessive unique components) and reduce before handoff.
- Navigation is responsive. Orbit/zoom/select are not lagging excessively in typical scenes used for review.
Quick audit workflow (10 clicks)
When time is tight, run this mini-audit in order:
- 1) Outliner: scan for
Group#/Component#and rename the obvious offenders. - 2) Top level: drag-select—if you grab loose edges/faces, fix containment.
- 3) Face orientation: check a few key exterior surfaces and section cuts for back faces.
- 4) Purge unused.
- 5) Scenes: click through your key scenes to confirm they still show what they should.
- 6) Section planes: confirm they are named and controllable via a dedicated tag/category.