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It's easy to make complex illustrations with Macromedia FreeHand and Adobe Photoshop. These applications aren't free; they aren't even cheap; but if you have these applications and learn how to use them, you will astound yourself (not to mention friends, family, and fellow Wikipedians) with the range of original illustrations you can create. Nor do you need to be a trained or talented draftsman. You can produce perfectly good illustrations even if you cannot draw a face.
[edit] ImplementationObviously, not everyone has the same platform. You can get good results on a number of platforms, but naturally some are better than others. You certainly do not need the latest and greatest. Newer tools are often more powerful, but sometimes they only add cute features. [edit] One user's systemWe'll try to keep this discussion away from platform-dependent tricks, but just as a reference, here's one system. You could probably assemble this system, starting from nothing, for less than $500.
[edit] Free tools
[edit] PrerequisitesThis is not a user's manual or a tutorial on the basic operation of your machine, FreeHand, or Photoshop. To be able to follow the discussion, you should be comfortable with:
If you do not meet most of these prerequisites, this tutorial may be confusing. There are abundant sources of instruction on both of these highly popular graphics editing applications: printed books, online tutorials, even face-to-face lectures. You may learn faster just by diving in. Click every button, drag every tool, and choose every menu item. When something happens you did not expect, try to figure out why. If you're still puzzled, then go look for help. Expensive instruction may be wasted until you have enough experience with these complex tools to know how you are being helped. The very best way to learn is by doing, ideally in the same room with an experienced user who has something else to do. Start a project and see how you do with it. Ask for help after you've tried to do it on your own. [edit] Vector versus bitmapFreeHand and Photoshop store and manipulate images in two completely different fashions; this is why the combination of both is so powerful. FreeHand uses vector graphics, while Photoshop works with bitmap images. The difference is significant. Bitmaps are thought of as a grid of pixels in rows and columns. Each pixel is imagined to be a tiny square box, all one color. There is no particular relationship between one pixel and the next; they are not grouped in any way. In particular, a line, say, is simulated by a row of pixels. When enlarged, bitmap graphics start to look "jagged", because several pixels in the new image are generated from a single pixel in the original. Vectors are coded instructions that describe lines, curves, and shapes. An imaginary pen is put down on paper; the pen is moved; and the pen is lifted from the paper when the path is complete. A path may be stroked with a color or even a pattern; a closed path may or may not be filled with a color or pattern. All vector graphics are built up out of extremely simple shapes: rectangles, ellipses, and Bézier curves. In fact, FreeHand represents all vector elements as Bézier curves. The type of control point and location of its control handles determine the shape of the curve. The weakness of bitmaps is that transformations tend to degrade them; a straight line drawn in Photoshop will start to break up when the image is repeatedly rotated and scaled. The strength of bitmaps is that each pixel may be manipulated individually, often by way of a filter. This allows for subtle shading effects and works best with realistic photos. The weakness of vectors is that there are only a few basic shapes and effects which can be applied to them. If a line is black, the entire line is black; it cannot be shaded or feathered. The strength of vectors is that they can be transformed almost endlessly without loss of information. The most powerful tools within Photoshop are usually filters and the general image controls, such as Levels and Curves. These affect each pixel in an image. The most powerful tools within FreeHand allow one to duplicate and reuse increasingly more complex assemblies of basic shapes. This works best with logotypes, mechanical drawings, and maps. Obviously, FreeHand and Photoshop complement one another. Effective use of these tools in combination rests on one's ability to judge which tool will do a better job for the task at hand. A skilled user can duplicate many images entirely in one tool or the other, but the combination together makes for easy and fast graphic development. All graphics must eventually be converted to a bitmap format in order to be displayed on screen or on paper, with the exception of graphics plotted with a pen plotter or drawn on a vector graphics-capable screen (both rare). However, there is often an advantage to delaying this conversion, frequently until a point within the printer driver. [edit] Hazards[edit] Legal issuesA full exploration of legal issues related to art and copyright is beyond the scope of this tutorial. You should be aware of some basic facts:
[edit] Technical limitationsAnother hazard of intensive graphics is bumping up against the limitations of your machine (or platform). No matter how big or fast your machine is or how speedy your net connection, you can overstress it. You probably won't burn up any hardware, but you can certainly crash or stall your machine's software. Here are some tips:
The two magick tricks you need to learn to deal with these issues of resource consumption are simple:
The first trick takes a complex set of many vector elements and compresses them into a single bitmap. This is usually not necessary, though, unless you have literally thousands of elements in your FreeHand file. The second trick is a bit less straightforward. You can resize an imported bitmap in FreeHand, but you won't get much satisfaction from it. What you can do is Trace the bitmap, thus converting it into a vector graphic, which you can resize freely and otherwise manipulate. Photoshop does a very nice job of rasterizing EPS (exported) graphics from FreeHand; all you need to learn is a few cautions and it will clunk nicely along (maybe coffee time). But it is much harder in FreeHand to get a good trace from an imported bitmap -- depending on what your definition of "good" is. In any case, the main thrust of this tutorial is to show you how to use these two tricks to your advantage, although we'll explore others as well. Buckle your seatbelt! [edit] SetupAnytime you plan to do repetitive work, you should consider templates. This idea goes far beyond the scope of this tutorial. When you cook, you don't need to invent a new dish for every meal; you use a recipe, either written or from your head. When you do decide to try something new, you start from an existing recipe. This is one kind of template. I find it extremely useful to work from a template when creating a new document in FreeHand. You're looking at a shot of a new file opened from my most-often-used template. You'll see I have guides set up near the edges of the page; these keep me inside the limits of my printer -- indeed, most printers. I've positioned the page within the window so that I can see it all -- this setting, too, is saved with the document. I have my preferred unit of measure selected already, and the grid origin is set at the center of the page. I have my default font and size set for text. Another shot of the same template, with guides turned off, displays a (non-printing) background layer that guarantees my printer's hard clip limits. Anything within the gray zone is guaranteed not to print. Notice the thin gray box just inside; those are the maximum "safe" dimensions for a centered image. I might never print designs I design for web display -- but who knows? Anyway, using a consistent template makes it easier for me to make initial judgement calls about overall size relative to line width, or number of repetitions of a pattern. I know from experience that if I completely fill the printable area of my template, that will be just about enough "stuff" to fill out a full-screen (1024x768px) web-type image; if I'm shooting for something smaller, I either work on a smaller scale, or know I'll have to reduce later. Here are shots of three key palettes: Colors, Layers, and Styles. The contents of these palettes are saved with your document (or template) and can save you a lot of work, as well as lending a consistent look to a set of related graphics. Since this is my most basic and general template, I've just defined a process version of black and white (to guarantee compatibility in blends with process colors), a general-purpose utility gray (usually used for handles and temporary backgrounds); no additional layers (besides the printer hard clip boundaries); and a few basic styles. Solid is unstroked black (more accurate than an object with a stroke applied; Wht Tape is unstroked white (useful for patching over things that can't be deleted);Bounds has neither stroke nor fill, and is used for drawing a rectangle around the total boundaries of a graphic prior to export.
I rarely begin a new project from scratch in Photoshop; I'm more likely to import a digital camera photo to start with, or start a project in FreeHand and export it to Photoshop. Another possibility is that I actually start the project with a sketch on paper and scan it in, or use a scan of a found object or existing artwork. I may instead begin with a screenshot. All these strategies yield a starting bitmap not based on any template or pre-existing Photoshop file. If I do begin from scratch, all I'll generally specify is the document size, and I'll probably change that later. The one guideline I have for the first Photoshop file in a project is that I may want it to be the same size as I plan the final piece. Remember that enlarging bitmaps generally yields poor results; reducing them in size is better, though often also a problem. Starting file dimensions (in pixels) should be from 100% to 200% of final size, though one can work over the range from about 50% to 400% without too much trouble. In either application, I usually don't try to create the project template first. I start with my generic FreeHand template, or with an empty window in Photoshop, and work on one illustration from the set; when it's fairly well complete, I save a copy as a template for others in the same project. It's important to work from the same colors and styles as you go along; this gives all your illustrations a professional look and solidifies the entire set as belonging to one project. [edit] Workflows[edit] Tutorial exampleLook again at the example (earlier in this tutorial) demonstrating a bitmap image. The original photo begins as a bitmap taken by a digital camera. I duplicate the original onto a new layer and scale it 800%. Photoshop would normally try to do this "nicely", so first I switch to "Nearest Neighbor" resampling, to deliberately show you big boxy pixels. Of course, the entire blown-up image is 8 times as large, but the Photoshop canvas does not increase in size. However, Photoshop retains the entire oversized layer and I drag it around on the canvas until the small bit of it I want to show is positioned correctly. I Save As TIFF and import both original and blown-up bitmaps into FreeHand, so I can see where I want to put the "magnifying glass". I want to choose a particular kind of area to show as blown up, and I park the blowup near the girl's nose, where it does not detract too much from her appearance. Then I create the "magnifying glass" overlay: two circles, a curved line with an arrowhead, and a thicker copy of both cirles and the line in white, to make the whole stand out better from the bitmapped background. Note that FreeHand generates arrowhead sizes based on line sizes, but the thicker white arrowhead doesn't do a good job of shadowing the visible black arrowhead, so I merely select "no arrowhead" for the white, shadow line and draw a white arrowhead with the Pen tool behind the black one. Working with white objects presents a special problem; I create a solid black box of arbitrary size on a background layer (where it shows grayed-out); this does not, of course, export (or print). To locate the vector graphic relative to the bitmap, I draw a "bounds" rectangle (square) and set it to my Bounds style -- no fill, no line, therefore invisible; but it is exported with all the other elements and gives the graphic its proper dimensions: Now, I export the graphic as an EPS and rasterize it in Photoshop with the Open command. Note that I only rasterize the overlay; no point in exporting the bitmaps too, since they're already in Photoshop.
The penultimate step is to remove all of the blowup layer except for the portion within the "magnifying glass". (Note that I do this to a copy of the blowup.) I make an elliptical selection and Invert it (the selection, of course, not the content) and hit the Delete key. That's it; the workfile is complete. Now I just Save a Copy As a PNG. Done. [edit] See also |
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