مشاهدة النسخة كاملة : دروس تصميم منوعة * موضوع متجدد
DaRknEsS
25-08-08, 09:45 AM
Illustrator 101: Escape Text Boxes without the Mouse
This is a quick Illustrator tip, but in my opinion, a priceless one if its new to you. Have you ever been typing in Illustrator and hit the "V" key to select the move tool (or any other tool shortcut for that matter), but instead, Illustrator just types a v? Yeah, it happened to me all the time, until I figured this out. Are you tired of having to click on the move tool, then click on the artboard, then click the text tool, and then click again, just to start another empty text box? It's truly annoying to be stripped of your tool shortcuts while you're editing an active text box, but help is only one keystroke away.
http://www.bittbox.com/wp-content/uploads/2008/06/escape_text_box_2.png
While editing an active text box, like above, chances are there are 1 of 3 things you'd like to do next. 1) Move the text box, 2) Change something about the font (size, color, etc), or 3) Select a different tool once your done in order to continue doing something else. If you try to type a shortcut for a tool, you're just typing letters. Man that can get annoying…
http://www.bittbox.com/wp-content/uploads/2008/06/escape_text_box_1.png
Instead of using the mouse to select a new tool to get out of your text box, all you need to do is hit the "Escape" key (Windows + Mac). This will get you out of the editing mode of the text box and keep the text box selected. It also automatically selects the Move tool (Black Arrow). From there, you can hit your keyboard shortcuts for any tool you want, adjust your font (since the text box is still selected), or move the text box with your mouse or keyboard nudges. Truly a time saver. I hope you all get to know this keystroke intimately. :) Believe it or not, this doesn't work in Photoshop. In Photoshop, hitting the Escape key deletes the current text box, as well as the layer.
http://www.bittbox.com/wp-content/uploads/2008/06/escape_text_box_3.png
:love
DaRknEsS
25-08-08, 09:46 AM
Illustrator: Rid Yourself of Pesky “Expand Appearance” Woes
In the spirit of April Fools day, I wrote a tutorial on something I once considered "tricky." If you've ever run into problems while trying to "Expand Appearance" on your brushes in Illustrator, you're not alone. Expanding the appearance of your brush work has many helpful uses because you can get paths that outline your shapes, instead of just the brush stroke itself. This helps preserve the shape of your brush work when scaling and allows you to send files to print with outlined paths that prevents problems when the printers open your files, among other things. Let's get started.
http://www.bittbox.com/wp-content/uploads/2008/04/expand_appearance_10.jpg
1. Open a new Illustrator document, and create some overlapping shapes using a brush or two.
(For those of you wondering, I haven't released the brushes you see here yet, but I will very soon. If you would like to use some similar brushes to follow along you can download a similar brush set here (http://www.bittbox.com/freebies/free-illustrator-brushes-and-vectors-foliage/) and here (http://www.bittbox.com/illustrator/28-free-illustrator-brushes-for-making-swooshes-and-swirls/).)
You should now have something like this:
http://www.bittbox.com/wp-content/uploads/2008/04/expand_appearance_9.jpg
2. Go to Object > Expand Appearance to create your outlines.
http://www.bittbox.com/wp-content/uploads/2008/04/expand_appearance_1.jpg
You should see your outlines, as well as the left over brush strokes that we don't need anymore.
http://www.bittbox.com/wp-content/uploads/2008/04/expand_appearance_3.jpg
Now, if the reason for the next few steps isn't clear, let me tell you why we don't stop here. By the end of this tutorial, we will have a single path that outlines what was originally 3 brush strokes. In order to do that, we need to use the Pathfinder (http://www.bittbox.com/illustrator/pathfinder-explained/) palette to combine the 3 shapes into 1. If you try it at this point, you'll see something similar to this:
http://www.bittbox.com/wp-content/uploads/2008/04/expand_appearance_13.jpg
That's obviously not what we want. The key to getting it to work is to either select only the outlines (deselect the brush strokes), or just get rid of them all together. I like to just get rid of them, especially if you have a complex piece of work and deselecting them one by one would take forever.
3. With everything selected, right click and "Ungroup" them.
http://www.bittbox.com/wp-content/uploads/2008/04/expand_appearance_11.jpg
4. Now with the Select tool (black arrow), select one of the outlines.
http://www.bittbox.com/wp-content/uploads/2008/04/expand_appearance_4.jpg
5. Go to Select > Same > Fill Color.
This is a simple example, but in complex documents, this would be much faster than selecting them all by hand. Since the brush strokes don't have a fill, you'll be able to select everything else all at once. (assuming they're all the same color)
http://www.bittbox.com/wp-content/uploads/2008/04/expand_appearance_14.jpg
So you should now have everything except the left over brush strokes selected:
http://www.bittbox.com/wp-content/uploads/2008/04/expand_appearance_8.jpg
6. With all of your fills selected, go to Select > Inverse.
This will select all of the left over brush strokes, making it easy to delete them.
http://www.bittbox.com/wp-content/uploads/2008/04/expand_appearance_5.jpg
7. Delete the left over brush strokes.
Note: there are other ways to select the strokes, but this is just what I consider the easiest. Also note that this selection method only works when you "Ungroup everything after "Expanding Appearance."
8. Select all (Command/Control + A) and you should see only your fills remain. Now we can combine the shapes without all the mess.
http://www.bittbox.com/wp-content/uploads/2008/04/expand_appearance_8.jpg
9. Open the Pathfinder palette (Window > Pathfinder) and with all your fills still selected, hit the "Add to Shape" button, then "Expand, " in that order. (see below)
http://www.bittbox.com/wp-content/uploads/2008/04/expand_appearance_6.jpg
Done! You should now have a single path created from 3 Illustrator brush strokes, as you see below.
I like combining my paths because it not only simplifies the mess, but it cuts down on file size and makes scaling a breeze. If you've ever scaled brush strokes in Illustrator it can get frustrating fast, depending on what kind of brush it is, wether or not the brush is set to "proportional, " and wether or not you have "Scale Strokes and Effects" on or off. However, if you do start outlining your artwork, it's probably a good idea to keep a copy of the original brush strokes somewhere, incase you want to go back in and adjust a stroke size before you outline it.
http://www.bittbox.com/wp-content/uploads/2008/04/expand_appearance_12.jpg
http://www.bittbox.com/wp-content/uploads/2008/04/expand_appearance_10.jpg
DaRknEsS
25-08-08, 09:47 AM
Illustrator - Inverting text on a curve
I've duplicated the circle with the text from the original curved (http://curved%20text%20tutorial/)and added some coloured circles for this one making it easier to see where things go.
To flip the text click and drag (with the selection tool http://www.illustrator-brushes.com/illustrator-tutorials/images/colour_arrow.gif) the text positioner as seen below from position 1 to postition 2.http://www.illustrator-brushes.com/illustrator-tutorials/images/invert1.gifThe text should now be inverted as seen below, now using the text positioner, slowly rotate the text and add a guide if needed to get it aligned. http://www.illustrator-brushes.com/illustrator-tutorials/images/invert2.gifYou can also scale the circle containing the text, if its too small by dragging from a corner point, this will also scale the font so you might need to re select the text tool , click on the text and alter the size of it from the character menu. Again when scaling if you press the shift key down while dragging, it will constrain the shape used.
http://www.illustrator-brushes.com/illustrator-tutorials/images/invert3.gifAbove is the final scaled text, as you can see I have added two guides so I can keep the text aligned.
DaRknEsS
25-08-08, 09:49 AM
Illustrator - Adding text on a curve
For this Illustrator Tutorial we will be adding text to a circle although you can add text in the same way to any path or vector shape.
Select the 'Elipse tool' http://www.illustrator-brushes.com/illustrator-tutorials/images/curve1.gif from the main tools menu, then click and drag to create a circle on the new document, as I've mentioned before if you press the shift key while creating the circle it will constrain the circle making the height and width exactly the same size.
Now we have the circle drawn we need to select the 'type on a path tool' again from the tools menu as highlighted below.http://www.illustrator-brushes.com/illustrator-tutorials/images/curve2.gifThen we click the text tool on the path (outer line of the circle), if the circle had a stroke, this should now disappear and a flashing line will appear as seen below.http://www.illustrator-brushes.com/illustrator-tutorials/images/curve3.gif
Next type in the words you want round the curve, while the text is selected you can choose fonts and different text sizes. Now the text is added you can position the text by dragging the text bar with the selection tool http://www.illustrator-brushes.com/illustrator-tutorials/images/colour_arrow.gif as highlighted below. I usually drag a guide on to the document so I can see when the text is level. To do this press 'Ctrl + R' this shows rulers round the document, then with the selection tool, click on the ruler and drag a guide to where you want it.
http://www.illustrator-brushes.com/illustrator-tutorials/images/curve4.gif
Below is the final positioned text and guide, as you can see I have positioned the text so it just touches the guide on the left and the right.
http://www.illustrator-brushes.com/illustrator-tutorials/images/curve5.gif
DaRknEsS
25-08-08, 09:51 AM
السلام عليكم ورحمة الله وبركاته :love
مممممم بحط لكم اهني اي شي عندي يخص الـ Illustrator علشان ردودكم الحلوة :love
Aligning Illustrator objects
Here's an overview of the Illustrator align palate (shift + F7) , this is very handy tool and excellent for moving and aligning multiple Adobe illustrator objects together. Below I have highlighted and numbered the different options available.
http://www.illustrator-brushes.com/illustrator-tutorials/images/align.gif
1. Align the objects to the left.
2. Align the objects to the vertical center.
3. Align objects to the right.
4. Align to the top.
5. Align to the horizontal center.
6. Align to the bottom.
To align objects in Illustrator, select the objects using the 'selection tool' http://www.illustrator-brushes.com/illustrator-tutorials/images/colour_arrow.gif by either clicking on them one by one, holding down the shift key, or by click and dragging the mouse over the objects you want aligned. When the objects are selected you can use a variety of alignments e.g. if you clicked number 1 and then number 5 it would align to the left and them align the objects to the horizontal center.Below is a quick example of some options available.
Random objects of different sizes.
http://www.illustrator-brushes.com/illustrator-tutorials/images/align2.gif
All the objects selected together and number 2 on the align panel selected.
http://www.illustrator-brushes.com/illustrator-tutorials/images/align3.gif'
Align the objects to the vertical center'
Again all the objects selected, and number 5 clicked on.
http://www.illustrator-brushes.com/illustrator-tutorials/images/align4.gif
'Align to the horizontal center'
The best thing to do is to select several objects and play around with the settings available, note you can align anything in Illustrator, including text boxes and images. Its an easy way to align objects on page layouts.
crazy rock grl
25-08-08, 10:03 AM
بقولج بصراحه ماقريته لان وااايد طويل
بس حاولت افهم بس القوطي الي عندي ميح مو راضي يشتغل
المهم الله يعطيج العافية على المجهود
يسلمووووووووووووووووووووووووووووووووووووو
وثانكسوووووووووووووووووووووووووووووووووووو
keep up th gd work
مغرور وكيفي
31-08-08, 07:02 PM
الصور نصهم ماايطلعووون
...؟؟ بس مشكووره وماقصرتي والله
DaRknEsS
03-09-08, 12:53 PM
يه؟؟ مع اني اتاكد مرة ثانية كل لنك وصورة تطلع قبل لا احط الموضوع؟؟ :scary
مسامحة عيل ومشكورين على الردود ... وجبت لكم درس ثاني :love
Making a Cog in Adobe Illustrator
First we need to create a circle, select the 'ellipse tool' http://www.illustrator-brushes.com/illustrator-tutorials/images/curve1.gif from the main tools menu, click on the document and as you drag the mouse and hold down the shift key, constraining the circle. Next we need to draw a rectangle and modify it using the 'direct selection tool' http://www.illustrator-brushes.com/illustrator-tutorials/images/selection-tool.gif, to do this click on a paths corner point, once selected the selected point will appear a solid colour while all the other points will be white. Then drag the point using the mouse, once again if you hold the shift key while dragging, it will constrain the path points movement. Now select and drag the point from the other side until we have a shape something like this.
http://www.illustrator-brushes.com/illustrator-tutorials/images/cog1.gif
Now we need to position the shape to roughly where we want it over the top of the circle. A handy tip is to drag two illustrator guides (one horizontal and one vertical) onto the document unlock them and select the guides and the circle and using the Illustrator Align Tool (http://www.illustrator-brushes.com/illustrator-tutorials/aligning-illustrator-objects.htm) align vertical center and horizontal center.
http://www.illustrator-brushes.com/illustrator-tutorials/images/cog2.gif
Now select the modified rectangle and using the 'rotate tool' http://www.illustrator-brushes.com/illustrator-tutorials/images/pool7.jpg click in the center of the circle while pressing down the alt key. This will open a panel where you can add the angle of rotation (fig1) then click the copy button as seen below.
http://www.illustrator-brushes.com/illustrator-tutorials/images/cog3.jpg
After clicking the copy button press apple + D on a mac or Ctrl + D on a PC, this will duplicate and continue to rotate the shape, you should now have something close to this.
http://www.illustrator-brushes.com/illustrator-tutorials/images/cog4.gif
Next select all the elements and in the pathfinder panel click on 'add to shape area' http://www.illustrator-brushes.com/illustrator-tutorials/images/pathfinder.jpg this will combine all the separate elements into one.
DaRknEsS
03-09-08, 12:54 PM
Adobe Illustrator - Starburst Effect
Start by drawing a square, then add a vertical guide and a horizontal guide to the page. In the top menu go to view and select lock guides, click on this to unlock the illustrator guides.
http://www.illustrator-brushes.com/illustrator-tutorials/images/star1.gif
Now click and drag the mouse to select the two guides and the square, and in the Align menu select Horizontal Align Center and Vertical Align Center.
http://www.illustrator-brushes.com/illustrator-tutorials/images/star2.gif
This will center the guides in the middle of the square. Next we need to create a thin strip, you can either use the rectangle tool or draw one using the pen tool, for this tutorial I'm using the pen tool as I want the strip to taper off slightly on one end.
http://www.illustrator-brushes.com/illustrator-tutorials/images/star3.gif
We now need to position the bottom of the strip at the center
of the square and again we can align it by selecting all the elements and clicking Horizontal Align Center, should look something like the image on the right.
Click on the strip to select it and then select the rotate tool http://www.illustrator-brushes.com/illustrator-tutorials/images/pool7.jpg from the main tools menu and position the mouse cursor exactly in the center over the guides (it should change colour when its in the middle, now on the keyboard press the alt key, a small minus symbol should appear and click the mouse button. (this alters the rotation point of the object)
http://www.illustrator-brushes.com/illustrator-tutorials/images/star4.gif
A rotate panel will appear in this we can type in the angle of rotation we need, for this tutorial I'm using 4.5, its best to choose a number that will divide into 360. Now click the copy button and then on the keyboard press Ctrl + D (on a PC) Apple + D (on an Apple Mac) and keep pressing until the strip has created a full circle.
DaRknEsS
07-09-08, 10:31 AM
Fancy Star - Illustrator Tutorial
http://www.slicktutorials.com/illustrator/star/thumb.jpg (http://www.slicktutorials.com/fancy_star)
Learn how to make a fancy star in this Illustrator tutorial. Use blending to create an interesting graphic.
Create a new document, at least 500x500px
Select the star tool in the tool palette, and create the following star. Use any shade of red for the color.
http://www.slicktutorials.com/illustrator/star/01.jpg
Select the star shape, press ctrl+c to make a copy of the star, then press ctrl+f to paste the copy on top of the original star. Give the new star a yellow color. Press ctrl+t to 'free transform' the new star. Hold shift+alt while dragging one of the corner handles in to make a star about 10% the size of your original star.
http://www.slicktutorials.com/illustrator/star/smallstar.jpg
Select both stars, and choose 'object-blend-blend options' from the top menu. Use the following settings:
http://www.slicktutorials.com/illustrator/star/blend_options.jpg
Enjoy your fancy star. Try this technique with different shapes to get some interesting variations.
http://www.slicktutorials.com/illustrator/star/star.jpg
DaRknEsS
07-09-08, 10:42 AM
Futuristic Beetle -
Create this polished finished product of a Futuristic Beetle.
Start working by creating a new file (File>New), having 1024x768 px and 72 dpi.
Find in Internet and download the next pattern - s0nkite Spiderman pattern (http://www.adobetutorialz.com/content_images/AdobePhotoshop/ART-D/tutorial358/pattern.rar).
Save it in the directory: Adobe Photoshop>Presets>Patterns.
Use the Rectangle Tool (U) to draw the background of the picture we want to have in the end.
http://www.adobetutorialz.com/content_images/AdobePhotoshop/ART-D/tutorial358/2.jpg
Apply on the made layer the parameters indicated below by making a mouse click on the processed layer on the layers' panel. Blending Options>Gradient Overlay
http://www.adobetutorialz.com/content_images/AdobePhotoshop/ART-D/tutorial358/3.jpg
Gradient's parameters:
http://www.adobetutorialz.com/content_images/AdobePhotoshop/ART-D/tutorial358/4.jpg
Blending Options>Pattern Overlay
http://www.adobetutorialz.com/content_images/AdobePhotoshop/ART-D/tutorial358/5.jpg
http://www.adobetutorialz.com/content_images/AdobePhotoshop/ART-D/tutorial358/6.jpg
Select the Ellipse Tool (U) to represent the abdomen of a metallic beetle, having black color.
http://www.adobetutorialz.com/content_images/AdobePhotoshop/ART-D/tutorial358/7.jpg
The layer's parameters: Blending Options>Drop Shadow
http://www.adobetutorialz.com/content_images/AdobePhotoshop/ART-D/tutorial358/8.jpg
Blending Options>Inner Shadow
http://www.adobetutorialz.com/content_images/AdobePhotoshop/ART-D/tutorial358/9.jpg
Blending Options>Bevel and Emboss
http://www.adobetutorialz.com/content_images/AdobePhotoshop/ART-D/tutorial358/10.jpg
Blending Options>Bevel and Emboss (Contour)
http://www.adobetutorialz.com/content_images/AdobePhotoshop/ART-D/tutorial358/11.jpg
نازي Naz
12-11-08, 09:54 AM
Illustrator Drawing Basic Shapes
In this lesson, we will look at how to use the shape tools to draw our basic shapes in illustrator. But before we start, we will look at how to select a basic shape so that you have no problems in selecting and editing shapes in Illustrator.
Selection Tools
There are 2 types of selection tool in Illustrator used for selection objects.
Selection Tool: Used forselecting and moving a shape. It can also be used to resize a shape.
Direct Selection Tool: Selects a single anchor point instead of the whole shape. Used for editing anchor point of a shape. Click once on a point to select and hold Shift to select multiple anchor points.
http://www.vectordiary.com/isd_post/2008/day03/selection-tool.gif
Shape Tools
Now we will move on to the Shape Tools. When you go to the Tool Palette and hold the Rectangle Tool, a list of shape tools will expand out for you to pick. We will start with the default Rectangle Tool.
http://www.vectordiary.com/isd_post/2008/day03/rectangle-tool.gif
Understanding Fill & Stroke
Click and drag out a Rectangle as shown. By default, it has a white fill and black stroke. (Stroke is the border of the shape)
http://www.vectordiary.com/isd_post/2008/day03/rectangle-fill.gif
Changing Fill Color
Let's start changing the fill color for the rectangle. Double click the Fill from the Tool Palette. It will pop up the Color Picker. Drag the slider to blue and select a deep blue color. Click Ok after that.
http://www.vectordiary.com/isd_post/2008/day03/color-picker.gif
Removing Stroke
Click the Stroke in the Tool Palette once to swap it above Fill. Click the None icon boxed up in red to set the Stroke to None. The black stroke will disappear.
http://www.vectordiary.com/isd_post/2008/day03/remove-stroke.gif
Constrain Proportions
To draw a perfect square, we will select the Rectangle Tool. Hold Shift and drag to draw a square. Same for the circle, we will select the Ellipse Tool and hold Shift to drag out a circle.
http://www.vectordiary.com/isd_post/2008/day03/square.gif
Resizing Shapes
To resize shapes, select the shape using the Selection Tool and a bounding box will appear. Drag the corner anchor point to resize it. To constrain to proportion while resizing, hold Shift as you resize. Also hold Alt/Option if your want to resize from the same position.
http://www.vectordiary.com/isd_post/2008/day03/resize_shape.gif
Rotating Shapes
Select the shape with the Selection Tool and a bounding box will appear. Move your cursor near the anchor corner and a rotation icon will icon, click and turn it to rotate the square. To snap at 45 degrees increment, hold Shift and turn.
http://www.vectordiary.com/isd_post/2008/day03/rotate-square.gif
More Options for Shape Tools
Select the Star Tool. Click once on the artboard and an option will pop up. Enter the same values below and click Ok. It will draw a star burst shape. This method can be used to bring out more options for shape tools.
http://www.vectordiary.com/isd_post/2008/day03/star-burst.gif
Conclusion
Almost all the objects found in our daily life can be built from combining using the basic shape tools. In Day 9, we will learn about Compound Paths which will help us create more complicated shapes by adding and subtracting from the basic shape
نازي Naz
12-11-08, 09:54 AM
Create New Document
Go File>New Document to create your first document. Type in a Name for the document and click Advanced to select RGB for Color Mode as we will be working for the screen. Click Ok after that.
http://www.vectordiary.com/isd_post/2008/day02/new-document.gif
Illustrator Workspace
Below is the workspace and some common terms for calling it. If you are using the latest Adobe Illustrator CS3, you will notice to new design for Floating Palette. The rest looks about the same.
http://www.vectordiary.com/isd_post/2008/day02/illustrator-interface.jpg
Toolbox
This is the handy toolbox which we will use most often. By default, it comes in one single column as shown in the screenshot above. To switch it back to the old 2 columns toolbox, you can simply click the top left mini arrow to toggle it into 2 columns. Some of the tools like Rectangle have more tools hidden. To expand, just click and hold the icon to reveal all the similar tools under that group.
http://www.vectordiary.com/isd_post/2008/day02/illustrator-toolbox.gif
Floating Palette
This is the floating palette which contains properties for our shapes. It is commonly used for changing colors and stroke width.
http://www.vectordiary.com/isd_post/2008/day02/floating-palette.gif
Saving AI Files
Let's select the type and click on the artboard and type some text. After that go to File>Save. Select Adobe Illustrator(*.AI) for file type and name it "First Drawing". Click Ok after that. Leave the rest of the settings at default. You have successfully save your first file. To make any more changes you can simply open the Adobe Illustrator file.
http://www.vectordiary.com/isd_post/2008/day02/illustrator-rocks.gif
نازي Naz
12-11-08, 09:55 AM
Flare Tool Fun - Illustrator Tutorial
http://www.slicktutorials.com/illustrator/flare/flare100.jpg (http://www.slicktutorials.com/flare-tool-fun)
I was determined to find an a use for the Flare Tool in Illustrator (why is it there, anyway?). Here is what I came up with.
You will be making some interesting graphics using the Flare Tool and the Transform Effect.
First, draw a rectangle with a black fill to cover your artboard and lock this object (click the box next to the eye in the Layers window). Select the Flare Tool (one of the shape tools in the toolbar) and click anywhere on the artboard to bring up the Flare Tool settings. Enter the following settings:
http://www.slicktutorials.com/gallery/flaretool.gif
http://www.slicktutorials.com/illustrator/flare/1.gif
This should create a glowing ball with a ring around it.
http://www.slicktutorials.com/illustrator/flare/2.jpg
Decrease the height of the flare to 25% of its original height. To do this, go to 'Object > Transform > Scale' and enter the following setting:
http://www.slicktutorials.com/illustrator/flare/2b.jpg
You should now have this shape:
http://www.slicktutorials.com/illustrator/flare/3.jpg
Go to 'Effect > Distort & Transform > Transform' and enter these settings. In this step you are making 17 copies of the flare and rotating each one 59 degrees. Feel free to play around with any of the settings to get a variety of nice results (and some ugly ones). The Transform Effect is awesome just to play around with and see what you can produce.
http://www.slicktutorials.com/illustrator/flare/4.jpg
Here is how these settings should look:
http://www.slicktutorials.com/illustrator/flare/5.jpg
For a different effect, try these settings for Transform:
http://www.slicktutorials.com/illustrator/flare/6.jpg
Then change the blending mode to 'Hard Light' in the Transparency Window shown below (if you can't see it, make sure 'Window > Transparency' is checked):
http://www.slicktutorials.com/illustrator/flare/7.jpg
To produce this effect (shown at 50% size):
http://www.slicktutorials.com/illustrator/flare/8.jpg
You can also change the settings when you draw the flare to get an entirely different look. Here is one example. Make your own unique creation. If you come up with something cool, send it to info at slick tutorials dot com and I will put it up for everyone to see.
http://www.slicktutorials.com/illustrator/flare/9.jpg
نازي Naz
12-11-08, 09:58 AM
http://img368.imageshack.us/img368/4197/brycetut16lc.jpg
نازي Naz
12-11-08, 09:59 AM
Illustrator Tutorial: Realistic Curtain
This lesson assumes that you already have a basic understanding on how the gradient mesh works. Therefore, we will move on to create a realistic curtain using the gradient mesh.
1. Creating the skeleton
First, we create Rectangle and fill it with red. Select the Mesh Tool and start clicking along the edge of the rectangle. Creating 3 segments close together will give good results as we can simply change the middle segment to black for shadows.
http://www.vectordiary.com/isd_tutorials/005_curtain/mesh_tool.gif
http://www.vectordiary.com/isd_tutorials/005_curtain/step01.gifhttp://www.vectordiary.com/isd_tutorials/005_curtain/step01_2.gif
2. Filling the shadows
With the Direct Selection Tool, we select both the top and bottom points in the segments we want it to make it shadow. After that, fill the points with black. Do this to all the segments we want it to be in shadow.
http://www.vectordiary.com/isd_tutorials/005_curtain/step02.gifhttp://www.vectordiary.com/isd_tutorials/005_curtain/step02_2.gif
3. Shaping the curtain
Now we can start shaping the curtain to give it some curves. Select the Direct Selection Tool and select the point we want to modify and move the anchor points to change it to curve lines. Other things you can do with the points is move them closer or further to other points by clicking the Right/Left Arrow Keys. A realistic fold normally starts narrow at the top and end wide at the bottom. Hence, we can use the arrow keys to shift the points closer or further away form each other.
http://www.vectordiary.com/isd_tutorials/005_curtain/step03.gifhttp://www.vectordiary.com/isd_tutorials/005_curtain/step03_2.gifhttp://www.vectordiary.com/isd_tutorials/005_curtain/step03_3.gif
4. Final touhup
To create more folds to the curtain, we can add new points with the Gradient Mesh Tool and fill it will a slightly dark tint. Do this until you are satisfied with your curtain. Below is the final skeleton of my curtain. Hope you guys have a great time creating your own curtain!
http://www.vectordiary.com/isd_tutorials/005_curtain/step04.gifhttp://www.vectordiary.com/isd_tutorials/005_curtain/step04_2.gif
http://www.vectordiary.com/isd_tutorials/005_curtain/step04_3.gif
نازي Naz
12-11-08, 10:00 AM
Illustrator Add multiple strokes to objects & text Tutorial
http://www.digital-artist-toolbox.com/images/stroketips.png
Have you've ever wanted to add a second stroke to an object or text in Illustrator? Then you've realized that Illy only seems to allow one stroke . There is a way around it. I'll show you how.
Add multiple strokes to an object.
1. First create an object. For the purposes of this tip, we'll just make a simple rectangle. Grab the rectangle tool and drag out the shape. Fill it with a color and give it a stroke.
http://www.digital-artist-toolbox.com/images/p3.0.png
2. Now in the appearences pallet, click on the stroke and then in the flyout menu click "add second stroke".
http://digital-artist-toolbox.com/images/p3.1.png
3. Our second stroke will appear in the appearence pallet above the original one. Click and drag it under the original stroke. Now click "allign stroke to outside" in the stroke pallet.
http://digital-artist-toolbox.com/images/p3.2.png
4. With the stroke selected in the apperance pallet, change the color and increase the stroke weight to make it different from the oringinal. There you have it. Now our rectangle has two strokes and they are editable in the appearence pallet.
http://digital-artist-toolbox.com/images/p3.4.png
You can reapeat this as many times as you like to get more strokes. Just remember to place each new stroke under the last one in the appearence pallet and adjust the stroke weight so that it's larger. Of course this can be done to any shape or object.
http://digital-artist-toolbox.com/images/p3.5.png
Add multiple strokes to text
This is pretty much the same as with an object but there's a few differences.
1. Type some textand give it a stroke. Then click the selection tool and select you text.
2. Now in the apperance pallet, on the flyout menu, click "add second stroke". The new stroke will appear on the top of the list. Just drag it down under "contents".
http://digital-artist-toolbox.com/images/p3.8.png
http://digital-artist-toolbox.com/images/p3.7.png
3. Now simply change the color, up the stroke weight, and thats it. Add as many strokes as you want.
http://digital-artist-toolbox.com/images/p3.9.png
I hope this helps some of you. I know this is not the most advanced tip, but it sure would have helped me in the begining. If you have any questions or suggestions for future tips or tutorials please leave a comment.
مغرور وكيفي
15-11-08, 03:06 PM
روووعه من قلب الدرووس
مشكوور وماقصرت حبيب قلبي
والله لا يحرمنا منك ولا من طلتك الحلوه
DaRknEsS
20-11-08, 01:30 PM
عجيييييييييييييييبة خووووووك :love
ااذا تسمح بثبت الموضوع لاني انا بعد احط مواضيع فبخليها وية موضوعك :::x
Illustrator - Create a Stylized Gradient Mesh Soccer Ball Illustration
http://vectortuts.s3.amazonaws.com/tuts/19_Soccer%20Swoosh/final_soccerball.jpg
Step 1
Open a new document. I picked a soccer ball image (http://www.sxc.hu/photo/1015697) from Stock.xchng (http://www.sxc.hu/). Feel free to pick your own soccer ball image.
Place the image into your document. Double-click the layer with the image, set the Dim Images To to 35% and select it. Now we have set up our source image. Lock the layer with the image. Then create a new layer above and name it "Background."
Drag a horizontal and a vertical Guide onto the Artboard, and align them to the soccer ball. Select the Ellipse Tool (L) and click on the point where the two guides meet. Then hold down the Shift Key and drag outwards until it matches the size of the ball. Fill it with black, leave the Stroke set to None. Then Hide and lock the layer, so we can see the photo again.
http://vectortuts.s3.amazonaws.com/tuts/19_Soccer%20Swoosh/step1.jpg
Step 2
Create a new layer and name it "Shapes." We'll now create our mesh objects. First, trace each pentagon on the soccer ball (once filled with meshes this will be very effective). Trace each pentagon and fill it with the appropriate color (either black or white). Leave the stroke set to None. You don't have to create the pentagons perfectly. Leave some small gaps between the shapes. This slightly imperfect look helps to make it more realistic.
http://vectortuts.s3.amazonaws.com/tuts/19_Soccer%20Swoosh/step2.jpg
Step 3
Once that is done, we can apply the Mesh Paths. Make the black circle we created earlier visible and lock it again.
Let's set up our shading colors in the Swatch Palette. I picked the following colors: black (C=0 M=0 Y=0 K=95), light gray (C=1 M=2 Y=5 K=10), dark gray (C=0 M=0 Y=0 K=44), and white (C=0 M=0 Y=0 K=0).
Now we can start adding the meshes. Make sure no color fill or stroke is selected. Then select the Mesh Tool (U), and click on the center (approximately) of a pentagon. Then click on each cross mesh path near the edge of the shape. Repeat this with each side of the pentagon.
Select the White Arrow Tool (A), and click on the most outer mesh points. Then fill them with the black (C=0 M=0 Y=0 K=95) color swatch. Select the points all around the edge, and repeat this step. This will add our shades to the white pentagon shapes.
http://vectortuts.s3.amazonaws.com/tuts/19_Soccer%20Swoosh/step3.jpg
http://vectortuts.s3.amazonaws.com/tuts/19_Soccer%20Swoosh/step3a.jpg
Step 4
Select the next cross point towards the middle, and fill it with the dark gray color. Sometimes, you might see that it gets too dark, and then you can fill it with the lighter grey. At the edges we might need some darker shades. Repeat this with all the white shapes.
http://vectortuts.s3.amazonaws.com/tuts/19_Soccer%20Swoosh/step4.jpg
http://vectortuts.s3.amazonaws.com/tuts/19_Soccer%20Swoosh/step4a.jpg
http://vectortuts.s3.amazonaws.com/tuts/19_Soccer%20Swoosh/step4b.jpg
Step 5
Now let's apply the same method to the black shapes. But no worries, this will be quicker since the black pentagons need only one highlight. Select a black pentagon, and grab the "Mesh Tool" (U). Add a mesh point in the middle of the shape. Make sure no fill color and stroke is selected.
Choose the Direct Selection Tool (A), and select the cross point in the middle of the shape. Fill it with the black color. This might not look like much, but it's enough to make a difference. Repeat this step with all the black pentagons. Voilà, the soccer ball us complete!
http://vectortuts.s3.amazonaws.com/tuts/19_Soccer%20Swoosh/step5.jpg
Step 6
Let's add some life to the image. Create a new layer beneath the "soccer ball" layer, and name it "Background." Create a Rectangle (M) and fill it with black. Select the Gradient Tool, choose Radial as the type, and start dragging from the left upper corner downwards.
http://vectortuts.s3.amazonaws.com/tuts/19_Soccer%20Swoosh/step6.jpg
Step 7
Create a new layer above the gradient "background" layer, and name it "Reflection." Then select all the "soccer ball" shapes by clicking on the right of layer. You can see a green square appearing. This means that all the sub-layers are selected.
Make sure though that none of the sub-layers are locked. Now group them (Ctrl+G). Then click on the rectangle again, hold the mouse key down, select Ctrl+Shift+Alt (you will see a "+" sign appearing), and drag towards the new layer.
This will give us a complete copy of the "soccer ball" layer. Move this underneath the "soccer ball." Keep the selection active, go to Object > Transform > Reflect, choose the horizontal reflection, and click OK.
http://vectortuts.s3.amazonaws.com/tuts/19_Soccer%20Swoosh/step7.jpg
http://vectortuts.s3.amazonaws.com/tuts/19_Soccer%20Swoosh/step7a.jpg
Step 8
Create a new rectangle over the bottom soccer ball. Then fill it with a gradient vertically from white to black. Now select all shapes from the "reflection" layer, open the Transparency palette and click on the Right Palette Arrow, as shown below. Then choose Make Opacity Mask. Deselect the shapes. We've now created our reflection.
http://vectortuts.s3.amazonaws.com/tuts/19_Soccer%20Swoosh/step8.jpg
Step 9
Lets create the swooshes. Select the Ellipse Tool (L), and create shapes as shown below. I filled them with a green radial gradient. Duplicate the layer to the right and set the Transparency to Multiply. Repeat this two more times. Select all the ellipses and click on the Path Divide tool. Then start deleting the right side of the ellipses by selecting the shapes with the Direct Selection tool.
http://vectortuts.s3.amazonaws.com/tuts/19_Soccer%20Swoosh/step9.jpg
http://vectortuts.s3.amazonaws.com/tuts/19_Soccer%20Swoosh/step9a.jpg
Step 10
Now rotate the group of ellipses counterclockwise. Go to Object > Envelop Distort and choose Make with Warp. Select following options: Style of Flag, Horizontal Bend of 19%, Horizontal Distortion of 13%, and Vertical Distortion of 33%. Then click OK.
Next, go to Object > Envelop Distort > Expand. Rotate the group a little bit more counterclockwise and place it under the "soccer ball." Make sure the shapes are below the "reflection." Duplicate the "swoosh" group and move it slightly upwards. Then set the Transparency layer to Overlay. You might want to duplicate more then once.
http://vectortuts.s3.amazonaws.com/tuts/19_Soccer%20Swoosh/step10.jpg
http://vectortuts.s3.amazonaws.com/tuts/19_Soccer%20Swoosh/step10a.jpg
http://vectortuts.s3.amazonaws.com/tuts/19_Soccer%20Swoosh/step10b.jpg
Step 11
Let's make a custom brush to add more interest. Create a circle, fill it with white. Select the Crystallize Tool and click several times on the outer edges of the circle. Then transform the circle horizontally.
Open the Brush Palette, and drag the transformed circle shape into the palette. Choose Art Brush from the pop-up menu, and click "OK". Then select Stroke From Bottom, and click OK. Now we have our custom brush.
http://vectortuts.s3.amazonaws.com/tuts/19_Soccer%20Swoosh/step11.jpg
http://vectortuts.s3.amazonaws.com/tuts/19_Soccer%20Swoosh/step11a.jpg
http://vectortuts.s3.amazonaws.com/tuts/19_Soccer%20Swoosh/step11b.jpg
Step 12
Draw a curved line with the Pen Tool (No fill color, only a stroke color) and select the brush we just created. You will see that it gives us instantly a beautiful stroke. Now we will ad another Opacity Mask, just like we did in Step 8. This again adds some dynamism to our soccer ball.
http://vectortuts.s3.amazonaws.com/tuts/19_Soccer%20Swoosh/step12.jpg
http://vectortuts.s3.amazonaws.com/tuts/19_Soccer%20Swoosh/step12a.jpg
Step 13
Create another circle and apply the Crystallize Tool again, just like before. Then Transform it slightly (E), and place it under the "soccer ball," but above the "swooshes." Make a copy and move it slightly to the right and upwards. Then set the Transparency to Multiply. Now select our white custom brush stroke and duplicate it. Then move it slightly downwards.
http://vectortuts.s3.amazonaws.com/tuts/19_Soccer%20Swoosh/step13.jpg
http://vectortuts.s3.amazonaws.com/tuts/19_Soccer%20Swoosh/step13a.jpg
http://vectortuts.s3.amazonaws.com/tuts/19_Soccer%20Swoosh/step13b.jpg
Step 14
Last but not least, select one of the swooshes and also duplicate it. You can move it downwards.
http://vectortuts.s3.amazonaws.com/tuts/19_Soccer%20Swoosh/step14.jpg
Conclusion
As a final touch, I added extra pentagon shapes in the background with an Opacity Mask applied and made them into a symbol. That's all folks! I hope you enjoyed this challenge and that your creative ideas are flowing.
http://vectortuts.s3.amazonaws.com/tuts/19_Soccer%20Swoosh/final_soccerball.jpg
DaRknEsS
20-11-08, 01:33 PM
http://vectortuts.s3.amazonaws.com/tuts/50_Open_Book/step24.jpg
Step 1
Let's start by opening a new document. Draw a rectangle with the Rectangle Tool (M). I chose the size of 415pt by 6pt and filled it with a nice blue. Draw a circle with the Ellipse Tool (L), and make it 27px in diameter. Place the circle in the center of the rectangle. Set the Stroke to 6pt and choose the same blue. Next, go to Object > Path > Outline Stroke.
http://vectortuts.s3.amazonaws.com/tuts/50_Open_Book/step1.jpg
http://vectortuts.s3.amazonaws.com/tuts/50_Open_Book/step1b.jpg
http://vectortuts.s3.amazonaws.com/tuts/50_Open_Book/step1c.jpg
Step 2
We need to combine both objects. We can do so by selecting both and then choose the Divide tool in the Pathfinder Palette. Delete all the unnecessary paths, then select the final desired shape, and choose the Add to Shape Area in the Pathfinder Palette.
http://vectortuts.s3.amazonaws.com/tuts/50_Open_Book/step2.jpg
http://vectortuts.s3.amazonaws.com/tuts/50_Open_Book/step2a.jpg
http://vectortuts.s3.amazonaws.com/tuts/50_Open_Book/step2b.jpg
http://vectortuts.s3.amazonaws.com/tuts/50_Open_Book/step2c.jpg
Step 3
Select the shape, and go to Effect > Stylize > Round Corners, then choose 4pt as a value and click OK. Next, go to Object > Envelope Distort > Make with Warp. Choose the first Arc Option, click Horizontal, and set the Bend to 1%. Then go to Object > Expand. We now have our base object for the book.
http://vectortuts.s3.amazonaws.com/tuts/50_Open_Book/step3.jpg
http://vectortuts.s3.amazonaws.com/tuts/50_Open_Book/step3a.jpg
http://vectortuts.s3.amazonaws.com/tuts/50_Open_Book/step3b.jpg
Step 4
Select the shape and go to Effect > 3d > Extrude & Bevel. Set following values: -35 degrees, 31 degrees, -10 degrees. Also, set the Perspective at 131 degrees and Extrude Depth at 400pt. This setting will be used again and applied to other objects in order to build our book.
http://vectortuts.s3.amazonaws.com/tuts/50_Open_Book/step4.jpg
Step 5
Make a copy of the book hardcover and expand it. (Object > Expand Appearance). Select the shape and choose Add to Shape Area in the Pathfinder Palette, then fill it with black.
http://vectortuts.s3.amazonaws.com/tuts/50_Open_Book/step5.jpg
Step 6
Apply a Gaussian Blur to the black shape. Choose a blur of 33px. Put this under the hardcover shape as a shadow. Set the Transparency to 70% and offset it a little.
http://vectortuts.s3.amazonaws.com/tuts/50_Open_Book/step6.jpg
http://vectortuts.s3.amazonaws.com/tuts/50_Open_Book/step6a.jpg
Step 7
Create a line that is 411pt long and add a Stroke of 1pt. Set the Stroke to blue. Go to Object > Envelope Distort > Make with Warp. Select the Arc Option, set the Bend to 1%, and 45% for the Horizontal distortion. Keep the shape selected and apply the same 3D Extrude & Bevel values as we did in Step 4. Click on the More Option Button, then in the Surface Section add one more highlight, and click OK. Place the blue shape on top of the hardcover.
http://vectortuts.s3.amazonaws.com/tuts/50_Open_Book/step7.jpg
http://vectortuts.s3.amazonaws.com/tuts/50_Open_Book/step7a.jpg
http://vectortuts.s3.amazonaws.com/tuts/50_Open_Book/step7b.jpg
Step 8
Create a light grey line with the Pen tool (L) about 200pt long and set 0.5pt for the Stroke. Duplicate this line eight times with a gap of about 2 pt or so, then group them together.
http://vectortuts.s3.amazonaws.com/tuts/50_Open_Book/step8.jpg
Step 9
Select the lines and duplicate/mirror them. Scale/skew it only on the right side. You can do so by selecting the Scale Tool(E), click on the bounding box corner, then hold down the Command Key and drag the mouse downwards. Group it again and select the Warp Tool (Shift + Alt). Apply the Warp tool to the lines, as shown below. You want to be careful not to do to much warping, just enough that it looks like pages on top of each other.
http://vectortuts.s3.amazonaws.com/tuts/50_Open_Book/step9.jpg
http://vectortuts.s3.amazonaws.com/tuts/50_Open_Book/step9a.jpg
http://vectortuts.s3.amazonaws.com/tuts/50_Open_Book/step9b.jpg
Step 10
Select the "pages object" and apply the same 3D Extrude & Bevel values as we did in Step 4 and Step 7. Click on the More Option button, then in the Highlight Section, add two more highlight and click OK.
http://vectortuts.s3.amazonaws.com/tuts/50_Open_Book/step10.jpg
Step 11
Make a duplicate of the "3d pages" and Expand their Appearance. Choose Add to Shape Area in the Pathfinder Palette and fill it with black. Apply a Gaussian Blur of 8px again. We'll place this as a small shadow under the "3d pages," just above the blue lines we created. Set its Layer Mode to Color Dodge. Select the "3d page" object and make a copy of it on top of itself, then set the Layer Mode to Overlay.
http://vectortuts.s3.amazonaws.com/tuts/50_Open_Book/step11.jpg
http://vectortuts.s3.amazonaws.com/tuts/50_Open_Book/step11a.jpg
Step 12
Let's set up our page graphics. I chose images of the tutorials I created for VECTORTUTS, just to stay neutral and not to come into any copyright issue. Of course you can choose whatever moves your heart. You can add text, pictures, graphic textures, etc. The only important thing is to create a symbol of them.
http://vectortuts.s3.amazonaws.com/tuts/50_Open_Book/step12.jpg
http://vectortuts.s3.amazonaws.com/tuts/50_Open_Book/step12a.jpghttp://vectortuts.s3.amazonaws.com/tuts/50_Open_Book/step24.jpg
يتبــــــــــــــع...
DaRknEsS
20-11-08, 01:34 PM
Step 13
Let's create the pages where we'll add the graphics. Create a line with the Pen tool (P), as you see in the image below . You want to make sure that you have only three path points for now. Give the path a white Stroke.
Apply the 3D Extrude & Bevel with the same values as we used before (see Step 4, Step 7 and Step 10). Make sure that this time you do not add any shading. Then click the Map Options and go to Surface Number 3. There choose the graphic we created earlier as a symbol. You can scale it, move it around, and decide where it looks the best.
http://vectortuts.s3.amazonaws.com/tuts/50_Open_Book/step13.jpg
http://vectortuts.s3.amazonaws.com/tuts/50_Open_Book/step13a.jpg
http://vectortuts.s3.amazonaws.com/tuts/50_Open_Book/step13b.jpg
Step 14
Apply the same method to the other side of the "3d page" via the 3D Tool Map Option. Of course, you should have already created a second graphic and dragged it into the Symbol Palette.
http://vectortuts.s3.amazonaws.com/tuts/50_Open_Book/step14.jpg
Step 15
Once you have applied the desired graphics, select the object and put it over the 3d pages object, then set the Layer Mode to Multiply. If you feel you need to adjust the pages, you can easily add path points to the line. You can also adjust the path handles with the Direct Selection toll (A). Since we didn't expand the appearance, the 3D values will be adjusted as well.
http://vectortuts.s3.amazonaws.com/tuts/50_Open_Book/step15.jpg
Step 16
Create another pages path with the Pen tool (P). Apply the same 3D values and expand the appearance. Select the shape and choose Add to Shape Area in the Pathfinder Palette.
http://vectortuts.s3.amazonaws.com/tuts/50_Open_Book/step16.jpg
http://vectortuts.s3.amazonaws.com/tuts/50_Open_Book/step16a.jpg
http://vectortuts.s3.amazonaws.com/tuts/50_Open_Book/step16b.jpg
Step 17
Draw a line in the middle of the object. Let the path extend outside of the edge, then select both, and choose Divide in the Pathfinder Palette. This will give us a two page shape.
http://vectortuts.s3.amazonaws.com/tuts/50_Open_Book/step17.jpg
http://vectortuts.s3.amazonaws.com/tuts/50_Open_Book/step17a.jpg
Step 18
Select each page with the Direct Selection tool (A) and apply a light grey to white linear gradient. Repeat this with the other shape by applying the same gradient. You might have to experiment a little to apply a good looking gradient.
http://vectortuts.s3.amazonaws.com/tuts/50_Open_Book/step18.jpg
http://vectortuts.s3.amazonaws.com/tuts/50_Open_Book/step18a.jpg
Step 19
Place the gradient page shape over the other pages with the graphics, then set the Layer Mode to Overlay. Go to Effect > Stylize > Drop Shadow and apply the settings you see in the image below.
http://vectortuts.s3.amazonaws.com/tuts/50_Open_Book/step19.jpg
http://vectortuts.s3.amazonaws.com/tuts/50_Open_Book/step19a.jpg
Step 20
Let's create a background for the book. Create a square with the Rectangle Tool(M), then fill it with a nice radial blue to white gradient. Put the gradient highlight in the top left corner.
http://vectortuts.s3.amazonaws.com/tuts/50_Open_Book/step20.jpg
Step 21
Create a long triangular shape, fill it with the same gradient, and set it to Linear.
http://vectortuts.s3.amazonaws.com/tuts/50_Open_Book/step21.jpg
Step 22
Select the triangular shapes and create two duplicates by rotating next to each other. An easy way is to first select the shape, then choose the Rotate tool (O). Click in the top corner, hold down Shift + Alt + hold down the mouse key, and drag it counterclockwise. Then press Command + D once.
http://vectortuts.s3.amazonaws.com/tuts/50_Open_Book/step22.jpg
Step 23
Select all three shapes and group then. Then go to Object > Envelop Distort > Make With Warp. Select the Twist Options and check Horizontal. Choose 50% for the Bend and 10% for the Vertical Distortion. Now place the background gradient shape and the swirl behind the book.
http://vectortuts.s3.amazonaws.com/tuts/50_Open_Book/step23.jpg
Conclusion
Voila! Our 3D Open Book is complete. I put a rounded corner square on top of all layers, placed it nicely to frame the book and the background, then applied a Clipping Path. You can of course change colors, add different graphics to the pages, and even add pages to it. I hope you enjoyed this tutorial.
Subscribe to the VECTORTUTS RSS Feed (http://feeds.feedburner.com/VECTORTUTS) to stay up to date with the latest vector tutorials and articles.
Qassim Sahwan
20-11-08, 10:53 PM
يسلموا اختي داركوووو على الشرح الحلو
وننتظر جديدك
DaRknEsS
23-11-08, 01:34 PM
العفووووووووو وايت بوليت :second اهم شي استفدت؟ :love
*********
Turn a Boring Bar Graph into a 3D Masterpiece
Final Image Preview
http://vectortuts.s3.amazonaws.com/tuts/69_Quality_Bar/Picture-26.jpg
Step 1
Double click on the Column Graph Tool (J). The dialog box that opens up will give you several options that you can tailor to your liking. We have decided to keep all the options standard. If you don't want to change any options, simply click OK.
http://vectortuts.s3.amazonaws.com/tuts/69_Quality_Bar/Picture-1.jpg
Step 2
With the Column Graph Tool selected, click and drag on your Artboard to draw where the graph will fall. Enter the information from left to right. The units of measure on the left side will be automatically adjusted depending on what values you enter into your graph. Click the check box in the upper right corner when you are finished.
http://vectortuts.s3.amazonaws.com/tuts/69_Quality_Bar/Picture-2.jpg
Step 3
Our final outcome will require the graph to have depth and perspective, but the numbers on the side will only have perspective. In order to accomplish this, we will need to apply the 3D setting to the numbers and the graph separately. Duplicate the graph and numbers. Keep one copy off to the side. Ungroup the graph so that you can delete the numbers from the side. You will get an alert dialog that tells you graphs cannot be edited once they are ungrouped. Click OK.
http://vectortuts.s3.amazonaws.com/tuts/69_Quality_Bar/Picture-3.jpg
Step 4
Delete the numbers from the side and give your graph a light grey fill and remove the thin black outline.
http://vectortuts.s3.amazonaws.com/tuts/69_Quality_Bar/Picture-4.jpg
Step 5
Select the graph and go to Effect > 3D > Extrude & Bevel... Enter the variables shown below to achieve the look I've detailed. Feel free to experiment with different angles and perspective to make it look like you want it to. Make note of the values you enter, as you will need to use them again in a later step.
http://vectortuts.s3.amazonaws.com/tuts/69_Quality_Bar/Picture-5.jpg
Step 6
Go to Object > Expand Appearance.
http://vectortuts.s3.amazonaws.com/tuts/69_Quality_Bar/Picture-6.jpg
Step 7
Go to Object > Ungroup. You may have to repeat this step several times to fully ungroup all the pieces.
http://vectortuts.s3.amazonaws.com/tuts/69_Quality_Bar/Picture-7.jpg
Step 8
Illustrator has built-in gradients that you can choose from. This makes it very convenient to pick colors that look good without much effort. To open the gradients swatches go to Window > Swatch Libraries > Gradients > Brights. Select each segment of the graph and give it a gradient fill.
http://vectortuts.s3.amazonaws.com/tuts/69_Quality_Bar/Picture-8.jpg
Step 9
Notice that I have chosen to give the green column a slightly darker color where it meets the yellow column. This will give the impression of the side of the green column being in shadow.
http://vectortuts.s3.amazonaws.com/tuts/69_Quality_Bar/Picture-9.jpg
Step 10
We'll give the columns a reflection by using the Pen Tool (P) to draw a shape with no fill that cuts through the graph.
http://vectortuts.s3.amazonaws.com/tuts/69_Quality_Bar/Picture-10.jpg
Step 11
Select the shape you just drew as well as the face of each column that the shape cuts through. Click Divide in the Pathfinder (highlighted below.) Go to Object > Ungroup to ungroup your objects. Delete the unnecessary shapes around the edges.
http://vectortuts.s3.amazonaws.com/tuts/69_Quality_Bar/Picture-11.jpg
Step 12
Adjust the gradient on the face of each column to replicate the reflection shown below.
http://vectortuts.s3.amazonaws.com/tuts/69_Quality_Bar/Picture-12.jpg
Step 13
Make a drop shadow by drawing a rectangle by hand that matches the angle of the columns. Give the rectangle a blur by going to Effect > Blur > Gaussian Blur.
http://vectortuts.s3.amazonaws.com/tuts/69_Quality_Bar/Picture-13.jpg
Step 14
Place your drop shadow behind the graph. Below is what your artwork should look like right now.
http://vectortuts.s3.amazonaws.com/tuts/69_Quality_Bar/Picture-14.jpg
Step 15
Add extra interest to the graph by giving each edge of the graph highlights. Simply use the Pen Tool (P) and make thin lines that are slightly wider in the center and taper down to a point.
http://vectortuts.s3.amazonaws.com/tuts/69_Quality_Bar/Picture-15.jpg
Step 16
Make whimsical sparkles by drawing an ellipse using the Ellipse Tool (L), then distorting the ellipse by going to Effect > Distort & Transform > Pucker & Bloat... Enter a negative number and click OK.
http://vectortuts.s3.amazonaws.com/tuts/69_Quality_Bar/Picture-16.jpg
Step 17
Rotate the sparkles and place them in moderation throughout the illustration. Give some sparkles less Opacity by using the Transparency Palette.
http://vectortuts.s3.amazonaws.com/tuts/69_Quality_Bar/Picture-17.jpg
Step 18
Add a haze around each sparkle by drawing a white ellipse using the Ellipse Tool (L) and giving it a blur by going to Effect > Blur > Gaussian Blur.
http://vectortuts.s3.amazonaws.com/tuts/69_Quality_Bar/Picture-18.jpg
Step 19
Retrieve the copy of the graph that was off to the side and use only the numbers now. Since the graph will be 3D and have perspective it will be imperative that we extend the lines across the columns so it's easy to read the graph when it's complete. Using the Pen Tool (P) draw a line across each number and give it a Dashed Line with a 10 pt Weight.
http://vectortuts.s3.amazonaws.com/tuts/69_Quality_Bar/Picture-19.jpg
Step 20
Draw another dashed line but this time give it a Weight of 1 pt.
http://vectortuts.s3.amazonaws.com/tuts/69_Quality_Bar/Picture-20.jpg
Step 21
We'll make the other 4 lines that extend from the numbers 30 through 120 by selecting the two dashed lines you just drew and going to Object > Blend > Blend Options... Under the Spacing drop down menu select Specified Steps and enter 4 (where 4 is the amount of numbers on the left side of my graph that do not yet have dashed lines extending from them) and click OK. The second image below shows the result you will end up with.
http://vectortuts.s3.amazonaws.com/tuts/69_Quality_Bar/Picture-21.jpg
Step 22
Enter the values you used to create the 3D column, with the exception of entering a number for the Extrude Depth. This number should be 0. If once you add perspective to your graph and some of the lines are not showing up (see last image in this step for an example) simply use the Direct Selection Tool (A) and select an endpoint of the line that extends from the number 0 and increase it's weight until all the lines become visible.
http://vectortuts.s3.amazonaws.com/tuts/69_Quality_Bar/Picture-22.jpg
Step 23
Reposition the graph over the columns using the center line highlighted below as a guide to insure the graph is perfectly positioned.
http://vectortuts.s3.amazonaws.com/tuts/69_Quality_Bar/Picture-23.jpg
Step 24
Adjust the transparency of the lines on the graph to give it a little more visual appeal.
http://vectortuts.s3.amazonaws.com/tuts/69_Quality_Bar/Picture-24.jpg
Step 25
Add Some type below the graph to complete the design. If you have been using your own 3D variables throughout this tutorial simply experiment with rotating the cube in the 3D Extrude & Bevel dialog until it matches the angle and perspective of the columns. You can continue to adjust the angle and perspective even after you click OK. To make adjustments once you have clicked OK, go to the Appearance Palette and double-click on the effect you want to edit.
http://vectortuts.s3.amazonaws.com/tuts/69_Quality_Bar/Picture-25.jpg
Final Image
This is what your final graph should look like. Now, the next time you need to include a boring graph in one of your designs you'll be able to add some extra emphasis and get people to really pay attention to those numbers!
http://vectortuts.s3.amazonaws.com/tuts/69_Quality_Bar/Picture-26.jpg
عاشق SALEH
23-11-08, 01:49 PM
ثانكس ع الموضوع
انشاء استفدتون مثل ما أنا استفدت
DaRknEsS
27-11-08, 01:46 PM
شوكرن على الرد حجي :love
Review: Vista Ultimate Extras update
http://dvice.com/pics/dreamscene1.jpg
If you're one of those high-end PC users who sprung for Windows Vista Ultimate hoping that the promised Ultimate Extras would someday amount to something, you might have to keep waiting after today. Microsoft released a precious few updates for the Ultimate Extras package via Windows Update today, including new sound schemes, updated language packs, and three new DreamScene animated desktops. These make Vista Ultimate users' wallpaper turn into distracting nature video loops, playing like screensavers on your desktop behind your icons and windows. Click Continue below for an in-depth look at what you get.
The two sound schemes (http://www.ultimatepc.com/#extras/products/ext_soundschemes) consist of Ultimate Extras Pearl and Ultimate Extras Glass, both sets of noises we could do without while trying to get some work done, but pleasant and well-done nonetheless. "Glass" turns Windows system sounds into effects that resemble that singing sound you make when you run a wetted finger around the rim of a crystal glass. The various plinks, plunks, and glassy whines are actually ethereal and beautiful, if you're looking for that kind of stuff to waft from your PC. The "Pearl" sounds have an elegant feel to them, more muted with less reverberation and edge, with strings lulling you to sleep when you exit Windows.
DreamScene Content Pack #3 (http://www.ultimatepc.com/#extras/products/ext_dreamscenes) takes the total number of video loops distributed by Microsoft to 12. Of these three new 1280x720 (hey, that's 720p HD!) animations, the best is a dripping leaf, a really sharp-looking video file with its background nicely racked out of focus. Then there's a dripping icicle that's equally clear but by the time we saw that one, we felt like heading for the nearest bathroom. The third is a few months late, diffuse autumn leaves shimmering in the sun. It's a soothing shot, but makes it hard to see any icons you have on your desktop.
DreamScenes use up a token amount of resources on our test system here, with CPU usage idling at 1-2% without an animation running, and 3-5% with it on. There are third-party animations available, too, called Stardock DeskScapes (http://www.stardock.com/products/deskscapes/), and many of those are even more exquisite than these from Microsoft. You can even shoot your own videos, preferably in HD, to use as looping animations, too. These DreamScenes are excellent. Too bad you must own Windows Vista Ultimate to run them.
There were also unspecified updates to the Language Packs, letting you switch languages with different user accounts. This brings the total number of languages supported to 35. Overall, maybe there are more Vista Ultimate Extra coolnesses on the way, but so far, these noises and animations, along with the previously-released Texas Hold 'Em and BitLocker encryption accessories, aren't exactly a bargain given Vista Ultimate's premium price. But then, if you already own Ultimate, free is good.
http://dvice.com/galleries/ultextras/ultimateextras_sounds.jpg
DaRknEsS
27-11-08, 01:48 PM
The symbol sprayer tool in Illustrator is baffling at first - but it is the tool to use to create interesting random patterns and textures.
In this tutorial you will learn how to use the symbol sprayer to maximum effect, to create a floral border for a birthday invite.
1. Look for that spray can icon on your toolbox, the Symbol Sprayer Tool
http://www.webdesign.org/img_articles/14861/tut_085.gif
2. Draw a small graphic. I made my flower using brush patterns. You're welcome to it- flower illustrator file
http://www.webdesign.org/img_articles/14861/tut_099.gif
3. Select the graphic and drag it into the empty area in the symbols panel.
http://www.webdesign.org/img_articles/14861/tut_101.gif
4. If all has gone well, you will now see the graphic inside the symbol panel.
http://www.webdesign.org/img_articles/14861/tut_102.gif
5. Use these settings : Diameter: 100% Intensity: 5 Symbol Set Density: 5
http://www.webdesign.org/img_articles/14861/tut_103.gif
6. Draw a curvy path with the tool- notice that the tool is pressure sensitive- the longer you leave the airbrush in the same position, the more symbols it 'sprays' out
http://www.webdesign.org/img_articles/14861/tut_105.gif
7. You have created a random pattern using the symbol. But it looks too even- let's see how we can make it more random…
http://www.webdesign.org/img_articles/14861/tut_106.gif
8. Now select the Symbol Sizer Tool.
http://www.webdesign.org/img_articles/14861/tut_107.gif
9. Make sure the symbol set (group) is selected as shown:
http://www.webdesign.org/img_articles/14861/tut_108.gif
10. Place the brush over an instance of the symbol, in the center. Only the symbols under the brush circumference will be affected, so if its too large or small, resize the brush using { and }:
http://www.webdesign.org/img_articles/14861/tut_109.gif
11. Click a few times to slowly increase the size. Best do it click by click- holding the mouse button down will give you very big increases!
http://www.webdesign.org/img_articles/14861/tut_110.gif
12. Repeat the process, making some random symbols larger.
http://www.webdesign.org/img_articles/14861/tut_111.gif
13. To make symbols smaller, hold down the Alt key- this 'reverses' the tool.
http://www.webdesign.org/img_articles/14861/tut_112.gif
14. Now we want to change the rotation so the uniform symbols appear more naturally random. Select Symbol Spinner Tool from the flyout:
http://www.webdesign.org/img_articles/14861/tut_113.gif
15. When you click on a symbol, a blue arrow appears - hold down the mouse button and rotate this arrow to change the angle of rotation. Again, only the symbols under the brush will be affected.
http://www.webdesign.org/img_articles/14861/tut_114.gif
16. Some semi transparent symbols would be good- select the Symbol Screener Tool for this.
http://www.webdesign.org/img_articles/14861/tut_116.gif
17. This one works the same as the others- click to gradually lower the image opacity- and hold down ALTt to reverse the effect if you need to.
http://www.webdesign.org/img_articles/14861/tut_115.gif
18. To 'tint' some of the instances, select the Symbol Stainer Tool as shown below:
http://www.webdesign.org/img_articles/14861/tut_119.gif
19. Select a fill colour- the brighter the better - and click to add tints. Change the fill colour as you go along.
http://www.webdesign.org/img_articles/14861/tut_120.gif
20. The completed border.
What else is in the menu?
To bring some of the symbols to the front, use the Symbol Shifter Tool
To move items away from the cursor (brush diameter) use the Symbol Scruncher Tool
remember to use ALt for the reverse effect!
http://www.webdesign.org/img_articles/14861/tut_121.gif
DaRknEsS
27-11-08, 01:50 PM
Vector Sunburst - Photoshop Tutorial
http://www.slicktutorials.com/ps/starburst/thumb.jpg (http://www.slicktutorials.com/vector_sunburst)
Learn how to make a resizable sunburst that can be saved as a custom shape in this Photoshop tutorial. A versatile and easy technique.
Topics covered: shape layers, custom shapes, free transform tool.
Create a new document, 500x500px
Select the custom shape tool with the "Flower 5" shape. Make sure 'Shape layers' is selected as shown:
http://www.slicktutorials.com/ps/starburst/2.jpg
Create a shape by clicking and dragging from the top left corner of your image to the bottom right corner
http://www.slicktutorials.com/ps/starburst/1.jpg
Select Free Transform from the top menu. Grab one of the corner handles that appears, hold down shift and alt and drag the handle out so the shape is about twice the size it was (holding shift will keep the shape's proportions the same, while alt will resize the shape from it's center)
http://www.slicktutorials.com/ps/starburst/3.jpg
Select the 'Direct select' tool from the tools palette. Click and drag with this tool to make a square roughly the size of the square below - this will select the inner points of the "flower". Now go to 'Edit > Free transform points', then grab a corner handle and drag it to the center of the image (hold down shift and alt again while dragging).
http://www.slicktutorials.com/ps/starburst/4.jpg
Now all the points you selected should be in the center, and your image should look like this
http://www.slicktutorials.com/ps/starburst/5.jpg
Using the 'crop tool', click and drag a rectangle to select the top half of the image and hit enter to cut the image in half. And our sunburst is complete.
http://www.slicktutorials.com/ps/starburst/6.jpg
Save your sunburst shape for future use by going to 'Edit > Define custom shape' Give your shape a name like "sunburst" and now it will be a custom shape that you can use in any image. So next time you need a sunburst, all you have to do is use the custom shape tool, select the "sunburst" shape, and drop it in to your images.
http://www.slicktutorials.com/ps/starburst/7.jpg
محرقي ستايل
27-11-08, 02:33 PM
تسلمين اختي على المووووضوع
والله لايحرمنا من طلاتكم
تحيااتي محرقي ستايل
DaRknEsS
19-05-09, 09:59 AM
http://img13.imageshack.us/img13/9969/69402198.png
أغلى ناسي
17-07-09, 08:52 PM
رووعه من قلب
لين صار عندي فراغه باشتغل ع الفوتشوب
ههههههههههههههه
ومشكورة وماقصرتي والله
لايحرمنا منج ومن مواضيعج
الحلــــــــــــــــــــــــــــــــــــــــــــــ ــــــووة
DaRknEsS
08-08-09, 04:23 PM
Hello welcome to part 2 of the 5 page template series. Today we’ll be converting our PSD into a one page working CSS template. In part 3 we’ll begin to add our additional pages.
Right lets get started, the first thing you need to do is create a blank HTML and blank CSS file inside a folder called “your project”, save your blank HTML file as index.html and your blank CSS file as styles.css. Also inside your folder create an empty folder called images.
http://www.hv-designs.co.uk/tutorials/your_project_css/step1.gif
Open up your blank HTML file and add your website title inbetween the title tag, underneath the title tag link your css file.
01.<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd (http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd)">
02.<html xmlns="http://www.w3.org/1999/xhtml (http://www.w3.org/1999/xhtml)">
03.<head>
04.<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
05.<title>Your PROject - Welcome...</title>
06.<link href="styles.css" rel="stylesheet" type="text/css" />
07.</head>
08.
09.<body>
10.
11.</body>
12.</html>
We can now start to mockup the top half of our layout, we start with a container div, this will be the big box our website lives in. Everything we create will go inside this container div.
01.<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd (http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd)">
02.<html xmlns="http://www.w3.org/1999/xhtml (http://www.w3.org/1999/xhtml)">
03.<head>
04.<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
05.<title>Your PROject - Welcome...</title>
06.<link href="styles.css" rel="stylesheet" type="text/css" />
07.</head>
08.
09.<body>
10.
11.<div id="container"><!--CONTAINTER STARTS-->
12.
13.EVERYTHING GOES INBETWEEN HERE
14.
15.</div><!--CONTAINER ENDS-->
16.
17.</body>
18.</html>
Our next div will be our header div.
1.<div id="container"><!--CONTAINTER STARTS-->
2.
3.<div id="header"><!--HEADER STARTS-->
4.
5.</div><!--HEADER ENDS-->
6.
7.</div><!--CONTAINER ENDS-->
Inside our header div we need to add our website logo and navigation. Ive chosen to also wrap the logo and navigation in another div called top-elements, ive done this because i dont want any alignment / postioning issues when we code the featured area. So our code now looks like this.
01.<div id="container"><!--CONTAINTER STARTS-->
02.
03.<div id="header"><!--HEADER STARTS-->
04.
05.<div id="top-elements"><!--TOP ELEMENTS START-->
06.
07.<div id="logo"><!--LOGO STARTS-->
08.</div><!--LOGO ENDS-->
09.
10.<div id="nav-bar"><!--NAVIGATION STARTS-->
11.</div><!--NAVIGATION ENDS-->
12.
13.</div><!--TOP ELEMENTS END-->
14.
15.</div><!--HEADER ENDS-->
16.
17.</div><!--CONTAINER ENDS-->
Before we start to add our styles in the style sheet we need to create a few images from our PSD file. Open up your PSD file in photoshop, hide all the layers associated with the featured area then make a selection like this.
http://www.hv-designs.co.uk/tutorials/your_project_css/step2.gif
Make sure you select the background underneath the divider line, the selection should also be the whole width of your canvas (900px). Save the file as “bg.png” inside your images folder. You also need to make a selection around your website logo.
http://www.hv-designs.co.uk/tutorials/your_project_css/step3.gif
Get your selection around the logo has tight as you can get it. Copy and paste your logo to a new canvas with a transparant background then save the image as “logo.png”. We now also need the background in the header, so make a selection around the top part of the header including the divider line.
http://www.hv-designs.co.uk/tutorials/your_project_css/step4.gif
You dont have to use the big image if you dont want to, if you prefer you can use a chunk of the background and repeat it then code the divider line seperatly. Right now we have some images to work with lets begin to add our css styles, head over to your css style sheet and add the following code. (refer to commented code for each style)
001./* ----------MAIN BODY STYLES---------- */
002.
003.* {
004. margin: 0px; /*sets 0 margin to the whole website*/
005. padding: 0px; /*sets 0 padding to the whole website*/
006.}
007.
008.body {
009. font-family: Verdana, Arial, Helvetica, sans-serif; /*website font family*/
010. background-color: #000000; /*website background color*/
011. color: #999a9a; /*website default text color*/
012. background-image: url(images/bg.png); /*our background image*/
013. background-repeat: repeat-y; /*repeats background image along the Y axis*/
014. background-position: center; /*centers our background*/
015.}
016.
017.a:link {
018. color: #0096FF; /*color of our hyperlinks*/
019.}
020.a:visited {
021. color: #FFFFFF; /*color of visited hyperlinks*/
022.}
023.a:hover {
024. color: #FFFFFF; /*color of the hyperlink when hovered over*/
025.}
026.a:active {
027. color: #0096FF; /*color of our active links*/
028.}
029.
030.p {
031. font-size: 0.7em; /*sets default paragraph text size*/
032. line-height: 18px; /*sets default paragraph line height*/
033. text-align: justify; /*justifys our paragraphs*/
034.}
035.
036.h1 {
037. color: #727372; /*color of our H1 tag*/
038. text-transform: uppercase; /*sets all H1 tags to uppcase*/
039. font-size: 1.2em; /*sets H1 font size*/
040. font-weight: normal; /*sets H1 font weight to normal*/
041.}
042.
043.h2 {
044. color: #FFFFFF; /*color of our H2 tag*/
045. text-transform: uppercase; /*sets all H2 tags to uppcase*/
046. font-size: 1em; /*sets H2 font size*/
047. font-weight: normal; /*sets H2 font weight to normal*/
048.}
049.
050.h3 {
051. color: #727372; /*color of our H3 tag*/
052. text-transform: uppercase; /*sets all H3 tags to uppcase*/
053. font-size: 0.9em; /*sets H3 font size*/
054. font-weight: normal; /*sets H3 font weight to normal*/
055.}
056.
057.h4 {
058. color: #727372; /*color of our H4 tag*/
059. text-transform: uppercase; /*sets all H4 tags to uppcase*/
060. font-size: 0.8em; /*sets H4 font size*/
061. font-weight: normal; /*sets H4 font weight to normal*/
062.}
063.
064.img {
065. border:none; /*removes borders from images*/
066.}
067.
068..float-left {
069. float:left; /*class for float left*/
070.}
071.
072..float-right {
073. float:right; /*class for float right*/
074.}
075.
076./* ----------MAIN CONTAINER STYLES---------- */
077.
078.#container {
079. width: 900px; /*width of our container*/
080. margin-top: 0px; /*sets top margin to 0*/
081. margin-right: auto; /*sets right margin to auto which centers our website*/
082. margin-left: auto; /*sets left margin to auto which centers our website*/
083.}
084.
085./* ----------HEADER STYLES---------- */
086.
087.#header {
088. background-image: url(images/hd_bg.png); /*sets our header background image*/
089. background-repeat: no-repeat; /*sets our background to no repeat*/
090. float: left; /*floats our header left*/
091. width: 900px; /*gives our header a width of 900px*/
092.}
093.
094.#top-elements {
095. float: left; /*floats top elements left*/
096. width: 900px; /*sets our top elements width to 900px*/
097. padding-top: 20px; /*gives our top elements a padding of 20px*/
098.}
099.
100./* ----------LOGO STYLES---------- */
101.
102.#logo {
103. float: left; /*floats our logo left*/
104. height: 37px; /*gives our logo a height of 37px same as our logo image*/
105. width: 270px; /*sets our logo div's height to 270px same as our logo image*/
106.}
107.
108./* ----------NAVIGATION STYLES---------- */
109.
110.#nav-bar {
111. float: right; /*floats our navigation right*/
112. height: 29px; /*gives our navigation a height of 29px*/
113. padding-top: 8px; /*gives our navigation top padding*/
114. margin-bottom: 40px; /*gives our navigation a bottom margin*/
115.}
116.
117..navlinks ul {
118. margin: 0px; /*gives our unordered list 0 margin*/
119. padding: 0px; /*gives our unordered list 0 padding*/
120.}
121.
122..navlinks li {
123. display: inline; /*displays our navigation links inline*/
124. list-style-type: none; /*removes bullets points from our navigation*/
125. padding-left: 20px; /*gives our navigation list items left padding*/
126.}
127.
128..navlinks li a {
129. text-decoration: none; /*removes bottom line from nav links*/
130. font-size: 12px; /*sets navigation font size*/
131. color: #FFFFFF; /*sets navigation link color*/
132. padding-bottom: 2px; /*gives our navigation links bottom padding*/
133.}
134.
135..navlinks li a:hover {
136. border-bottom-width: medium; /*gives links a medium thickness bottom border*/
137. border-bottom-style: solid; /*makes the bottom border line solid*/
138. border-bottom-color: #0096ff; /*sets the color of the border*/
139.}
140.
141..navlinks li.current a{
142. border-bottom-width: medium; /*gives links a medium thickness bottom border*/
143. border-bottom-style: solid; /*makes the bottom border line solid*/
144. border-bottom-color: #0096ff; /*sets the color of the border*/
145.}
Loads of css, believe it or not but that huge chunk isnt even half of the css file. In the css code above we have set our header tags up to H4, we’ve added the styles for our hyperlinks and some minor styles for images and paragraphs all pretty straight forward stuff. We have also set our styles for our container, logo and navigation, so now we can start adding our items to our header. Head over to your index.html file, inbetween the logo start and ending div insert your logo as an image. Inbetween the start and ending nav-bar div add a simple unorder list with a class of navlinks. The code looks like this.
01.<div id="logo"><!--LOGO STARTS-->
02.<img src="images/logo.png" alt="Welcome To Your PROject" />
03.</div><!--LOGO ENDS-->
04.
05.<div id="nav-bar"><!--NAVIGATION STARTS-->
06.<ul class="navlinks">
07.<li class="current"><a href="index.php">Home</a></li>
08.<li><a href="services.php">Services</a></li>
09.<li><a href="products.php">Products</a></li>
10.<li><a href="testimonials.php">Testimonials</a></li>
11.<li><a href="contact.php">Contact Us</a></li>
12.</ul>
13.</div><!--NAVIGATION ENDS-->
Notice in our style sheet the navigation should have a medium solid blue line underneath each link. If you test your layout in firefox and internet explorer you will see that internet explorer doesnt have the bottom line. We now have to do some cross browser styles to make it work. Open up a blank notepad file and save it as “ie.css” inside your main folder. Opne up the ie.css file inside your code editor, inside this file we need to add all our little fixes for internet explorer. To fix our little navigation problem we need to add these styles.
1..navlinks li a:hover {
2. position: relative;
3.}
4.
5..navlinks li.current a{
6. position: relative;
7.}
Before we go ahead and test out our layout again we need to link our ie.css file in our index.html file, when we link the ie.css file we dont do it in the normal way we basically want to insert a statment which says “if im using internet explorer overwrite the following styles”. We can do that by adding this bit of code inside the head section of our index.html file.
1.<!--[if IE 7]>
2.<link href="ie.css" rel="stylesheet" type="text/css" />
3.<![endif]-->
Save your work and test your layout in firefox and internet explorer, the navigation should now work as planned. Also in our navigation code you will notice the “home” link has an ID of current this ID of current will basically keep the link hover styling for that specific page, so if your on the home page the medium solid blue line will stay under the link “home” when we create our additional pages later on we’ll need to remove the ID of current from the home link and add it to another link which ever page your making next.
Moving on… we now have to code up our featured section, head over to your PSD file, the images we need to slice are the little bullet point in the featured title area, our featured image with frame, our left button and our right button.
http://www.hv-designs.co.uk/tutorials/your_project_css/step5.gif
Save all images separatly on transparant backgrounds within your images folder. We can now begin to add our div’s for our featured area. Add the following code underneath our ending div for our top elements but above our header ending div. Ive also added dummy text and titles for our featured area.
01.</div><!--TOP ELEMENTS END-->
02.
03.<div id="featured"><!--FEATURED CONTENT STARTS-->
04.<div class="featured-text"><!--FEATURED TEXT STARTS-->
05.<h1 class="featured">featured text here 01</h1>
06.<p>Lorem ipsum dolor sit amet, consectetur adipiscing elit. Vivamus porttitor est et ante euismod vel euismod tortor ornare. Quisque turpis augue, iaculis vel luctus non, dapibus a ante. Quisque vitae turpis augue. Nulla facilisi. Continue Reading...</p>
07.</div><!--FEATURED TEXT ENDS-->
08.
09.<div id="featured-image01"><!--FEATURED IMAGE STARTS-->
10.<div class="featured-buttons"><!--NEXT AND PREVIOUS BUTTONS STARTS-->
11.<div class="featured-btn"><img src="images/next_btn.png" alt="Next" /></div>
12.<div class="featured-btn"><img src="images/prev_btn.png" alt="Previous" /></div>
13.</div><!--NEXT AND PREVIOUS BUTTONS END-->
14.</div><!--FEATURED IMAGE ENDS-->
15.</div><!--FEATURED CONTENT ENDS-->
16.
17.</div><!--HEADER ENDS-->
We can now style our featured content area using the following styles. (please refer to commented code for each style).
01./* ----------FEATURED CONTENT STYLES---------- */
02.
03.#featured {
04. float: right; /*floats our featured area right*/
05. width: 900px; /*gives our featured area a width of 900px*/
06. margin-bottom: 20px; /*gives our featured area a bottom margin*/
07.}
08.
09..featured-text {
10. float: left; /*floats our featured text left*/
11. width: 450px; /*sets our featured text box width*/
12. margin-top: 40px; /*gives our featured text box a top margin*/
13.}
14.
15.#featured-text p {
16. font-size: 0.7em; /*sets our featured text paragraph font size*/
17. line-height: 24px; /*sets our featured text line height*/
18. text-align: justify; /*justifys our paragraphs*/
19. padding-top: 10px; /*adds top padding to our featured text paragraph*/
20.}
21.
22.#featured-image01 {
23. float: right; /*floats our featured images rights*/
24. width: 449px; /*gives our featured images a fixed width same as our images*/
25. background-repeat: no-repeat; /*stops images from repeating*/
26. background-position: right; /*sets background position right*/
27. height: 214px; /*gives our featured image a fixed height same as our images*/
28.}
29.
30.#featured-image01 {
31. background-image: url(images/featured_image.png); /*our featured image #1*/
32.}
33.
34.h1.featured {
35. color: #FFFFFF; /*sets featured H1 color*/
36. text-transform: uppercase; /*transforms featured H1 tag to uppercase*/
37. font-size: 18px; /*sets font size of featured H1 tag*/
38. background-image: url(images/bullet_icon.png); /*addeds our bullet image to our featured H1 tag*/
39. background-repeat: no-repeat; /*stops bullet from repeating*/
40. padding-left: 30px; /*adds padding to the left of our featured H1 tag*/
41. line-height: 24px; /*sets featured H1 tag's line height*/
42.}
43.
44.#featured-image {
45. float: right; /*floats our featured image right*/
46. width: 449px; /*sets our featured image width same dimensions as our featured image*/
47. background-image: url(images/featured_image.png); /*adds a featured image as a background*/
48. background-repeat: no-repeat; /*stops featured image repeatsing*/
49. background-position: right; /*sets our featured image backgroud position*/
50. height: 214px; /*adds a fixed height same dimensions as our featured image*/
51.}
52.
53..featured-btn {
54. height: 34px; /*adds a fixed height*/
55. width: 34px; /*adds a fixed width*/
56. cursor: pointer; /*sets cursor to point cursor*/
57.}
58.
59..featured-buttons {
60. height: 144px; /*sets fixed height*/
61. width: 34px; /*sets fixed width*/
62. margin-left: 75px; /*adds left margin*/
63. padding-top: 70px; /*adds top padding*/
64.}
Test your layout inside your browser and see how it looks i have something like this.
http://www.hv-designs.co.uk/tutorials/your_project_css/step6.gif
Time to move onto our main content area, we’ll be start with the left content first. The boxes for our content will all be made using css. If you look at the PSD file you will see the boxes have two strokes in two different colors we can accomplish this by creating a div with one of the borders, then inside that div create another div slightly smaller with the other border added. We mock it up like this.
01.<div id="content-left"><!--CONTENT AREA STARTS-->
02.
03.<div class="box"><!--BOX STARTS-->
04.<div class="box-inside">
05.<h2 class="boxtitle1">a content title here</h2>
06.<h2 class="boxtitle2">May 20, 2009</h2>
07.<p>SOME TEXT HERE</p>
08.</div>
09.</div><!--BOX ENDS-->
10.
11.</div><!--CONTENT AREA ENDS-->
The styles for our left content area look like this.
01./* ----------CONTENT LEFT STYLES---------- */
02.
03.#content-left {
04. float: left; /*floats left*/
05. width: 600px; /*adds a fixed width*/
06. padding-bottom: 40px; /*adds bottom padding*/
07.}
08.
09..box {
10. float: left; /*floats left*/
11. width: 498px; /*adds a fixed width*/
12.border: 1px solid #121212; /*adds a 1 px colored border*/
13. margin-bottom: 15px; /*adds a bottom margin*/
14. width: 490px; /*adds a fixed width*/
15.}
16.
17..box-inside {
18. background-color: #0c0c0c; /*adds a background color*/
19.border: 1px solid #030303; /*adds a 1px colored border*/
20. float: left; /*floats left*/
21. width: 576px; /*adds a fix width */
22. padding: 10px; /*adds padding all the way around*/
23.}
24.
25..box-inside p {
26. padding-top: 10px; /*adds top padding*/
27.}
28.
29..boxtitle1 {
30. color: #FFFFFF; /*text color*/
31. text-transform: uppercase; /*transforms text to uppercase*/
32. font-size: 1em; /*sets font size*/
33. font-weight: normal; /*sets font weight*/
34. background-image: url(images/post_icon.png); /*adds our right icon to our header*/
35. background-repeat: no-repeat; /*stops icon repeating*/
36. background-position: right; /*positions background right*/
37.}
38.
39..boxtitle2 {
40. color: #aaaaaa; /*sets font color*/
41. text-transform: uppercase; /*transforms text to uppercase*/
42. font-size: 0.7em; /*sets font size*/
43. background-image: url(images/divider.png); /*adds our divider image*/
44. background-repeat: repeat-x; /*repeats our divider image horizontally*/
45. background-position: bottom; /*positions divider at the bottom*/
46. padding-bottom: 10px; /*adds bottom padding*/
47.}
If you look at the class “boxtitle1″ you will see it has a background image of “post_icon.png”, this is the little paper icon in the right side of content box. Cut the icon from your PSD and save it as “post_icon.png”, You will also need to cut out the divider from underneath sample header. Thats all you need to do for the left content
DaRknEsS
08-08-09, 04:24 PM
Illustrator -Learn-a-Professional-Workflow-for-Illustrating-a-Comic-Style-Header-Image
http://vectortuts.s3.amazonaws.com/tuts/135_Spacey_Header/BG-TOP12.jpg (http://vectortuts.s3.amazonaws.com/tuts/135_Spacey_Header/final_theme.png)
Step 1 - Looking at a Wordpress Theme
Below is my Wordpress theme, as you see the theme consists of a few zones, like the "header." Here I want to change the background header image and post something that can express more about me as designer and illustrator as well.
http://vectortuts.s3.amazonaws.com/tuts/135_Spacey_Header/image02.jpg
Step 2 - Start with Sketching on Paper, No Digital Here!
I always start with a few sketches on papers. This really help me to focus some ideas better and have something to trace afterwards in Illustrator. Here a fun video I did for this tutorial.
Step 3 - The Sketches
So my idea is to create a strange future world with robot workers and a girl as commander. Preliminary sketches are shown below.
http://vectortuts.s3.amazonaws.com/tuts/135_Spacey_Header/header2.jpg
http://vectortuts.s3.amazonaws.com/tuts/135_Spacey_Header/header1.jpg
The image below shows the final pencil sketch to post in Illustrator as a template.
http://vectortuts.s3.amazonaws.com/tuts/135_Spacey_Header/sketch-big.jpg
Step 4 - Start with Illustrator CS4
Now I'm ready to sit down in front my PC and start with Adobe Illustrator CS4. I open a new document and place the sketch as a template (by double-clicking on the layer and checking Template).
http://vectortuts.s3.amazonaws.com/tuts/135_Spacey_Header/layer.jpg
http://vectortuts.s3.amazonaws.com/tuts/135_Spacey_Header/template.jpg
Now I create a new layer above the "template" layer. Then I start to trace the basic sketch lines. I always trace with the Pen Tool palette open to work faster (little tip).
http://vectortuts.s3.amazonaws.com/tuts/135_Spacey_Header/pen-tool.jpg
Follow the first steps in the video below.
Step 5 - Inking
With the Pen Tool, I make the black inking; I like to refer to this as inks because I'm into comic book art. See the video below.
In the end, you can see the layer with the characters inks.
http://vectortuts.s3.amazonaws.com/tuts/135_Spacey_Header/BG-TOP1.jpg
Also, see under the background layer ink.
http://vectortuts.s3.amazonaws.com/tuts/135_Spacey_Header/BG-TOP2.jpg
The "template sketch" layer doesn't need to be used anymore, so I deleted it. Here all all the layers placed together.
http://vectortuts.s3.amazonaws.com/tuts/135_Spacey_Header/BG-TOP3.jpg
Step 6 - Basic Color Steps
After inking, I need some basic color, here is the "basic color characters" layer.
http://vectortuts.s3.amazonaws.com/tuts/135_Spacey_Header/BG-TOP4.jpg
Under the background basic color is shown below.
http://vectortuts.s3.amazonaws.com/tuts/135_Spacey_Header/BG-TOP5.jpg
Here are all the basic color layers together.
http://vectortuts.s3.amazonaws.com/tuts/135_Spacey_Header/BG-TOP6.jpg
Step 7 - Depth and Shadow
After the basic colors, I need some depth and shadow to make the illustration more real. Here is a quick study on how the light will fall within this illustration.
http://vectortuts.s3.amazonaws.com/tuts/135_Spacey_Header/BG-TOP7.jpg
I return in illustrator and i start to trace the shadows where needed. For those I often copy and paste the shapes then apply Divide from the pathfinder palette.
http://vectortuts.s3.amazonaws.com/tuts/135_Spacey_Header/BG-TOP8.jpg
In the end the final image is shown below, or view the final artwork (http://vectortuts.s3.amazonaws.com/tuts/135_Spacey_Header/MauRussotutorial.jpg).
http://vectortuts.s3.amazonaws.com/tuts/135_Spacey_Header/BG-TOP9.jpg (http://vectortuts.s3.amazonaws.com/tuts/135_Spacey_Header/MauRussotutorial.jpg)
Step 8 - Saving Images for Wordpress
From this image, I needed two parts for my Wordpress theme, one for the header and one for the body. With the guides I draw the two zones.
http://vectortuts.s3.amazonaws.com/tuts/135_Spacey_Header/BG-TOP10.jpg
After placing the guides, I create the slices by going to Object > Slice > Create From Guides.
http://vectortuts.s3.amazonaws.com/tuts/135_Spacey_Header/BG-TOP11.jpg
Now I save the two images by going to File > Save For Web (I'm only saving the images and no html). Then I upload the final exported image into the Wordpress theme fold. Now it's ready to be coded into the theme.
http://vectortuts.s3.amazonaws.com/tuts/135_Spacey_Header/BG-TOP14.jpg
Conclusion
You can see the final results below, which has been fully integrated into the final Wordpress theme.
http://vectortuts.s3.amazonaws.com/tuts/135_Spacey_Header/BG-TOP12.jpg (http://vectortuts.s3.amazonaws.com/tuts/135_Spacey_Header/final_theme.png)
DaRknEsS
08-08-09, 04:26 PM
http://blog.rocka-graphics.de/wp-content/uploads/2009/05/rocka_ref_blog.png
Step 1
Create a new document.
http://blog.rocka-graphics.de/wp-content/uploads/2009/05/tut_ref_cs4.jpg
Step 2
Now place some text.
http://blog.rocka-graphics.de/wp-content/uploads/2009/05/tut_ref_cs4-1.jpg
Step 3
Place a nice water gradient.
http://blog.rocka-graphics.de/wp-content/uploads/2009/05/tut_ref_cs4-3.jpg
http://blog.rocka-graphics.de/wp-content/uploads/2009/05/tut_ref_cs4-2.jpg
Step 4
Set the color of the text to white.
http://blog.rocka-graphics.de/wp-content/uploads/2009/05/tut_ref_cs4-4.jpg
Step 5
Copy and reflect your text. Then create outlines.
http://blog.rocka-graphics.de/wp-content/uploads/2009/05/tut_ref_cs4-5.jpg
Step 6
Now assign a gradient and adjust the opacity of the two white points like its shown below.
http://blog.rocka-graphics.de/wp-content/uploads/2009/05/tut_ref_cs4-6.jpg
http://blog.rocka-graphics.de/wp-content/uploads/2009/05/tut_ref_cs4-7.jpghttp://blog.rocka-graphics.de/wp-content/uploads/2009/05/tut_ref_cs4-8.jpg
Step 7
Finally you got a nice reflection.
http://blog.rocka-graphics.de/wp-content/uploads/2009/05/tut_ref_cs4-9.jpg
If you got an older version than CS4 we had to work with an opacity mask.
Step 1 – Step 5 are the same!
Step 6
Select the reflected text.
Open your “Transparency” tool and double click next to the white area.
Now we work in the opacity mask.
http://blog.rocka-graphics.de/wp-content/uploads/2009/05/tut_ref_cs4-5.jpghttp://blog.rocka-graphics.de/wp-content/uploads/2009/05/tut_ref_cs2.jpghttp://blog.rocka-graphics.de/wp-content/uploads/2009/05/tut_ref_cs2-1.jpg
Step 7
The selected text disappears.
http://blog.rocka-graphics.de/wp-content/uploads/2009/05/tut_ref_cs4-4.jpg
Step 8
Now place a area (0% White) over the text. The text reappears.
You can adjust the visibility by changing the value of white (0% white – 100% black)
http://blog.rocka-graphics.de/wp-content/uploads/2009/05/tut_ref_cs2-3.jpghttp://blog.rocka-graphics.de/wp-content/uploads/2009/05/tut_ref_cs2-2.jpg
Step 9
Now change the white color into a black/white gradient. The black parts disappear.
As you see its almost like the opacity option of gradients in Illustrator CS4.
http://blog.rocka-graphics.de/wp-content/uploads/2009/05/tut_ref_cs2-4.jpghttp://blog.rocka-graphics.de/wp-content/uploads/2009/05/tut_ref_cs2-5.jpg
Step 10
Also a nice reflection I think!
http://blog.rocka-graphics.de/wp-content/uploads/2009/05/tut_ref_cs4-9.jpg
DaRknEsS
08-08-09, 04:27 PM
Sketch
I start by scanning in the hand drawn sketch. I scan my images at 300 dpi and use levels to clean up the images. I usually sketch with Sanford Terra Cotta col-erase color pencils and tighten up the sketch with blue lead mechanical pencils.
http://vectortuts.s3.amazonaws.com/tuts/140_Lebron_Toons/sketch.jpg
Step 1
I start by importing the scanned image into a 7" by 8" CYMK Illustrator file. I color in CYMK because all my images are designed to be printed.
http://vectortuts.s3.amazonaws.com/tuts/140_Lebron_Toons/1.png
Step 2
I set the layer with the drawing to Template in the Layer Options palette. I then dim the image somewhere between 30 to 45%.
http://vectortuts.s3.amazonaws.com/tuts/140_Lebron_Toons/2.png
Step 3
After zooming in I Use the Pen Tool to trace a silhouette of each element of the figure. I set the Pen Tool to No Fill and a stroke of .25 pt. I usually work from background to foreground with my elements.
http://vectortuts.s3.amazonaws.com/tuts/140_Lebron_Toons/3.png
Step 4
Here I have traced the outline of the figures main body.
http://vectortuts.s3.amazonaws.com/tuts/140_Lebron_Toons/4.png
Step 5
Next I duplicate the shape and draw a slightly smaller shape inside the larger shape. The larger shape will act as an outline to the smaller shape. I think most artist use strokes, but I don't like uniform lines around my shapes. I like them to have varied line weights.
http://vectortuts.s3.amazonaws.com/tuts/140_Lebron_Toons/5.png
Step 6
Since the left arm is in front of the rest of the body, I put it on its own layer.
http://vectortuts.s3.amazonaws.com/tuts/140_Lebron_Toons/6.png
Step 7
Next I use the Ellipse Tool to redraw the basketball. After making concentric circles, I use the Pen Tool to make the T shape of the basketball. I then increase the stroke to 4 pt. Then I used Expand under the Object menu to change the lines to shapes.
http://vectortuts.s3.amazonaws.com/tuts/140_Lebron_Toons/7.png
Step 8
The head and sweat band are also on their own layers, with the sweat band on top of the "head" layer. Areas of black like the hair and beard are made up of one shape not two.
http://vectortuts.s3.amazonaws.com/tuts/140_Lebron_Toons/8.png
Step 9
Next I trace the facial features.
http://vectortuts.s3.amazonaws.com/tuts/140_Lebron_Toons/9.png
Step 10
While tracing the uniform I use the "Haettenschweiler" font to duplicate the numbers.
http://vectortuts.s3.amazonaws.com/tuts/140_Lebron_Toons/10.png
Step 11
Here I added and traced the LeBron James logo.
http://vectortuts.s3.amazonaws.com/tuts/140_Lebron_Toons/11.png
Step 12
With the tracing complete, I switch the objects from Stroke to Fill. The white filled shapes are sitting on top of the black filled shapes. The black shapes act as outlines for the white shapes.
http://vectortuts.s3.amazonaws.com/tuts/140_Lebron_Toons/12.png
Step 13
Next I open up the Pantone palette and choose the base colors for the objects. I replace the white color in the object with the base colors.
http://vectortuts.s3.amazonaws.com/tuts/140_Lebron_Toons/13.png
Step 14
I replace most of my black lines with a dark shade of the base color. Here I used a darker version of the orange in the basketball.
http://vectortuts.s3.amazonaws.com/tuts/140_Lebron_Toons/14.png
Step 15
With the base coloring complete I next use gradients to add highlights to the objects.
http://vectortuts.s3.amazonaws.com/tuts/140_Lebron_Toons/15.png
Step 16
Here I have created a smaller circle within the basketball. I create a gradient with a lighter version of the base color blending to the base color. I organize my colors in color groups based on the objects like skin, clothing and in this case a basketball.
http://vectortuts.s3.amazonaws.com/tuts/140_Lebron_Toons/16.png
Step 17
Here I used a light yellow orange to add some reflected light to the basketball.
http://vectortuts.s3.amazonaws.com/tuts/140_Lebron_Toons/17.png
Step 18
I use the Pen Tool to create highlight shapes. As with the basketball, I blend a lighter color into the base color.
http://vectortuts.s3.amazonaws.com/tuts/140_Lebron_Toons/18.png
Step 19
I have found that the key to getting color to blend nicely in the gradients is to covert your colors from Spot colors to Process colors in the Swatch Options.
http://vectortuts.s3.amazonaws.com/tuts/140_Lebron_Toons/19.png
Step 20
I use the lighter color to add highlights where I think light would hit first.
http://vectortuts.s3.amazonaws.com/tuts/140_Lebron_Toons/20.png
Step 21
The image is almost complete. I add a couple of hard shadows to make some features pop. The shadows are darker than the base color, but lighter than outline color.
http://vectortuts.s3.amazonaws.com/tuts/140_Lebron_Toons/21.png
Step 22
Finally, I make a copy of all the layers onto one new layer behind all the other layers. I merge all the elements into one big silhouette. This is one of the few items I stroke to add a black outline around the entire image.
http://vectortuts.s3.amazonaws.com/tuts/140_Lebron_Toons/22.png
Final Image
The final image is below. You can view the large version here (http://vectortuts.s3.amazonaws.com/tuts/140_Lebron_Toons/final_large.png).
http://vectortuts.s3.amazonaws.com/tuts/140_Lebron_Toons/final.png
DaRknEsS
08-08-09, 04:30 PM
Final Image Preview
http://vectortuts.s3.amazonaws.com/tuts/148_3d_Springs/final.jpg
Step 1
Create a new document. With the Ellipse Tool (L), make a circle 25px by 25px. Fill it with red and no Stroke.
http://vectortuts.s3.amazonaws.com/tuts/148_3d_Springs/1.jpg
Step 2
Select the circle and go to Effect > 3D > Revolve. Enter the values as shown in the figure below. A Revolve angle of 180 degree is to make a semi-ring. An offset of 100pt from the right edge adds a distance between the revolve axis and the path on which the object will revolve.
http://vectortuts.s3.amazonaws.com/tuts/148_3d_Springs/2.jpg
Step 3
Now we'll duplicate and Send to Back. Alt-drag the ring to make a duplicate copy as shown. Use Command + Shift + Left Bracket to send it back.
http://vectortuts.s3.amazonaws.com/tuts/148_3d_Springs/3.jpg
Step 4
With the duplicate copy still selected, open the Appearance palette (Shift + F6). Double-click the 3D Revolve effect, as shown below.
http://vectortuts.s3.amazonaws.com/tuts/148_3d_Springs/4.jpg
Step 5
In the 3D Revolve dialog box, change the z-axis value to 10 and offset to Left Edge. Keep rest of the values as it is. The two basic elements for the spring are now created.
http://vectortuts.s3.amazonaws.com/tuts/148_3d_Springs/5.jpg
Step 6
Now we'll match the faces. Hold the duplicate copy and place it exactly behind the right face of the original one. Use the keyboard arrow keys to do so. See in the image below how this is done.
http://vectortuts.s3.amazonaws.com/tuts/148_3d_Springs/6.jpg
Tip: Go to Edit > Preferences > General (Command + K). In the dialog box, reduce the Keyboard increment to 0.05px or even less. This is helpful in achieving more accuracy when you are shifting the objects with the keyboard arrow keys.
http://vectortuts.s3.amazonaws.com/tuts/148_3d_Springs/tip.jpg
Step 7
Select the rings and Alt-drag to duplicate. Send "ring 4" to back (Command + Shift + Left Bracket key).
http://vectortuts.s3.amazonaws.com/tuts/148_3d_Springs/7.jpg
Step 8
Now select "ring3" and "ring 4," then match the left face of "ring 4" exactly behind the left face of "ring1."
Tip: Use Shift + Arrow key for larger increments and simply push the Arrow key for normal increments. As we know, there is no way to join 3D faces in illustrator; the overall quality of the final result will depend upon your hand's precision. So, try your best to match the faces.
http://vectortuts.s3.amazonaws.com/tuts/148_3d_Springs/8.jpg
Step 9
Follow Steps 7 and 8 to extend the spring. This can be done either by duplicating one ring at a time, or duplicating the entire set of rings. Let's do it with an entire set. Select everything and Alt-drag to duplicate. Send "ring 6" to back (Command + Shift + Left Bracket).
http://vectortuts.s3.amazonaws.com/tuts/148_3d_Springs/9.jpg
Step 10
Now we have two sets and we have to connect them. Key logic: Match the bottom-most face of "set 2" with top-most face of "set 1".
http://vectortuts.s3.amazonaws.com/tuts/148_3d_Springs/10.jpg
Step 11
Now we want a stretch in the spring. For this, duplicate "ring 8" by Alt-dragging, and connect it with "ring 7." Assume this as "ring 10," as we will make "ring 9" in the next step.
http://vectortuts.s3.amazonaws.com/tuts/148_3d_Springs/11.jpg
Step 12
Duplicate "ring 7" by Alt-dragging and open its 3D properties from the Appearance Palette (Shift + F6). Change the z-axis rotation to -4, as shown in the image below.
http://vectortuts.s3.amazonaws.com/tuts/148_3d_Springs/12.jpg
Step 13
Connect "ring 9" to the right face of "ring 10," as shown below.
http://vectortuts.s3.amazonaws.com/tuts/148_3d_Springs/13.jpg
Step 14
Duplicate "ring 10" and change its z-axis rotation to 14. Do this by clicking on the 3D Revolve properties from the Appearance palette. Next, connect it with the left face of "ring 9," as shown below.
http://vectortuts.s3.amazonaws.com/tuts/148_3d_Springs/14.jpg
Step 15
Following the same procedure, duplicate "ring 9," change its z-axis value to -8 and connect its right face to "ring 12."
http://vectortuts.s3.amazonaws.com/tuts/148_3d_Springs/15.jpg
Step 16
Similarly, duplicate "ring 12," change its z-axis to 18, and connect its left face to "ring 11."
http://vectortuts.s3.amazonaws.com/tuts/148_3d_Springs/16.jpg
Step 17
Now duplicate "ring 11" and connect its right face to "ring 14," without changing anything.
http://vectortuts.s3.amazonaws.com/tuts/148_3d_Springs/17.jpg
Step 18
Select "rings 13" and "ring 14" together and duplicate them. Send "ring 16" to back (Command + Shift + Left Bracket). Now join the resulting rings at the left face of "ring 13."
http://vectortuts.s3.amazonaws.com/tuts/148_3d_Springs/18.jpg
Step 19
Now duplicate "ring 16" by Alt-dragging and connect it to the left face of "ring 15."
http://vectortuts.s3.amazonaws.com/tuts/148_3d_Springs/19.jpg
Step 20
Carefully select the rings 1, 3, 4, and 6, then duplicate them. You may need to lock some rings (Command + 2) to select the desired ones.
http://vectortuts.s3.amazonaws.com/tuts/148_3d_Springs/20.jpg
Step 21
The final step is to connect the resultant set of Step 20 to the right face of "ring 18." The final result after successful placement shall be like this.
http://vectortuts.s3.amazonaws.com/tuts/148_3d_Springs/21.jpg
Conclusion and Scope
With this basic technique of spring formation, we can obtain creative results by simply experimenting with the rotation values in the 3D Revolve option. The only drawback with this technique is that we can not join the 3D faces. This affects the overall quality of the desired result. However, at 800px sizes, these errors are not legible and we can easily use the results in icon designing. You can try this technique in creating shock-absorbers and Spiral CFL (Bulbs).
The image below shows some experiments done with this procedure. You can find the rotation values for each result in the source file. Thanks everybody for your patience and valuable time. Hope you enjoyed this tutorial!
http://vectortuts.s3.amazonaws.com/tuts/148_3d_Springs/final.jpg
DaRknEsS
21-08-09, 01:11 PM
Using the Blend tool and Distort Zig Zag Effect in Illustrator
The Blend tool
Draw 2 lines that cross each other
http://veerle.duoh.com/images/uploads/blend-howto01.gif
Start by drawing 2 curving lines using the pen tool. Make sure these 2 lines cross each other at least once. This will create this rather cool effect once we apply the Blend tool. Give the lines a stroke color.
Apply the blend
http://veerle.duoh.com/images/uploads/blend-howto02.gif
Select both lines using the Selection Tool (black arrow). Now double click the Blend tool in the Toolbox to get the Blend Options box. Enter 20 for the amount of steps and select the 2nd orientation option. Click OK. Now with the tool and both lines still selected, click in the starting point of the first line and then click in the starting point of the second line.
Edit the path or color if needed
http://veerle.duoh.com/images/uploads/blend-howto03.gif
You should get a blending effect of different lines in between as shown in the above image. With the Direct Selection tool you can select one of the lines you've originally drawn. The lines in between are not visible in outline mode. Yu can't select or edit them, but you can still modify the color of both lines you've drawn and you can change the shape or even add points if you like.
You can use the Blend tool on any shape. You can blend from a star to a circle, a line to a rectangle, etc. If I'm my memory serves me right I use to create gradients like this using this same technique back in older Illustrator versions. You can still do this but Illustrator offers you far more easier ways and the Blend tool is more likely used for special effects like for instance this line effect described here.
Distort Zig Zag Effect
Another way to achieve interesting line effects starting from a simple shape, is by using the Distort Zig Zag Effect. I'm choosing the Zig Zag effect because this effect will give a rather symmetrical end result compared to the other Distort effects. They can be interesting to experiment with if you're after a more random or even chaotic end result. Also one advice if I may, choose Effects over Filters if possible. Effects are adjustable at any time using the Appearance palette. Filters on the other hand don't give you that flexibility and freedom. Once applied, you need to use the undo to change the result and start over. So keep that in mind ;)
http://veerle.duoh.com/images/uploads/distort-howto01.gif
Draw a circle (hold down shift key). Give the circle a stroke or line filling. Go to the Effects menu and choose Zig Zag from the Distort submenu. Check the preview option and play with the sliders.
http://veerle.duoh.com/images/uploads/distort-howto02.gif
Or draw a star (using the Star tool, hidden under the Rectangle tool). I chose to give the star a dashed line. Go to the same Effect again and play with the sliders. Again, don't forget to check the preview option to see the end result.
My end result, just lines
http://veerle.duoh.com/images/uploads/blend-desktop.gif
It's that simple. Who said Illustrator is difficult? ;) Ok it needs a lot of practice and patience to become a pro, but if you approach things in a creative way you get nice things done in a pretty easy way with limited steps. Hope you enjoyed this one ;)
DaRknEsS
21-08-09, 01:46 PM
Dreamweaver Tutorials » Form Validation
Form Validation
Want to validate your form but don’t know any Javascript coding? Don’t worry, Dreamweaver can help you with this. Dreamweaver comes with a form validation Behavior allows you to validate your form without any Javascript knowledge.
All you need is a form and couple of mouse clicks. This tutorial should takes less than 10 minutes.
1. Form
I assume you have your HTML form ready. If not, you can use my sample form.
http://www.ndesign-studio.com/images/resources/dreamweaver/form/1.gif
2. Name your fields
In order to validate your form, you need to give a proper name to each field. Name your fields as follow: Name, Email, Phone, and Comments.
http://www.ndesign-studio.com/images/resources/dreamweaver/form/2.gif
3. Validate form
Select the ‘Send’ button. Go to Window > Behaviors to active the Behaviors pallete. Click on the plus [+] icon and select Validate Form.
http://www.ndesign-studio.com/images/resources/dreamweaver/form/3.gif
Form Data
Now you should see all the fields in the form: Name, Email, Phone, Comments.
Select ‘Name’, check Required, Accept = Anything (anything means any key/character).
Select ‘Email’, check Required, Accept = Email address
Select ‘Phone’, check Required, Accept = Number
Select ‘Comments’, check Required, Accept = Anything
* if you do not want to make the field as required, uncheck Required
http://www.ndesign-studio.com/images/resources/dreamweaver/form/4.gif
DaRknEsS
21-08-09, 01:47 PM
Dreamweaver Tutorials » CSS Menu
<div id = "style3">
<h1>My Site:</h1>
<ul>
<li><a href ="#">Home</a></li>
<li><a href ="#">About</a></li>
<li><a href ="#">Contact</a></li>
</ul>
</div>
<div class = "content_box3">
Style 2 Content Box
</div>
CSS for #style3
#style3 {
font-family: Arial;
}
CSS for H1
#style3 h1 {
width: 120px;
font-size: 14px;
font-weight: bold;
color: #FFFF99;
text-transform: uppercase;
margin: 0px;
padding: 16px 0px 2px 10px;
float: left;
background-image: url(gradient3.gif);
background-repeat: no-repeat;
}
gradient3.gif = http://www.ndesign-studio.com/images/resources/dreamweaver/css_menu/gradient3.gif
CSS for UL
#style3 ul {
margin: 0px;
padding: 8px 0px 0px 0px;
list-style: none;
}
CSS for LI
#style3 li {
width: 130px;
font-size: 14px;
font-weight: bold;
border-right: 1px solid #FF6600;
float: left;
}
CSS for link
#style3 li a {
width: 120px;
color: #663300;
text-decoration: none;
display: block;
padding: 5px;
background-image: url(gradient1.gif);
}
gradient1.gif = http://www.ndesign-studio.com/images/resources/dreamweaver/css_menu/gradient1.gif
CSS for visited link
#style1 li a:visited {
color: #663300;
text-decoration: none;
}
CSS for hover link
#style2 li a:hover {
color: #FF6600;
text-decoration: none;
background-image: url(gradient2.gif);
}
CSS for content box
.content_box3 {
width: 720px;
font-family: Arial;
font-size: 11px;
background-color: #FFFF91;
border: 1px solid #FF6600;
padding: 15px;
clear: left;
}
DaRknEsS
21-08-09, 01:48 PM
Dreamweaver Tutorials » Basic CSS Tableless
Basic CSS Tableless
This is a simple tutorial on how to make a basic Cascading Style Sheet tableless webpage. I will show you how to use Dreamweaver to code a tableless webpage without any knowledge of CSS coding. It is intended for non-experienced CSS coders or beginners.
In this tutorial, I will use a simple webpage with the following containers: Header, Left Column, Right Column, and Footer.
Layout
Here is the layout:
http://www.ndesign-studio.com/images/resources/dreamweaver/tableless/tableless-css.gif
1. Body Tag
Open your CSS Styles pallate, click on the New CSS Rule(+) icon to make a new css style.
http://www.ndesign-studio.com/images/resources/dreamweaver/tableless/1.gif
Then the new CSS window will pop. Select Tag in the Selector Type. In the Tag dropdown, select ‘body’ or type in ‘body’. In general, you should define all your CSS in a separate file by selecting "Define in: New Style Sheet File". But for this tutorial purpose, I’m going to write the CSS in the same file: "This document only".
http://www.ndesign-studio.com/images/resources/dreamweaver/tableless/2.gif
Now in your CSS definition window, it allows to define almost everything with CSS. You can set style for Type, Background, Box area, Border, Padding, Margin, List style, etc. In the Box options, enter Width=770, Margin Right=auto, Margin Left=auto. This will set the html ‘body’ tag to 770px wide, align to center.
http://www.ndesign-studio.com/images/resources/dreamweaver/tableless/3.gif
2. Header Tag
Now, add another CSS style and name it ‘.header’. Enter Width:770px, Height:130px, Background:#CCCCCC.
http://www.ndesign-studio.com/images/resources/dreamweaver/tableless/4.gif
Go to Dreamweaver Code view and enter the following code within the body tag. Then preview your page by pressing F12 in Dreamweaver, and you should see a 770×130 grey rectangle with text "header" in it .
http://www.ndesign-studio.com/images/resources/dreamweaver/tableless/5.gif
3. Left Column
Add another CSS class, ‘.left_column’ and enter the following information:
http://www.ndesign-studio.com/images/resources/dreamweaver/tableless/6.gif
Float:left is use to align ‘.left_column’ to the left.
4. Right Column
Again, very similar to ‘.left_column’ butthis will align to right because I set Float: right.
http://www.ndesign-studio.com/images/resources/dreamweaver/tableless/7.gif
5. Footer
Finally, add the last CSS class ‘.footer’ and enter the following information:
http://www.ndesign-studio.com/images/resources/dreamweaver/tableless/8.gif
Notice this time I entered Clear: right ? This will clear the right float of the ‘.right_column’ and display ‘.footer’ below.
6. Enter the HTML codes
Now enter the final HTML codes as follow and your page should look like this (http://www.ndesign-studio.com/demo/css_tableless/css_tableless_sample.htm).
http://www.ndesign-studio.com/images/resources/dreamweaver/tableless/9.gif
Editing CSS styles
At any time you can edit your CSS styles by double click on the class name or in the source code window.
http://www.ndesign-studio.com/images/resources/dreamweaver/tableless/10.gif
DaRknEsS
08-09-09, 07:34 PM
آربع حركآت في الأيميج ريدي ..}
http://g.abunawaf.com/2009/3/01/2_01234497937.png
http://g.abunawaf.com/2009/3/01/2_11234497937.png
DaRknEsS
08-09-09, 07:59 PM
مدخل/~
الأماكن .. آه .. ياسخف الأماكن ...
لانظرت ولا لقيتك
ولاتنهدت وشكيتك ...
ولا أنتهى ليل المولع دون وصلك وصوتك..
الأماكن .. كلها نفس الأماكن ..
هم .. وأشباح .. ومساكن
< وأنت وينك >
.. ياهواي وعذابي ..
_غبت عني وماحسيت بي _
آه .. يابوحي وصمتي آه .. ياهمي وحزني
آه .. ياغيمي ومزني آه .. ياأجمل ذكرياتي
آه .. ياروحي وذاتي
’
ع ـينه /~
http://members.abunawaf.com/g/2008/12/18/2nh1fuo.png
’
ع ـينه /~
http://members.abunawaf.com/g/2008/12/18/fntoqc.png
التحميل (http://members.abunawaf.com/g/2008/12/18/swaramakn.zip)
~\ مخرج
الأماكن كلها مشتاقة لك
والعيون اللي انرسم فيها خيالك
والحنين سرى بروحي وجالك
ما هو بس أنا حبيبي
الأماكن كلها مشتاقة لك
كل شيء حولي يذكرني بشي
حتى صوتي وضحكتي
لك فيها شي
’ *** ع ـينة /~
http://members.abunawaf.com/g/2008/12/18/1so6e1.jpg (http://www.abunawaf.com/post-7627.html)
ع ـينة /~
http://members.abunawaf.com/g/2008/12/18/zodj4h.jpg (http://www.abunawaf.com/post-7627.html)
التحميل (http://members.abunawaf.com/g/2008/12/18/taswer.zip)
*** شفت باترن مرهـ فاخر وأعجبني وحبيت أنزله لكم
لكي يستفيد منه الجميع ...
العينة |..
http://members.abunawaf.com/g/2008/12/18/9e1765bbc1.png
.. [ هـــــنا ] .. (http://members.abunawaf.com/g/2008/12/18/patrn.zip)
مدخل /~
تَعاطِيت الشَجَآعَه
وإنّصَدمّت بِـ مَوّجَة الطُوفَانَ ...
وأنَاَ مَهّمَا كُبَر عَزّمِيّ ..
عَلى فَرّقَاكَ يَا صَغْرَه ،
أَعّزِك مِنَ هناََ :
لِـ آَخِر مَدَى يِتّوُقَعه إِنّسَانَ !
أَحَسّ إِنْكَ مِثَلّ عُمْرِي ’
ومَحَدٍ يِرْخَص ِبـ عُمْرَه ! كواليس التصميم /~
http://members.abunawaf.com/g/2008/12/18/c9aad31a92.jpg (http://www.abunawaf.com/post-7627.html)
التصميم /~
http://members.abunawaf.com/g/2008/12/18/frag_by_ghameth.png
من باب حفظ الحقوق [الكلمات للمبدعه \ ! لحَْنّ ! ] ..
كواليس التصميم / ~
http://members.abunawaf.com/g/2008/12/18/5yrd02.jpg (http://www.abunawaf.com/post-7627.html)
التصميم / ~
http://members.abunawaf.com/g/2008/12/18/rrp3is.gif (http://members.abunawaf.com/g/2008/12/18/grqt_fe_bhr_hbek_by_ghameth.jpg)
*** ( درس عمل ظل إحترافي )
http://members.abunawaf.com/g/2008/12/18/11k8u8k.jpg (http://www.abunawaf.com/post-7627.html)
DaRknEsS
08-09-09, 08:01 PM
//~ [ ويـلآهـ ،، ضآق آلصـدر ..! ] ..
http://g.abunawaf.com/2009/1/24/9aqAL-9dr.jpg (http://www.abunawaf.com/post-7866.html)
//~
[ آلليل ، وعيونك ، وآنآ .. كلن بكىَ وقت الودآعَ ] ..
كوآليس العمل ..:- ثلآث صور مستخدمة ، فرشة وآحد فقط القمر ..
http://g.abunawaf.com/2009/1/24/Night.jpg (http://www.abunawaf.com/post-7866.html)
* لمشآهدة خلفية سطح مكتب بنفس التصميم آعلآهـ ، مناسبة لقياس شاشتك .. [أضغط هنآ .. (http://g.abunawaf.com/2009/1/24/NightWALL.jpg) ] .. //~ [ بودعكم يأحبابي .. غصب ولآ أنا مأبي .. ]
http://g.abunawaf.com/2009/1/24/Bwd3CoM.gif
//~ [ عهد آبقى على حبي وحبك ]
http://g.abunawaf.com/2009/1/24/gif.gif
DaRknEsS
08-09-09, 08:03 PM
* مما وصلني عبر الايميل وراق لي
http://g.abunawaf.com/2009/1/25/th1.jpg (http://www.abunawaf.com/post-7868.html)
بسم الله الرحمن الرحيم
اللهم لا علم لنا الا ما علمتنا انت العليم الحكيم
السلام عليكم ورحمة الله وبركاته
كيف حال الجميع ان شاء الله بخير
قبل فترة حملت برنامج لتصميم ثيمات الجيل الثالث وكنت جاهل جدا فيه لكن الحمدلله حاولت من هنا ومن هنا لين حصلنا ما يخارجنا في هذا الموضوع
ومن هذا المنبر اتقدم بالشكر لجميع الاعضاء الي راسلوني واعتذر للجميع انني لا اشارك في المنتديات وقليل تواجدي فيها
لكي لا ياخذ احد من المرسلين شيء بنفسه واني والله اتشرف بان اكون احد اعضائكم ولكن اعذروني فطاقاتي ليست بالكاملة
بسم الله
http://g.abunawaf.com/2009/1/25/d1.gif
البرنامج اسمه Carbide.ui Theme Edition 3.2
البرنامج على خبرتي مختص بتصميم واعداد الثيمات
والاكيد انه يدعم ثيمات الجوالات للجيل الثالث
واظن الثاني بعد
لكن دروسنا عن كيفية تصميم ثيمات للجوالات الجيل الثالث
طبعا يجب عليك على الاقل معرفة برنامج الفوتوشوب ولو قليل
لتحميل البرنامج منهــنــا (http://www.spaziocellulare.com/carbide.ui/Carbide_ui_Theme_3_2_www.spaziocellulare.com_.exe)
حجم البرنامج 141 ميغا بايت والبرنامج مقدم من شركة نوكيا ومجاني
لكن يحتاج تسجيل بسيط
وللامانه فان طريقة التسجيل منقولة كاااملة
لاني لا استطيع حذف البرنامج وتنصيبه واعادت التسجيل وو الخ
فنقلت لكم طريقة التسجيل كما يلي
بعد تثبيت البرنامج قم باعادة التشغيل وبعد ذلك افتح البرنامج
http://g.abunawaf.com/2009/1/25/th101.jpg (http://www.abunawaf.com/post-7868.html)
http://g.abunawaf.com/2009/1/25/th11.jpg (http://www.abunawaf.com/post-7868.html)
http://g.abunawaf.com/2009/1/25/th12.jpg (http://www.abunawaf.com/post-7868.html)
http://g.abunawaf.com/2009/1/25/th13.jpg (http://www.abunawaf.com/post-7868.html)
http://g.abunawaf.com/2009/1/25/th14.jpg (http://www.abunawaf.com/post-7868.html)
http://g.abunawaf.com/2009/1/25/th15.jpg (http://www.abunawaf.com/post-7868.html)
http://g.abunawaf.com/2009/1/25/th16.jpg (http://www.abunawaf.com/post-7868.html)
http://g.abunawaf.com/2009/1/25/th17.jpg (http://www.abunawaf.com/post-7868.html)
http://g.abunawaf.com/2009/1/25/th18.jpg (http://www.abunawaf.com/post-7868.html)
http://g.abunawaf.com/2009/1/25/th19.jpg (http://www.abunawaf.com/post-7868.html)
http://g.abunawaf.com/2009/1/25/th110.jpg (http://www.abunawaf.com/post-7868.html)
الآن ننقر على create theme
http://g.abunawaf.com/2009/1/25/th114.jpg (http://www.abunawaf.com/post-7868.html)
الآن ننتقل الى شرحي
بعد ما نقرنا على create theme
بيطلع لنا مربع حوار اختار مثل الصوره التاليه
http://g.abunawaf.com/2009/1/25/th115.gif
بحيث تختار اسم الثيم الي بتسويه ونظام الثيم
المهم
اول شي لازم نعرفه ان الثيمات تنقسم الى ثلاث اقسام
اول قسم ثيمات الطول كالتالي
http://g.abunawaf.com/2009/1/25/th123.gif
وثيمات العرض كالتالي
http://g.abunawaf.com/2009/1/25/th122.gif
وثيمات سميتها اثنين في واحد يعني الجهاز الي مركب الثيم عليه يشغل الثيم بالطريقتين الطوليه والعرضية
اول شي نقوم بصنع خلفية للثيم وخلفية للقائمة
ونقوم بتشغيل الفوتوشوب وننقر على new ونختار المقاس الي يعجبك للثيم
على حسب الثيم الي بتسويه طولي او عرضي وا مزدوج
بالنسبة لمقاس الثيم الطولي هو كالتالي :
http://g.abunawaf.com/2009/1/25/th111.gif
ومقاس الثيم العرضي:
http://g.abunawaf.com/2009/1/25/th112.gif
اما مقاس الثيم الي يشتغل بطريقة العرض والطول في آن واحد فهو الموضوع الحصري في دورتنا
وهو كالتالي
http://g.abunawaf.com/2009/1/25/th113.gif
نراجع مع بعض
مقاس الثيم الطولي: 240*320
مقاس الثيم العرضي: 320*240
اما مقاس الثيم الي يشتغل بالطريقتين هو : 320*320
بعدما تفتح العمل الجديد صمم اي تصميم يعجبك
وحنا بنصمم ثيم يشتغل بالطريقتين
فباشتغل على 320 في 320
قبل لا نصمم عندي هدية لكم بتساعدكم جدا في ضبط التصميم على الفوتوشوب
ودك تصمم ثيم بس خايف مثلا الكلام يغطي عليه شريط الوصول السريع بواجهة الثيم
سويت لكم رسم هندسي لمكان وضع الكلام او الصور بالتصميم
عشان لا تطلع عن المكان المناسب فتخربها الساعة او شريط الوصول السريع الي بواجهة الثيم
زي كذا يعني
http://g.abunawaf.com/2009/1/25/th126.gif
فيه ناس تخلي الشريط وفيه ناس لا
فانا سويت لكم حركة حصرية وتساعدكم وتسهل عليكم التصميم بكل حرية
يعني ودك تسوي ثيم وانت تستخدم الشريط لكن خايف الشريط يخرب عليك
وبعدين قلت باسوي ثيم بدون الشريط
حمل الصور التاليه جميعها واحفظ اساميه
طول بالشريط
http://g.abunawaf.com/2009/1/25/toall.png
طول بدون الشريط
http://g.abunawaf.com/2009/1/25/toallb.png
عرض بالشريط
http://g.abunawaf.com/2009/1/25/arth.png
عرض بدون الشريط
http://g.abunawaf.com/2009/1/25/arthb.png
مزدوج بالشريط
http://g.abunawaf.com/2009/1/25/mzdowg.png
مزدوج بدون الشريط
http://g.abunawaf.com/2009/1/25/mzdowgb.png
البعض يقول وش هالخطوط وهالمربع
انا اقولك يا حبيبي
اللحين ودك تسوي ثيم بالطول
وفكيت عمل جديد وبديت تسوي ثيم وانت انسان تستخدم شريط الوصول السريع الي يجي بالواجهه للثيم
تبي (تحبك الثيم) يعني تضبطه زيين
اضف الصورة الي اسمها الطول بالشريط وانتبه للخطوط الرماديه للطول والعرض خليها مضبوطه يعني لا تكون نازله او من هالقبيل
وصمم الخلفية وكل شي
لكن الصور والكلام لا تخرجها ابدا عن الخط الاحمر
مثال:
http://g.abunawaf.com/2009/1/25/th116.gif
الصوره الي مضت كما رايتم فقط اخترت لون الخلفية وهو تدرج اللون
وبعدين اضفنا الصوره الي اسمها طول بالشريط الي سبق وطرحته
وركبتها زين بحيث خليتها على الخلفيه
الآن اصمم على راحتي واكتب الي تبي داااخل المربع بحيث اذا دخلتها البرنامج ما يغطي على الكلام الشريط او شي ويكون الثيم مرتتتب
بعدين صمم الي تبي داخل المربع كما يلي
http://g.abunawaf.com/2009/1/25/th117.gif
لو تلاحظون كل شي داخل المربع الاحمر ما عدا الفرشتين الي طالعه عادي اهم شي يكون مضمون وزبدة التصميم دااخل المربع
هذي فايدة الصور
والصور الي اسمها الطول بدون او العرض بدون او المزدوج بدون هي للثيمات الي انت بتسويها بدون الشريط يعني ما همك يغطي الشريط او لا
الي تعبتني هي المزدوجه
فتخيل انك تبي تسوي تصميم مزدوج عرض وطول وبدون ان يغطي عليها الشريط
لكن قدرت لها والحمدلله وهي الي اسمها المزدوج بالشريط وبدون
هذي هي فائدة الصور الي طرحتها
المهم نرجع للتصميم فانا باسوي تصميم مزدوج
نفتح كما قلنا عمل جديد بالفوتوشوب مقاس 320 في 320
ونبدا نصمم الواااجهه مع مراعات مكان شريط الوصول السريع
http://g.abunawaf.com/2009/1/25/th120.gif
وبعد ما اخلص اشيل التخطيط المساعد
http://g.abunawaf.com/2009/1/25/th134.jpg (http://www.abunawaf.com/post-7868.html)
هذي هي واجهة الثيم جاهزة الآن نحفظها بصيغة jpg
يبقى لنا واجهة القائمة
ما علينا سوا اضافة لير جديد وجعله فوق وملئه باللون الي يعجبك وتخفيض الشفافيه للنصف لتصبح هكذ
http://g.abunawaf.com/2009/1/25/th135.jpg (http://www.abunawaf.com/post-7868.html)
الآن نحفظها بصيغة jpg
ونرجع لبرنامجنا طبعا هذي هي صورة البرنامج كله
انقر على الرابط عشان لا نسوي زحمة بالدرس (http://g.abunawaf.com/2009/1/25/th133.gif)
لو نلاحظ يا اخوان شريط الادوات
نشوف فيه هذا الخيار
http://g.abunawaf.com/2009/1/25/th129.gif
هذي طال عمركم الي له خبره ببرامج الجوال يعرفها
الي هي fp1 و fp2 طبعا هذي انظمة جوال
خلها مثل ما هي لا تغيرها اللحين
نغيرها لاحقا للمساعده في تنسيق الثيم
اهم شي نعرف ان هذي المهمه في الموضوع
http://g.abunawaf.com/2009/1/25/th128.gif
اما الاولى ما علينا فيها لانها للجيل الثاني فلا تعطيها وجه ابدا
ولو تبي تغير مثلا طريقة عرض الثيم تخليه مثلا بالعرض من نفس الشريط نحصل هالايقونة
http://g.abunawaf.com/2009/1/25/th131.gif
تنقر عليها يطلع لك
http://g.abunawaf.com/2009/1/25/th130.gif
اخر وحده الي جنبها v2 كذلك لا تعطيها وجه لانها للجيل الثاني
وهذي كما قلنا طريفة تغيير طريقة العرض
شف يسار واجهة الثيم بتحصل هالخيارات الكثيره وترجمتها لكم هذي اهم مافي البرنامج
http://g.abunawaf.com/2009/1/25/th132.gif
الآن يبدا الجد انقر على تعديل خلفية الثيم الي ترجمتها فوق
وبيطلع لك كذا
http://g.abunawaf.com/2009/1/25/th125.gif
اضغط على الخلفية الرئيسية ثاني وحده
ونروح ننسخ الخلفية الرئيسيه
http://g.abunawaf.com/2009/1/25/th134.jpg (http://www.abunawaf.com/post-7868.html)
عادي انسخها مثل اي نسخ بزر الفاره الايمن واختار نسخ
وارجع للبرنامج
على طول تحت صورة الثيم بتحصل مربع
عريض مثل ما هو موضح امامكم
http://g.abunawaf.com/2009/1/25/th121.gif
لو تلاحظون فيه ايقونه ملف وعليها ورقة محددها لكم باللون الاحمر اضغط عليها وبيلصق الخلفيه الي نسخناها على طول لكنها بيضغطها البرنامج ويخربها
ما علينا سوا ان نختار التالي من تحت تحصل هالخيار انقر عليه
http://g.abunawaf.com/2009/1/25/th124.gif
بعدين بتشوفها تعدلت وضبطت
نرجع ليسار صفحة البرنامج ونختار خلفية القائمة الي هي اول وحده
http://g.abunawaf.com/2009/1/25/th125.gif
ونفس الطريقة نروح ننسخ خلفية القائمة
http://g.abunawaf.com/2009/1/25/th135.jpg (http://www.abunawaf.com/post-7868.html)
ونرجع للبرنامج ونلصقها مثل ما سوينا اول بالضبط
بعد ذلك نغير طريقة عرض الثيم ونخليه بالعرض
من هالايقونة http://g.abunawaf.com/2009/1/25/th131.gif
اول ما تغيره بتنضغط الصوره
نرجع مره ثانيه نغير هالخيار ونخليه مثل ماهو موضح
http://g.abunawaf.com/2009/1/25/th124.gif
طبعا اذا انت بتسوي ثيم طولي او عرضي ما يحتاج تسوي هالطريقة
بس صمم على المقاس والصقها فقط
لكن لاني انا باسوي ثيم يشتغل بالطريقتين
اللحين اضغط ctrl + S واحفظ العمل بالتعديلات الجديده
وانتضروني ان شاء لله قريبا مع الدرس الثاني
اي اسئله استفسارات انا حاضر للجميع
ملاحظه يا اخواني وخواتي
ما يحتاج انبهكم انتم اعقل مني
الصور الي مالها داعي مالها داعي
فحرام الواحد يكون مبدع ويخرج ابداعه في شي يرجع له بالسوء
فانا ابرئ نفسي امام الله اولا وامامكم ثانيا من الناس الي تتعلم وتروح تحط صور ماصخه فاضحه وتنشرها
والله لا يبارك في الي يستخدمها لغضب الله
لا تنسوني من دعواتكم الصالحة
جميع الحقوق محفوظه
http://members.abunawaf.com/g/2008/12/28/logo2.jpg (http://www.abunawaf.com/post-7868.html)
DaRknEsS
08-09-09, 08:05 PM
* مما راق لي
{ عآلمي } الآخر { التصميم }
ان شآء الله تحوزٍ { التصآميم } على رضآكم ..
هذآ تصميم { دموي } شوي .. يعني كآنت الفكره كآنه فلم رعب وهآذي لقطه منه وأللي مكتوب على الجدآر كآتبه الشيطآن
demon heart { +18
http://g.abunawaf.com/2009/1/15/9_1231114509.jpg (http://www.abunawaf.com/post-7761.html)
الصور المستخدمه
http://g.abunawaf.com/2009/1/15/9_1231114673.jpg (http://www.abunawaf.com/post-7761.html)
وهذآ التصميمَ كآنه { غلآف } دي في دي
http://g.abunawaf.com/2009/1/15/9_1231378248.jpg (http://www.abunawaf.com/post-7761.html)
الصور المستخدمه /
http://g.abunawaf.com/2009/1/15/9_1231378354.jpg (http://www.abunawaf.com/post-7761.html)
وهذآ تصميمَ أخر
أهتز عآلمي بعد رحيلكَ
http://g.abunawaf.com/2009/1/15/9_1231378442.jpg (http://www.abunawaf.com/post-7761.html)
هذآ تصميم { ألعلم }
الفكره كآنت / عبآره عن { حوآجز } واليد { مخترقه } كل الحوآجز , وكآنت الحوآجز مرآحل هي
البرآءه , وألطفوله , والمرح , والحب , والحزن .. واليد تعدت كل المرآحل وذهبت لآخر حآجز اللي فيه رسمة كتب واضآءه ومسند قرآن { ان شآء الله } تكون وصلت ألفكره
http://g.abunawaf.com/2009/1/15/9_1231379117.jpg (http://www.abunawaf.com/post-7761.html)
هذآ تصميم { للعيد } ..
عقدني كثير من كثر { الآيرآت } اللي فيه عشآن الحروف ههههههههههه
75 لآير
http://g.abunawaf.com/2009/1/15/9_1222836679.jpg (http://www.abunawaf.com/post-7761.html)
وهذآ أخر { تصميم } اللي هو ب عنوآن { الآقنعه }
كلمآ زآد القرب سقط قنآع , القرب يكشف الآقنعه المخآدعه
http://g.abunawaf.com/2009/1/15/9_1221773086.jpg (http://www.abunawaf.com/post-7761.html)
الصور المستخدمه /
http://g.abunawaf.com/2009/1/15/9_1221773173.jpg (http://www.abunawaf.com/post-7761.html)
DaRknEsS
13-12-09, 03:50 AM
Making A TUTS Style Shield in Illustrator
http://vectortuts.s3.amazonaws.com/tuts/27_Vector_Shield/preview.jpg (http://vectortuts.com/illustration/making-a-tuts-style-shield-in-illustrator/)
Making A TUTS Style Shield in Illustrator
(http://vectortuts.com/illustration/making-a-tuts-style-shield-in-illustrator/)
In this tutorial, we're going to use Path Tools to draw a shield. Then using some gradients, we're going to give it a metallic edge and shiny center. Collis originally made this design when making the default User Comment Icons for the TUTS sites. This tutorial shows you how to create a similar design using Illustrator, rather than Photoshop. Here (http://psdtuts.com/tutorials-effects/making-a-photoshop-shield/) is the link to the original Photoshop tutorial for comparison.
Final Image Preview
Let's have a look at the final image below.
http://vectortuts.s3.amazonaws.com/tuts/27_Vector_Shield/30.png
Step 1
One of the advantages of creating artwork in Illustrator over Photoshop is that the resulting artwork is resolution-independent. That is, the same artwork that can be used at a small web-friendly size can also be enlarged to gigantic proportions without suffering any of the ill effects you would find when enlarging a pixel-based image file. Since that's the case, we'll start by assuming your end result will be used for Print rather than the Web.
So, create your new document (Command + N). Then choose Print as your New Document Profile. This Preset will give you a Color Mode of CMYK and a Raster Effects setting of High (300 ppi). It's important to know that you can change the Color Mode and Raster Effects anytime you like, by going to File > Document Color Mode and Effect > Document Raster Effects Settings. This will not effect file size, unless you have expanded your Effects or flattened your transparency, which can embed large vector images into the AI file and bloat its size.
After taking this screenshot, I changed the other settings of Units to Inches, and a document Width and Height of 7 inches by 7 inches, then hit OK.
http://vectortuts.s3.amazonaws.com/tuts/27_Vector_Shield/1.png
Step 2
We'll begin by making a shape with the Rectangle Tool (M) that is 7 inches square.
http://vectortuts.s3.amazonaws.com/tuts/27_Vector_Shield/2.png
Step 3
Now, click and hold on the Rectangle Tool icon in the toolbar, and choose the Polygon Tool in the fly-out menu. Then create a 3-sided polygon with a 2" radius. Let's stroke it with white, so we can see what we're doing.
Uh oh! The triangle is oriented pointy end up. With the Rotate Tool (R) rotate the triangle 180 degrees (hold shift while rotating to constrain the rotation to nice regular 45 degree increments, like 180 degrees).
http://vectortuts.s3.amazonaws.com/tuts/27_Vector_Shield/3a.png
http://vectortuts.s3.amazonaws.com/tuts/27_Vector_Shield/3b.png
Step 4
Use the Selection Tool (V) to select the triangle if it's unselected. Now go to Object > Path and select Add Anchor Points. You may be wondering why we didn't just use the Pen Tool to create all these points in the beginning rather than after we'd made the triangle. The answer is simply that it's hard to get everything looking nice and symmetrical. This is just an easier way.
http://vectortuts.s3.amazonaws.com/tuts/27_Vector_Shield/4.png
Step 5
Now we've got points, but the wrong kind! We've got sharp corner points, but the new center ones we've added need to be smooth curve points. With the triangle still selected, click the Pen Tool (P), and Option-click + drag the top center point, moving the handle you've created away from the center, as shown below. Before you let go, though, add Shift to constrain the handle to horizontal.
See those brighter blue guides? Those are Smart Guides. I like using them, but lots of folks don't. They give you smart information about what you're doing right now, like showing that I'm constraining to the origin point, here. If you want to turn them on and off, go to View > Smart Guides, or hit Command + U.
Now do the same Option + drag to the other two center points, only without adding Shift, since that constrains your Option + drag to 45 degree increments, which you don't want. If you have Smart Guides turned on, you'll notice that the drag snaps to the straight line nicely.
http://vectortuts.s3.amazonaws.com/tuts/27_Vector_Shield/5a.png
http://vectortuts.s3.amazonaws.com/tuts/27_Vector_Shield/5b.png
Step 6
Now we're going to change to the Direct Selection Tool (A), which is the white arrow shown selected.
There are actually three Arrow tools in Illustrator, similar to Photoshop: this one, it's alternate (click and hold to select it from the fly-out menu), which is called the Group Selection Tool and black arrow which is called the Selection Tool at top. What's the difference?
Well basically the Selection Tool (the black one) is for selecting groups and/or transforming items. It gives you four corner handles and four center handles which you can drag to transform your selection. The other two arrows are for selecting points or paths. The Direct Selection tool (the plain white arrow) is for selecting and moving either points or edges (the lines between the points). The Group Selection tool (the white arrow with the plus sign) is for selecting and moving the entire path around all together.
The best way to understand them, of course, is to click on each one in turn and see what it does! Try seeing what happens when you Shift-click, Option-click, Option-Shift-click, etc. We'll try that later, but for now we just want the Direct Selection Tool.
http://vectortuts.s3.amazonaws.com/tuts/27_Vector_Shield/6a.png
Step 7
So using the Direct Selection Tool, first click on the top middle point to select it. Now hold down Shift and press the Up Arrow Key a couple of times, and you'll see the point move up. Next do the same with the left and right midpoints to make them move about.
We hold down Shift because it makes movement faster (Shift + the Arrow Key is the same as hitting the Arrow Key ten time without Shift). Anyhow, move the points about until you have something similar to that shown below.
http://vectortuts.s3.amazonaws.com/tuts/27_Vector_Shield/7.png
Step 8
We can do better! Let's delete all of the left hand points, and make this shield more symmetrical!
http://vectortuts.s3.amazonaws.com/tuts/27_Vector_Shield/8.png
Step 9
With the points of our half-shield selected, click and hold on the Rotate Tool in the toolbar to select the Reflect Tool (O). Now, click the top center point to establish it as the reference point. Then Option + Shift + drag to duplicate a mirror-image clone of it to the left.
http://vectortuts.s3.amazonaws.com/tuts/27_Vector_Shield/9a.png
http://vectortuts.s3.amazonaws.com/tuts/27_Vector_Shield/9b.png
Step 10
We now have two objects, left and right halves, instead of one whole object. We'll make it into one, but we'll have a little trouble. Don't worry! Just like most conflicts in life, there will be a lesson to be learned through understanding and cooperative resolution.
Select the black background square and lock it by going to Object > Lock > Selection, or Command + 2. Otherwise, it will get in your way when you attempt to select other objects.
With the white Direct Select Tool, click and drag over the top center point. Then click and drag to select those top center points. Now we've got two points on top of each other selected, so we need to join them. Go to Object > Path > Join. We get a dialog saying there's one of several possible problems that won't allow the Join command to work!
Not to worry! Go to the Layers Palette, and click the layer's triangle to expose a drop-down list of that layer's objects. You'll notice other triangles. Go ahead and open them all up.
See? we learned a powerful way of diagnosing problems, and a very simple solution. Now, retry the Join command above, and confirm that you want a Smooth point, not Corner. Repeat for the lower center points, but this time confirm it to be a Corner point.
Each of those blue dots in the Layers Palette indicates an item that's selected. The warning dialog told us that "if both [endpoints] are grouped, they must be in the same group." But our items are in different groups. Just click one of those larger blue dots, and simply drag it into the other's group.
http://vectortuts.s3.amazonaws.com/tuts/27_Vector_Shield/10.png
http://vectortuts.s3.amazonaws.com/tuts/27_Vector_Shield/10b.png
http://vectortuts.s3.amazonaws.com/tuts/27_Vector_Shield/10d.png
Step 11
It's up to you how you make your final path turn out. I made mine kinda quirky by just moving points about until they kinda looked like a shield. Then I repeated Steps 8, 9 and 10 to make it nice and symmetrical again.
Step 12
Next, fill the shield with a radial gradient from a light 7% gray to a dark 50% gray as shown. Use the Gradient Tool (G) to define the gradient's center point and radial extent by clicking near the upper left and dragging to the lower right. Experiment till you get something you like (remember, you've got unlimited undos).
http://vectortuts.s3.amazonaws.com/tuts/27_Vector_Shield/12a.png
http://vectortuts.s3.amazonaws.com/tuts/27_Vector_Shield/12b.png
Step 13
With the path selected, go to Object > Path > Offset Path, and enter -10pt (Illustrator will understand the pt abbreviation for points). If you do the math, you'll find that recalculates to -0.1389 inches.
http://vectortuts.s3.amazonaws.com/tuts/27_Vector_Shield/13.png
Step 14
Now redefine the gradient going the other way, so that the first one should be from upper-left to bottom-right, and this new one is bottom-right to upper-left.
http://vectortuts.s3.amazonaws.com/tuts/27_Vector_Shield/14.png
Step 15
While your third path is still selected, go to Object > Path > Offset Path again. Then use -10pt again (Illustrator has remembered your last offset was -0.1389 in, so just hit OK). This time, fill it with a new Radial Gradient using a nice orange with the lighter part in the top left as shown.
So here's what we have so far. You can see that by using the two gradients going in opposite directions, we've created a sort of 3D effect which looks like light is coming from the top left and creating a highlight and shadow. It's also created the appearance of shiny metal.
http://vectortuts.s3.amazonaws.com/tuts/27_Vector_Shield/15.png
Step 16
Now we add a simple Drop Shadow and a bit trickier Inner Shadow to the orange layer. With the orange shield still selected, go to Effects > Stylize > Drop Shadow.
http://vectortuts.s3.amazonaws.com/tuts/27_Vector_Shield/16.png
Step 17
Simple enough, because Illustrator has a somewhat similar preset for Drop Shadows built in. Not true for Inner Drop Shadows, but here is a workaround: Copy (Command + C) the shape, and Paste in Front (Command + F). Now delete the new one's shadow by dragging the Effects Icon to the Trash in the Appearance palette. Now, in the Transparency Palette, set the mode to Darken. Now, go to Effects > Stylize > Inner Glow.
The reason it had to be duped that way is because Illustrator wanted to apply the Inner Shadow to the outer Drop Shadow, not just the shield. There are other workarounds, but this will do for now. We'll save that for future tutorials.
You can see these in the sample AI file for download by Double-clicking the Effects Icon in the Appearance Palette (Sample will be available after launch of PLUS Members Area), but basically it's just a Drop Shadow with a distance of 0. This way the shadow is even around the edges, and similarly with an inner glow. We want the inner shadow (glow multiplied) as it makes it look a little more three-dimensional. This is because the edges are curving away from the viewer's perspective. The drop shadow is just to make the orange layer react a little more with the metal frame.
http://vectortuts.s3.amazonaws.com/tuts/27_Vector_Shield/16b.png
Step 18
Below is what we have so far. It's starting to look pretty cool. At this point, I've also lightened the background slightly. So here it's a very dark gray, as opposed to black. Also, I've added a hard 10 point Drop Shadow to the very first gray metal layer, though it's pretty faint.
http://vectortuts.s3.amazonaws.com/tuts/27_Vector_Shield/17.png
Step 19
Now draw an ellipse with the Ellipse Tool (L). Then fill it with a tinted yellow to orange radial gradient, as shown below. Use the same darker orange you used on the shield gradient.
http://vectortuts.s3.amazonaws.com/tuts/27_Vector_Shield/18.png
Step 20
In the Transparency palette, set its mode to Overlay and its Opacity to 80%. With the Rotate Tool (R) rotate it as shown.
http://vectortuts.s3.amazonaws.com/tuts/27_Vector_Shield/19.png
Step 21
Next we'll learn about masking. A mask is a window of any shape that shows anything it contains within its bounds. It hides anything it contains outside of its bounds. The mask is always directly in front of its masked contents.
With the Direct Selection Tool (A). Option-click the shield's orange shape. Did you notice the white arrow turn into the other arrow with the little plus sign? Pressing option turned it temporarily into the Group Selection Tool - a useful shortcut. That's why the shape was fully selected with solid points, not just one point or the outline with the other points hollow.
Copy the fully selected orange shape, and Deselect everything (Command + Shift + A). Then select the ellipse and go to Edit > Paste In Front (Command + F). This will be your mask. Without deselecting it, Shift-click the rotated ellipse and go to Object > Clipping Mask > Make (Command + 7). The new orange shape has lost all of its fills, effects and whatnot, and is now it is strictly a mask for the ellipse.
http://vectortuts.s3.amazonaws.com/tuts/27_Vector_Shield/20.png
Step 22
Now Deselect everything (Command + Shift + A) and fully select that mask shape by Option + clicking with the Direct Selection Tool (A). Copy this (Command + C), Deselect (Command + Shift + A) and Paste in Front (Command + F). This de-links it from its association with that mask. Now Option + drag it downward, as shown below. Option + dragging clones it, leaving the original untouched.
http://vectortuts.s3.amazonaws.com/tuts/27_Vector_Shield/21.png
Step 23
Select both of them, and in the Pathfinder palette click the second icon from the left top row, which is labeled Subtract From Shape Area in the tool tip. I usually Option-click to expand, as the tool tip suggests, just to keep things neat. If you want to tweak it later, leaving it unexpanded is just fine.
The Pathfinder command we've used has reduced the two shapes to only the area that they had in common, at their intersection. This has created a shape that we'll use to make an eyebrow-like shadow.
Fill this intersecting shape with the same yellow to orange radial gradient we've been using, and set its Transparency to Multiply.
http://vectortuts.s3.amazonaws.com/tuts/27_Vector_Shield/22.png
Step 24
OK, let's clear our work area for this next one. Since the background is still locked, select everything by going to Select > All (Command + A). Then go to Object > Hide > Selection (Command + A). Now let's switch to Outline View by going to View > Outline (Command + Y). Our background's box, which is the only thing now visible, has a convenient center point, represented in Outline View by a little tiny x.
http://vectortuts.s3.amazonaws.com/tuts/27_Vector_Shield/23.png
Step 25
Next we'll create the starburst effect to really energize this thing. With Smart Guides turned on, select the Line Segment Tool (Backward Slash \). Then position the cursor at that center mark, and notice its Smart Guides light up. To constrain it to vertical, Click and Shift + drag up until you intersect with the black box's outline, again notice the Smart Guides telling you it's intersecting.
http://vectortuts.s3.amazonaws.com/tuts/27_Vector_Shield/24.png
Step 26
You've now got a vertical line, which is selected. With the Rotate Tool (R), Option-click the lower point of the line; It's the one at our box's center. Clicking that point sets it as the reference around which the line will rotate. Option-clicking it does that and also brings up the Rotate dialog. In that Dialog enter an Angle Value of -5 degrees and click Copy.
http://vectortuts.s3.amazonaws.com/tuts/27_Vector_Shield/25.png
Step 27
With the Direct Selection Tool (A), click and drag a marquee to select those two upper points. Then join them (Command + J). Select this shape fully by Option-clicking it. Then with the Rotate Tool (R) Option-click the lower point again; Enter -10 degrees this time, and hit copy. Now go to Object > Transform > Transform Again (Command + D) thirty-four more times, until you've got a complete starburst pattern, as shown below.
http://vectortuts.s3.amazonaws.com/tuts/27_Vector_Shield/26.png
Step 28
Select All (Command + A), and then fill with white. Set the Opacity to 30 and Mode to Overlay in the Transparency Palette. Now, with the Ellipse Tool (L), Option + Shift + drag a perfect circle from the burst's center (Option sets the origin to center; Shift constrains it to a perfect circle). Make it just a little bit smaller than the burst's circumference. Go back to Preview View (Command + Y). Then fill this circle with a white-to-black radial gradient.
http://vectortuts.s3.amazonaws.com/tuts/27_Vector_Shield/27.png
Step 29
Now for another type of mask. Select all (Command + A). Then go to the Transparency Palette. In its upper right corner, click the little triangle to reveal a fly-out menu. Choose its Make Opacity Mask command.
See what happens? What's pure white in the opacity mask is a clear window of its contents. What's pure black is a solidly opaque mask. Continuous tones in between pure black and pure white mask, show through relative to their darkness or lightness. Just like Photoshop, but without all those pesky pixels that degrade and hog hard drive space!
http://vectortuts.s3.amazonaws.com/tuts/27_Vector_Shield/28.png
Step 30
Now let's see what we've got. Go to Object > Show All (Command + Option + 3). We'll need to move our shield shapes above the radial.
http://vectortuts.s3.amazonaws.com/tuts/27_Vector_Shield/29.png
Step 31
Now Unlock All (Command + Option + 2). Then with the black Selection Tool (V), select the burst. Then go to Object > Hide > Selection (Command + 3). Select the black box and hide it too (Command + 3). Now show all (Command + Option + 3) and Send to Back (go to Object > Arrange > Send to Back, or just hit Command + Shift + Left Bracket). That's more like it.
http://vectortuts.s3.amazonaws.com/tuts/27_Vector_Shield/29b.png
Step 32
The burst is kinda subtle. Well, once it's made it's easy to tweak. So let's select the burst and enlarge it with the Selection Tool (V). Use the tool while pressing Option + Shift, and be sure to scale from the center while constraining its proportions.
It's not showing up against the white background because its Transparency Mode is set to Overlay. If you need to mask it, you could select the black box, Copy it, select the burst and Paste the box in Front of it. Then select both through hiding and then showing all. Then Mask the burst with the new box via Command + 7. You're a Pro at doing this now!
http://vectortuts.s3.amazonaws.com/tuts/27_Vector_Shield/29c.png
Final Image
Finally, I added a giant S in a darkish red color and set it to Multiply at 20%. Then I wrote the word Illustrator over the top and we're finished! The file is 524 KB in total, and you could print it in high resolution the size of the Grand Canyon if you had no environmental conscience!
http://vectortuts.s3.amazonaws.com/tuts/27_Vector_Shield/30.png
DaRknEsS
13-12-09, 03:51 AM
Illustrator Creating PAttern Brush Tutorial
Creating Brush Part I (http://designwithleo.blogspot.com/2008/01/creating-brush-part-i.html)
http://www.leogra.com/leotutorials/pattern_brush/patbr008.jpg (http://www.leogra.com/)
.
http://geo.yahoo.com/serv?s=97359714/grpId=11265844/grpspId=1705037705/msgId=10946/stime=1225308961/nc1=5008816/nc2=3848583/nc3=4836044
DaRknEsS
13-12-09, 03:52 AM
Create An Aperture Style Camera Lens Icon
In this tutorial, we'll create a detailed camera lens similar to the one used as the logo for Apple's Aperture photo-editing software. A camera lens is good for a software icon, logo, or just as a graphic for use in any design. Although, the image appears detailed, the process of creating it involves little more than simply layering objects with different fills and gradients to give a three-dimensional illusion.
Final Image Preview
Below is a preview of the final image we'll be working towards.
http://vectortuts.s3.amazonaws.com/tuts/33_Camera_Lens/final.jpg
Step 1
Create a new document of whatever size and aspect ratio you'd like. Unlike Photoshop, in Illustrator it's quite easy to change the document size anytime during our work. We can simply resize the vector graphics to fit the new dimensions. I initially chose a square document at 550 pixels by 550 pixels.
Since the process of creating our image is primarily just layering shapes with different gradients and fills over each other, most of the following steps will simply say what the size of the circle should be, what the gradient type is, the gradients direction, the colors used in the gradient, their color stop locations in the gradient, and the location of the center slider(s) in the gradient.
Make the first circle is 429px wide, with a -45 degree linear gradient, which has a 100% gray (at 100% stop) to 40% Gray (at 0% stop), and the center slider set at 50%.
http://vectortuts.s3.amazonaws.com/tuts/33_Camera_Lens/step1.jpg
Step 2
Make the second circle is 423px wide with a -45 degree linear gradient, which has a 100% gray (at 100% stop) to 60% gray (at 0% stop), and the center slider at 50%.
http://vectortuts.s3.amazonaws.com/tuts/33_Camera_Lens/step2.jpg
Step 3
Make the third circle is 368px wide, with a 135 degree linear gradient, which has a 100% gray (at 100% stop) to 50% gray (at 0% stop), and the center slider at 33%.
http://vectortuts.s3.amazonaws.com/tuts/33_Camera_Lens/step3.jpg
Step 4
Make the fourth circle is 364px wide, with a solid black fill. Additionally, we're going to give this circle a feather of 3px by going to Effect > Stylize > Feather.
http://vectortuts.s3.amazonaws.com/tuts/33_Camera_Lens/step4.jpg
Step 5
Make the fifth circle is 359px wide with a solid 70% gray fill.
http://vectortuts.s3.amazonaws.com/tuts/33_Camera_Lens/step5.jpg
Step 6
Make the sixth circle 339px wide with a 90 degree linear gradient, which has a 100% gray (at 100% stop) to 60% gray (at 0% stop), and the center slider at 50%.
http://vectortuts.s3.amazonaws.com/tuts/33_Camera_Lens/step6.jpg
Step 7
Make the seventh circle 335px wide with a solid 70% gray fill.
http://vectortuts.s3.amazonaws.com/tuts/33_Camera_Lens/step7.jpg
Step 8
Make the eighth circle 329px wide with a 90 degree linear gradient, which has a 100% gray (at 100% stop) to 60% gray (at 0% stop), and the center slider at 50%.
http://vectortuts.s3.amazonaws.com/tuts/33_Camera_Lens/step8.jpg
Step 9
Make the ninth circle 325px wide with a solid 70% gray fill.
http://vectortuts.s3.amazonaws.com/tuts/33_Camera_Lens/step9.jpg
Step 10
Make the tenth circle 319px wide with a 90 degree linear gradient, which has a 100% gray (at 100% stop) to 60% gray (at 0% stop), and the center slider at 50%
http://vectortuts.s3.amazonaws.com/tuts/33_Camera_Lens/step10.jpg
Step 11
Make the eleventh circle 315px wide with a 130 degree linear gradient, a 100% gray (at 100% stop) to 90% gray (at 0% stop), and the center slider at 50%.
http://vectortuts.s3.amazonaws.com/tuts/33_Camera_Lens/step11.jpg
Step 12
Make the twelfth circle 277px wide with a radial gradient, which has a 100% gray (at 100% stop) to 80% gray (at 0% stop), and the center slider at 50%. The radial gradient should originate from the center and get darker toward the edge.
To change the point from where it originates, select the Gradient tool, and click and drag from the top left-most corner of the circle to the bottom right-most corner. Hint: if the gradient isn't changing when you drag across, make sure the circle is selected.
http://vectortuts.s3.amazonaws.com/tuts/33_Camera_Lens/step12.jpg
Step 13
For the next circle we need a slightly more complex gradient, and for that we'll use a gradient mesh. Gradient meshes are extremely powerful and can be used to create incredibly complex and photo realistic illustrations by blending colors in an almost infinite number of ways. However, we only need a simple mesh here, so create a 268px wide circle and fill it with solid black.
Gradient meshes can be created manually by adding mesh points using none other than the Gradient Mesh tool, but since we just need a simple one, we'll have Illustrator create it for us. Select the circle, and go to Object > Create Gradient Mesh. Leave all of the default values set, but change the rows and columns to 3 each. When you click OK, Illustrator will create the mesh.
With the circle selected, switch to the Direct Selection tool, and click on a point (intersection) on the mesh to select it. Then, click in the top left-most area of the mesh and change its color to 80% gray. Next, click in the bottom right-most area and change its color to 70% gray.
http://vectortuts.s3.amazonaws.com/tuts/33_Camera_Lens/step13.jpg
Step 14
Make the fourteenth circle 225px wide with a solid white fill. Additionally, give this circle a Feather of 6px by going to Effect > Stylize > Feather..
http://vectortuts.s3.amazonaws.com/tuts/33_Camera_Lens/step14.jpg
Step 15
Make the fifteenth circle 220px wide with a solid black fill. Then add a 3px Feather to this circle.
We're also going to offset this circle. First, align it center with all of the other circles. Then, using the Arrow keys, nudge it up twice and to the left twice.
http://vectortuts.s3.amazonaws.com/tuts/33_Camera_Lens/step15.jpg
Step 16
Make the sixteenth circle 216px wide with a solid black fill.
Tip: you may want to lock down the offset black circle created in Step 15. Then you can still select all of the shapes and center them relative to the art board without disrupting the offset one.
http://vectortuts.s3.amazonaws.com/tuts/33_Camera_Lens/step16.jpg
Step 17
Make the seventeenth circle 208px wide with a radial gradient, which has a 100% Gray (at 100% stop) to 90% Gray (at 0% stop), and the center slider at 50%.
http://vectortuts.s3.amazonaws.com/tuts/33_Camera_Lens/step17.jpg
Step 18
Make the eighteenth circle 208px wide with no fill and a 7pt white stroke. Then apply a 4px Feather to this circle.
http://vectortuts.s3.amazonaws.com/tuts/33_Camera_Lens/step18.jpg
Step 19
Now we'll add some glare and reflections to our inner lens to give it a glass appearance. Draw a sort of half-moon shape with the Pen tool, fill it with white, and give it an 8px Feather. Also, lower its Opacity to 75%.
http://vectortuts.s3.amazonaws.com/tuts/33_Camera_Lens/step19.jpg
Step 20
To add a bit of a glare to the bottom corner of the lens, draw an oval shape with the Pen tool. It's okay if it's not perfect, as some imperfection will add to the effect. Again, fill the shape with white, give it a 3px feather, and lower its opacity to 50%.
http://vectortuts.s3.amazonaws.com/tuts/33_Camera_Lens/step20.jpg
Step 21
Next we'll add a few more reflections to the lens. Draw two more shapes, as shown below. Then fill them with white, give them a 3px Feather, and lower their Opacity to 20%.
http://vectortuts.s3.amazonaws.com/tuts/33_Camera_Lens/step21a.jpg
Step 22
Draw a few ovals with the Ellipse tool, making them larger as they go. Rotate them to about a 45 degree angle, and place them in a diagonal line with the smallest oval towards the center. Once you have three done in a row, select them all, copy them, and then rotate them and place them in line with the first three, again with the smallest oval toward the center.
http://vectortuts.s3.amazonaws.com/tuts/33_Camera_Lens/step21b.jpg
Step 23
All that's left to do is add the outer lens. To do that, draw a white circle that covers all of the camera lens except for the outer frame. Then, using the Scissors tool, click on the top right-most corner and slightly below the left-most side of the circle path to cut the path at those points.
Delete the bottom half of the circle, then, with the Pen tool, click on one end of the path to continue it. Then click on the other end and drag to create a curved line joining the ends of the half-circle. Once you've drawn the half-circle, lower its Opacity to 50%.
http://vectortuts.s3.amazonaws.com/tuts/33_Camera_Lens/step22a.jpg
http://vectortuts.s3.amazonaws.com/tuts/33_Camera_Lens/step22b.jpg
Step 24
We're now going to create a transparency mask to add a slight touch of glare to the lens reflection. A transparency mask is composed of a shape on top of another shape. The top shape used as the mask can be black, white, or any shade of gray, or a grayscale gradient.
When the mask is created, the areas of the shapes underneath are made transparent based on the shade of gray that is laid over them. So, the darker the area of the top shape, the lower the transparency will be of the bottom shape under that area. The lighter the shade of gray, the more opaque that area will be.
To create our mask, copy the half-circle we created in the last step and paste it directly on top of the original (Command + F for Paste In Front). Bring the opacity of the copy back up to 100%, and fill it with a white to black gradient originating in the top left-most corner. To change the origination point, again use the Gradient tool as we did earlier.
http://vectortuts.s3.amazonaws.com/tuts/33_Camera_Lens/step23.jpg
Step 25
The final step is to create the transparency mask. To do so, right-click on the top half-circle and go to Select > Next Object Below. This will select the bottom shape. To select the top one as well, hold Shift and click on it. In the Transparency palette, click on the popup menu button in the top-right corner and select Make Opacity Mask.
http://vectortuts.s3.amazonaws.com/tuts/33_Camera_Lens/step24.jpg
Conclusion
The text around the frame is accomplished using the Type On a Path Tool, located under the Type tool. Simply, draw a circle whose edge runs along the middle of the frame, select the Type tool, and click on the circle to begin typing along the path.
That's it! We've finished our camera lens. It's ready to be used as an icon, logo, or any other type of graphic for wherever it's needed. And the best part - it's fully scalable! Remember that complex graphics can be created just by combining simple shapes and colors, and that 3D effects can be simulated with simple 2D shapes as well.
http://vectortuts.s3.amazonaws.com/tuts/33_Camera_Lens/final.jpg
DaRknEsS
22-12-09, 07:14 AM
In this tutorial, I'll show you how to create a mouse trail animation as seen above. The whole animation is done with Actionscript 3.0 as usual. You can easily change the code to change the speed, sizes, shapes etc. Start your Flash IDE and let's get started!
Setting up the environment
1. Create a new document of size 300x300.
2. Draw a rectangle of size 10x10. The color doesn't matter, since we'll change that via Actionscript 3.
3. Convert the rectangle into a movie clip. Name it "myRectangle" and set the registration point to the center.
4. Linkage the movie clip to a class named "MyRectangle".
http://flashmymind.com/images/linkageRectangle.jpg (http://flashmymind.com/images/linkageRectangle.jpg)
NOTE: When you hit OK, you get an ActionScript Class Warning. Don't worry about it. The Flash warns you because it can't find a class named "MyRectangle". That's no wonder, since we haven't created that class. When we run our movie, Flash will create the MyRectangle class for us.
5. Remove the rectangle from the stage.
Moving into Actionscript 3
Create a new layer for Actionscript and type the following.
//Start a timer. Timer calls the timerHandler every 0.2 seconds.
var timer:Timer = new Timer(200, 0);
timer.addEventListener (TimerEvent.TIMER, timerHandler);
timer.start ();
//Get the center coordinates of the stage.
var centerX:Number = stage.stageWidth / 2;
var centerY:Number = stage.stageHeight / 2;
//This function is called by the timer.
function timerHandler (e:Event):void {
//Create a new rectangle.
var newRectangle:MyRectangle = new MyRectangle();
//Set the position to same place as where the mouse cursor is.
newRectangle.x = mouseX;
newRectangle.y = mouseY;
//Calculate x and y distances to the rectangle
//from the center of the stage.
var dx:Number = newRectangle.x - centerX;
var dy:Number = newRectangle.y - centerY;
//Calculate the distance to the rectangle from
//the center of the stage (Pythagorean theorem)
newRectangle.radius = Math.sqrt(dx*dx + dy*dy);
//Calculate the angle of the rectangle from the center
newRectangle.myAngle = Math.atan2(dy, dx);
//Set the angle speed (how fast we rotate)
newRectangle.speed = 0.06;
//At first,set the rectangle to be invisible
newRectangle.alpha = 0;
//Assign a random scale to the rectangle
newRectangle.scaleX = Math.random() + 1.5;
newRectangle.scaleY = newRectangle.scaleX;
// Get access to the ColorTransform instance associated with the rectangle.
var colorInfo:ColorTransform = newRectangle.transform.colorTransform;
// Set a random color for the ColorTransform object.
colorInfo.color = 0xffffff * Math.random();
//Apply the random color for the rectangle
newRectangle.transform.colorTransform = colorInfo;
//Add the rectangle to the stage
addChild (newRectangle);
//Add ENTER_FRAME to animate the rotation
newRectangle.addEventListener (Event.ENTER_FRAME, moveRectangle);
}
//This function rotates a rectangle
function moveRectangle (e:Event):void {
//Get the rectangle from the event target
var rectangle:MovieClip = e.target as MovieClip;
//Calculate the new x and y positions for the rectangle
var newX:Number = centerX + Math.cos(rectangle.myAngle) * rectangle.radius;
var newY:Number = centerY + Math.sin(rectangle.myAngle) * rectangle.radius;
//Increase the angle for the next frame
rectangle.myAngle += rectangle.speed;
//Assign the new position
rectangle.x = newX;
rectangle.y = newY;
//Decreate the radius to get a "spiral" animation
rectangle.radius -= 0.6;
//Reduce the scale
rectangle.scaleX -= rectangle.radius * 0.0001;
rectangle.scaleY -= rectangle.radius * 0.0001;
//Increase the alpha if it's not one and radius is larger than 50
if (rectangle.alpha < 1 && rectangle.radius > 50) {
rectangle.alpha += 0.05;
}
//Start decreasing alpha if radius is smaller than 50
if (rectangle.radius < 50) {
rectangle.alpha -= 0.005;
}
//If radius is smaller than zero, remove the rectangle
if (rectangle.radius < 0) {
rectangle.removeEventListener (Event.ENTER_FRAME, moveRectangle);
removeChild (rectangle);
}
}
DaRknEsS
08-02-10, 09:49 AM
Final Image Preview
Before we get started, let's take a look at the image we'll be creating. The source file for this tutorial is not currently available, though we are planning on releasing this in the future.
http://vectortuts.s3.amazonaws.com/tuts/1_Ripple_Effect/water-ripple.jpg (http://vectortuts.s3.amazonaws.com/tuts/1_Ripple_Effect/water-ripple.jpg)
Step 1
Let's get started by drawing a circle using the Ellipse Tool. Hold Shift as you drag on the canvas to make it a perfect circle. Next, change it to a gradient fill in the tool palette. By default it is a white to black gradient.
http://vectortuts.s3.amazonaws.com/tuts/1_Ripple_Effect/ripple-01.jpg (http://vectortuts.s3.amazonaws.com/tuts/1_Ripple_Effect/ripple-01.jpg)
Step 2
Open up your Gradient Palette (Window>Gradient). Change the Type to Radial and select the gradient end point (square with an arrow icon). Set it to blue using your Color Palette.
http://vectortuts.s3.amazonaws.com/tuts/1_Ripple_Effect/ripple-02.jpg (http://vectortuts.s3.amazonaws.com/tuts/1_Ripple_Effect/ripple-02.jpg)
Step 3
Select the first gradient point and set it to a dark blue. Click beside it to create a new gradient point, and set it to white. Repeat this to create a new gradient point beside this new point, and set it back to blue.
http://vectortuts.s3.amazonaws.com/tuts/1_Ripple_Effect/ripple-03.jpg (http://vectortuts.s3.amazonaws.com/tuts/1_Ripple_Effect/ripple-03.jpg)
Step 4
Let's continue repeating the steps until we have something as shown below. You will notice the darkest point is set in the middle. Don't worry too much how the ripple will look like at this stage, as we can tweak it later on.
http://vectortuts.s3.amazonaws.com/tuts/1_Ripple_Effect/ripple-04.jpg (http://vectortuts.s3.amazonaws.com/tuts/1_Ripple_Effect/ripple-04.jpg)
Step 5
Select the circle and you will see a bounding box appear. Drag a corner and squash it into a an oval shape.
http://vectortuts.s3.amazonaws.com/tuts/1_Ripple_Effect/ripple-05.jpg (http://vectortuts.s3.amazonaws.com/tuts/1_Ripple_Effect/ripple-05.jpg)
Step 6
Now we will start creating the background. Draw a new Rectangle Shape. By default it will use the radial gradient we have created.
http://vectortuts.s3.amazonaws.com/tuts/1_Ripple_Effect/ripple-06.jpg (http://vectortuts.s3.amazonaws.com/tuts/1_Ripple_Effect/ripple-06.jpg)
Step 7
Open up your Gradient Palette again. Change it to a Linear Type this time. Keep the start and end points. Delete the rest of the unnecessary points. Finally, select the start point and change it to a lighter blue.
http://vectortuts.s3.amazonaws.com/tuts/1_Ripple_Effect/ripple-07.jpg (http://vectortuts.s3.amazonaws.com/tuts/1_Ripple_Effect/ripple-07.jpg)
Step 8
Send the background to the back by pressing (Ctrl/Command + Left Bracket). Resize the background so that we have more space on the top. Select the Gradient Tool and click and drag from top to bottom to change the gradient direction.
http://vectortuts.s3.amazonaws.com/tuts/1_Ripple_Effect/ripple-08.jpg (http://vectortuts.s3.amazonaws.com/tuts/1_Ripple_Effect/ripple-08.jpg)
Step 9 - More Ripples
Let's draw more ripples to make it look more realistic. Draw a new oval shape using the Ellipse Tool. Select the Scissors Tool. Then cut it at the bottom left and top right. This will break it into 2 segments.
http://vectortuts.s3.amazonaws.com/tuts/1_Ripple_Effect/ripple-09.jpg (http://vectortuts.s3.amazonaws.com/tuts/1_Ripple_Effect/ripple-09.jpg)
Step 10
Drag the 2 segments into the ripple. You can resize it by dragging the bounding box. Repeat the above steps to create more ripples, as shown below. Have fun adding new ripples until you achieve a great looking ripple effect.
http://vectortuts.s3.amazonaws.com/tuts/1_Ripple_Effect/ripple-10.jpg (http://vectortuts.s3.amazonaws.com/tuts/1_Ripple_Effect/ripple-10.jpg)
Step 11 - The Ripple Brush
Let's start creating the brush for the ripple. Draw a long thin oval with the Ellipse Tool. Select the Pen Tool, hover it to right corner, and hold Alt/Option. It will change to an arrow icon. Click the point to change it to a corner point. Do this for the left corner and bottom pont.
http://vectortuts.s3.amazonaws.com/tuts/1_Ripple_Effect/ripple-11.jpg (http://vectortuts.s3.amazonaws.com/tuts/1_Ripple_Effect/ripple-11.jpg)
Step 12
Click the bottom point and press the Arrow Up key to move the point until the baseline becomes straight as shown below. Open up your Brushes Palette (Window>Brushes). Then drag your shape to the palette to create a New Art Brush.
http://vectortuts.s3.amazonaws.com/tuts/1_Ripple_Effect/ripple-12.jpg (http://vectortuts.s3.amazonaws.com/tuts/1_Ripple_Effect/ripple-12.jpg)
Step 13
Select all the ripples and choose the new art brush. The brush effect will be applied to the ripples. If the ripples appear too thick you can change the stroke weight to make it thinner.
http://vectortuts.s3.amazonaws.com/tuts/1_Ripple_Effect/ripple-13.jpg (http://vectortuts.s3.amazonaws.com/tuts/1_Ripple_Effect/ripple-13.jpg)
Step 14
Now we will need to expand it so that we can fill it with a gradient. Select all the ripples, and go Object>Flatten Transparency. Set the Raster/Vector Balance to 100 and click OK. It is grouped by default after your flattened it. Press Ctrl+Shift+G/Command+Shift+G to ungroup it.
http://vectortuts.s3.amazonaws.com/tuts/1_Ripple_Effect/ripple-14.jpg (http://vectortuts.s3.amazonaws.com/tuts/1_Ripple_Effect/ripple-14.jpg)
Step 15
Select each ripple and give it a different color gradient effect. With the Gradient Tool, we can select and drag to change the gradient directions. We can also also use the Color Picker to pick colors from our main ripple. To do this, select a gradient point first, then select the Color Picker and hold Shift as you click the main ripple to sample the color. With this in mind, we can quickly apply the gradients to all the ripples.
http://vectortuts.s3.amazonaws.com/tuts/1_Ripple_Effect/ripple-15.jpg (http://vectortuts.s3.amazonaws.com/tuts/1_Ripple_Effect/ripple-15.jpg)
Step 16
Here is the final ripple. I have set the darkest ripple in the middle and it get's lighter towards the edge.
http://vectortuts.s3.amazonaws.com/tuts/1_Ripple_Effect/ripple-16.jpg (http://vectortuts.s3.amazonaws.com/tuts/1_Ripple_Effect/ripple-16.jpg)
Step 17 - Water Droplet
Let's create the water droplet. Draw a blue circle using the Ellipse Tool. Go to Object>Create Gradient Mesh. Use the settings shown below.
http://vectortuts.s3.amazonaws.com/tuts/1_Ripple_Effect/ripple-17.jpg (http://vectortuts.s3.amazonaws.com/tuts/1_Ripple_Effect/ripple-17.jpg)
Step 18
With the Direct Selection Tool, select the second point from the bottom. Set it to white using the Color Palette. Next, select the second point from the top and give it a lighter blue.
http://vectortuts.s3.amazonaws.com/tuts/1_Ripple_Effect/ripple-18.jpg (http://vectortuts.s3.amazonaws.com/tuts/1_Ripple_Effect/ripple-18.jpg)
Step 19
Select the 3 points in the middle row and set it to a darker blue. Next we will start to edit the gradient mesh. Select the point beside the white point and drag it away from the white point. Do this for the other side and the 3 darkest points. Our goal here is to make the white highlight more oval instead of circle.
http://vectortuts.s3.amazonaws.com/tuts/1_Ripple_Effect/ripple-19.jpg (http://vectortuts.s3.amazonaws.com/tuts/1_Ripple_Effect/ripple-19.jpg)
Step 20
Finally we move the water droplet above the ripple. Click and hold Alt/Option as you drag to create a duplicate. Repeat it until you have 3 water droplets above the ripple.
http://vectortuts.s3.amazonaws.com/tuts/1_Ripple_Effect/ripple-20.jpg (http://vectortuts.s3.amazonaws.com/tuts/1_Ripple_Effect/ripple-20.jpg)
Step 21
Squash the second water droplet and resize it smaller using the Transform Tool. Also make the top water droplet the smallest. Finally, I make my final tweaking to the ripple by transforming it bigger as I felt it is too tight.
http://vectortuts.s3.amazonaws.com/tuts/1_Ripple_Effect/ripple-21.jpg (http://vectortuts.s3.amazonaws.com/tuts/1_Ripple_Effect/ripple-21.jpg)
Step 22
If you are unhappy with the color for the the water droplets, you can further adjust it. Here's how to do it. Select the 3 droplets and go Filter>Colors>Adjust Colors. Check Preview and increase the Green to make it look turquoise.
http://vectortuts.s3.amazonaws.com/tuts/1_Ripple_Effect/ripple-22.jpg (http://vectortuts.s3.amazonaws.com/tuts/1_Ripple_Effect/ripple-22.jpg)
Step 23
Below is our final image of a serene water ripple effect.
http://vectortuts.s3.amazonaws.com/tuts/1_Ripple_Effect/water-ripple.jpg (http://vectortuts.s3.amazonaws.com/tuts/1_Ripple_Effect/water-ripple.jpg)
DaRknEsS
08-02-10, 09:51 AM
Using Adobe Illustrator to Draw in Perspective
e look at working with an unmeasured perspective system using Illustrator.
Setting Up the Horizon Line
Setting up your file for a perspective drawing is simple.
Step 1
Start by dragging a ruler line down from the top and placing it as your horizon line. If you don't have your rulers, use Command + R or go to View > Show Rulers. Next, drag over a ruler line from the left to mark your vanishing point.
http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_75c2b18e.png (http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_75c2b18e.png)
Step 2
Draw a 2-point line anywhere on the screen. Next, using the white arrow (Direct Selection tool), select one corner of your line and drag it over to the intersection of your horizontal and vertical ruler lines. The arrow will change when you've hit the intersection. Now you've attached the line to the vanishing point.
http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_4988f11b.png (http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_4988f11b.png)
http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_671edfe6.png (http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_671edfe6.png)
Step 3
Now do the same to any other vanishing points (VP) with a new line. When finished, name the layer "horizon," and create a new layer.
Select the lines on the horizon layer, then click on the colored box in your Layer pallet and drag it up to the new layer. Before you let go, hold down the Alt button. This will make a copy of the selected item onto a new layer but in the same position. Lock your horizon layer and you're ready to start.
http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_m40b1e332.png (http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_m40b1e332.png)
Working in 1-Point Perspective
Step 1
Draw your horizon line, and choose a spot on this line to be your central focus. This will be your vanishing point.
Step 2
In this step, you must decide where you want your object to appear in this image. If you place the object above the horizon line, you will be looking up at it. Below the horizon line, you will be looking down on it. Go ahead and place your object.
This is the object I will be drawing throughout the tutorial. The three drawings on the left are called orthogaphics (http://en.wikipedia.org/wiki/Orthographic_projection) they show the object broken down into top, side, and front views. The drawing on the right is a isometric (http://en.wikipedia.org/wiki/Isometric_projection) view of the object. This is just for your reference.
http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_97d92a.png (http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_97d92a.png)
Step 3
Draw the front plane of your object where you decided to place your object. This front plane has nothing to do with the vanishing point. Verticals are vertical and horizontal are horizontal.
http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_m2702d986.png (http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_m2702d986.png)
Step 4
Let's connect the corners of your front plane to the vanishing point. I've found the best way to connect the corners to your vanishing point is to copy line segments while keeping one anchor point stationary. To do this, you will have a line segment with one anchor point sitting on top of your vanishing point.
With your Direct Selection Tool, select the anchor point (not on your vanishing point) and move it over near the corner of your shape. Now before you release your mouse, push Alt, this will make a copy of the line segment.
The reason this can be a little tricky is because if you are holding the Alt button when you first click on your anchor point, you will move the whole line. It only works if you engage it after you begin moving the point. After you've made your copy, use the Direct Selection tool to line up the anchor point of your vanishing line with the corner of your object.
http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_m59ef3c92.png (http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_m59ef3c92.png)
http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_m4967738b.png (http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_m4967738b.png)
Step 5
Let's establish the depth. This step can be tricky. The distance you travel back toward the vanishing point is compressed due to the rules of perspective. The closer you are to the vanishing point, the more compressed the distance becomes. The best way to start is by using proportion.
Take a look at the relationships between other parts of what you have already drawn, also look at the length of the side you're trying to draw. This method basically boils down to eyeing it, but in an intelligent way.
http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_3aaed06c.png (http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_3aaed06c.png)
Step 6
Clean up your lines. Typically, I use the Scissors tool and cut all the vanishing lines. I'll delete all but one or two of the long lines from the vanishing points because it's easy enough to make quick copies of that line if needed later. Use the white arrow to clean up the edges and make sure they line up by watching for the arrow to turn white.
http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_m6e3cab42.png (http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_m6e3cab42.png)
http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_45883f2d.png (http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_45883f2d.png)
Step 7
Let's quickly clean up by connecting points. Select two points with the Direct Selection Tool and hit Command + J (Object > Path > Join). If a dialog box pops up, then the points were exactly on top of one another and you have created a clean corner. If the connection was made but no box popped up, then the two points were slightly off and you should do it again. Below is the result of drawing our object using 1-point perpective.
http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_m69416212.png (http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_m69416212.png)
Working in 2-Point Perspective
Step 1
Draw your horizon line. Choose two spots on this line to be your vanishing points. Where you place these vanishing points will greatly affect the outcome of your drawing. If you place your vanishing points to close together, your images will become overly distorted.
http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_m7a5607a7.png (http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_m7a5607a7.png)
Step 2
If you place your vanishing points equal distance apart from your object, you'll end up with a static composition.
http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_m7ebee22e.png (http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_m7ebee22e.png)
Step 3
To achieve a more dynamic view of your object, vary the distances. Have one vanishing points close to your object and one far away. This set up has a dominant and secondary vanishing point.
http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_m51e01374.png (http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_m51e01374.png)
Step 4
Once you have established your vanishing points, begin by drawing the front edge of your shape. The height is arbitrary, but use proportion and relationships to establish the rest of the shape.
http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_m3914441c.png (http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_m3914441c.png)
Step 5
Draw lines from the top and bottom of your first line to the left vanishing point (LVP) and right vanishing point (RVP).
http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_m773ae71e.png (http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_m773ae71e.png)
Step 6
Block in your first big shape.
http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_67b5000a.png (http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_67b5000a.png)
Step 7
Use the first shape you've blocked in as reference for your other big shapes and block those in.
http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_3c28e966.png (http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_3c28e966.png)
Step 8
Clean up the lines and add details.
http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_1b25f922.png (http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_1b25f922.png)
http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_26147d05.png (http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_26147d05.png)
Step 9
Below is the result of drawing our object using 2-point perpective. Notice how stylistically we make the outer edge thicker than the inner lines. This method is covered in the tutorial How to Create a See-through Information Graphic (http://vectortuts.com/illustration/how-to-create-a-see-through-information-graphic/).
http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_45ccbca6.png (http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_45ccbca6.png)
Working in 3-Point Perspective
Step 1
Set up your horizon line and mark off your first two vanishing points. The third vanishing point is either above or below the horizon line, close to the center of your composition. Most of the time, your third vanishing point should be off the page. It should be more hinted at than a main focus. If your third vanishing point is too close, your object will become overly distorted. Keep in mind, the best time to use a third perspective point is if the object you're drawing is very large or very small.
http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_207b49b5.png (http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_207b49b5.png)
Step 2
Follow the same steps covered in Working with 2-Point Perspective, but all vertical lines must vanish to your new Vanishing Point.
http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_m1effd3f6.png (http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_m1effd3f6.png)
Step 3
Connect the edge to your vanishing points and block in your first big shape.
http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_5b7415a2.png (http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_5b7415a2.png)
Step 4
Use the first shape as a reference to help block in other large shapes.
http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_5679d55b.png (http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_5679d55b.png)
Step 5
Use the scissors tool to cut the excess lines.
http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_m3a748f4c.png (http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_m3a748f4c.png)
Step 6
Use the Direct selection tool to line up all the corners.
http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_m741c8ec.png (http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_m741c8ec.png)
Step 7
Now that the object is less visually cluttered it is easier to add details.
http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_m332cad04.png (http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_m332cad04.png)
http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_3845a069.png (http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_3845a069.png)
Step 8
Cut and clean up details.
http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_177a7013.png (http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_177a7013.png)
Step 9
Below is the result of drawing our object using 3-point perpective.
http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_m249c47e3.png (http://vectortuts.s3.amazonaws.com/tuts/63_Perspective_Points/PerspectiveTutorial_html_m249c47e3.png)
Conclusion
I hope this tutorial helps some of you begin working with perspective in Illustrator. The methods I have covered in this tutorial can be used for a wide wide range of professional projects. I limited this tutorial to just the fundamentals, and I hope to get into some more advanced technical illustration techniques in future tutorials.
DaRknEsS
08-02-10, 09:52 AM
Creating backgrounds is often part of the process of creating good designs. Here we will create a professional business style background, which could be used in many of your projects. For example, in presentations, advertisements, or website headers.
This is a beginner level tutorial showing how to create a background in Illustrator. We will be using tools such as the Pen tool, Brush tool, and Effects as well. Learn how to quickly create interesting vector backgrounds.
Beginning the Background
It is always a good idea to have it clear in your mind what color scheme you are going to follow . I often use colourlovers.com (http://www.colourlovers.com/) to help me in this process. Here is the theme of colors we will follow.
http://aiburn.com/files/articles/creating_professional_business_backgrounds/09.gif
Next we create a simple gradient background within our color scheme.
http://aiburn.com/files/articles/creating_professional_business_backgrounds/01.gif
Creating the Linear Background
Using the Pen Tool (P) draw two lines, which have 1px white strokes, but no Fill.
http://aiburn.com/files/articles/creating_professional_business_backgrounds/02.gif
Go to Object > Blend > Blend Options.
http://aiburn.com/files/articles/creating_professional_business_backgrounds/03.gif
Adjust your Blending Options to a limited number of Specified Steps, something like this.
http://aiburn.com/files/articles/creating_professional_business_backgrounds/04.gif
Go to Object > Blend > Make or (Option/Alt+Ctrl+B).
http://aiburn.com/files/articles/creating_professional_business_backgrounds/05.gif
Create two more lines in the same way using the Pen Tool (P) and using Object > Blend > Make as well.
http://aiburn.com/files/articles/creating_professional_business_backgrounds/06.gif
Since your lines are all placed, now would be a good time to play around with the Points. Click on one side of your original line. Then adjust the Handle and Stroke to get a better effect and curve in the lines. Here is my result, shown below.
http://aiburn.com/files/articles/creating_professional_business_backgrounds/07.gif
Building Up the Elements
Now we need to bring a central element into the design. I pulled up a world map from my library and then Pasted it onto the Artboard. Then I went to Right Click > Arrange> Bring to Front. Feel free to use any image you want for the central figure in the design. If your looking for a similar map, here is a link to a Free Vector Dotted Map (http://www.jay-han.com/2008/01/06/dotted-world-map-vector-resource-free-download/).
http://aiburn.com/files/articles/creating_professional_business_backgrounds/08.gif
Choose a Fill color for your map. Be sure to keep your color scheme in mind.
http://aiburn.com/files/articles/creating_professional_business_backgrounds/10.gif
Modifying the Map
Let's modify this map a bit. Go to Effects > Arc. Use the settings below.
http://aiburn.com/files/articles/creating_professional_business_backgrounds/11.gif
After applying the effects, you will get something like this.
http://aiburn.com/files/articles/creating_professional_business_backgrounds/12.gif
Creating Arrows using Brushes
Create some random curved lines using the Pen Tool (P).
http://aiburn.com/files/articles/creating_professional_business_backgrounds/13.gif
Open up your Brush Palette. Then go to Brush Libraries > Arrows Standard.
http://aiburn.com/files/articles/creating_professional_business_backgrounds/14.gif
Select all your new curved lines. Then pick out an Arrow Brush and Apply.
http://aiburn.com/files/articles/creating_professional_business_backgrounds/15.gif
Select each line one by one. Then adjust Stroke and Width until you are satisfied with the outcome. Then go to Object > Expand, in order to expand your lines. Next Fill your lines with a Gradient. Here I used White and Gray colors for the Gradient.
http://aiburn.com/files/articles/creating_professional_business_backgrounds/16.gif
Refining and Balancing
The lines in the background need some more work, so I'll add a few more to give it some depth.
http://aiburn.com/files/articles/creating_professional_business_backgrounds/17.gif
I then add a few more; see the results so far below.
http://aiburn.com/files/articles/creating_professional_business_backgrounds/18.gif
Conclusion
Fill the new lines with the same Gradient color, adjust the transparency if needed. Work with this until you are satisfied with the outcome. The final image is below!
http://aiburn.com/files/articles/creating_professional_business_backgrounds/19.gif
DaRknEsS
08-02-10, 09:53 AM
Final Image Preview
Below is a preview of the final image we'll be working towards.
http://vectortuts.s3.amazonaws.com/tuts/33_Camera_Lens/final.jpg
Step 1
Create a new document of whatever size and aspect ratio you'd like. Unlike Photoshop, in Illustrator it's quite easy to change the document size anytime during our work. We can simply resize the vector graphics to fit the new dimensions. I initially chose a square document at 550 pixels by 550 pixels.
Since the process of creating our image is primarily just layering shapes with different gradients and fills over each other, most of the following steps will simply say what the size of the circle should be, what the gradient type is, the gradients direction, the colors used in the gradient, their color stop locations in the gradient, and the location of the center slider(s) in the gradient.
Make the first circle is 429px wide, with a -45 degree linear gradient, which has a 100% gray (at 100% stop) to 40% Gray (at 0% stop), and the center slider set at 50%.
http://vectortuts.s3.amazonaws.com/tuts/33_Camera_Lens/step1.jpg
Step 2
Make the second circle is 423px wide with a -45 degree linear gradient, which has a 100% gray (at 100% stop) to 60% gray (at 0% stop), and the center slider at 50%.
http://vectortuts.s3.amazonaws.com/tuts/33_Camera_Lens/step2.jpg
Step 3
Make the third circle is 368px wide, with a 135 degree linear gradient, which has a 100% gray (at 100% stop) to 50% gray (at 0% stop), and the center slider at 33%.
http://vectortuts.s3.amazonaws.com/tuts/33_Camera_Lens/step3.jpg
Step 4
Make the fourth circle is 364px wide, with a solid black fill. Additionally, we're going to give this circle a feather of 3px by going to Effect > Stylize > Feather.
http://vectortuts.s3.amazonaws.com/tuts/33_Camera_Lens/step4.jpg
Step 5
Make the fifth circle is 359px wide with a solid 70% gray fill.
http://vectortuts.s3.amazonaws.com/tuts/33_Camera_Lens/step5.jpg
Step 6
Make the sixth circle 339px wide with a 90 degree linear gradient, which has a 100% gray (at 100% stop) to 60% gray (at 0% stop), and the center slider at 50%.
http://vectortuts.s3.amazonaws.com/tuts/33_Camera_Lens/step6.jpg
Step 7
Make the seventh circle 335px wide with a solid 70% gray fill.
http://vectortuts.s3.amazonaws.com/tuts/33_Camera_Lens/step7.jpg
Step 8
Make the eighth circle 329px wide with a 90 degree linear gradient, which has a 100% gray (at 100% stop) to 60% gray (at 0% stop), and the center slider at 50%.
http://vectortuts.s3.amazonaws.com/tuts/33_Camera_Lens/step8.jpg
Step 9
Make the ninth circle 325px wide with a solid 70% gray fill.
http://vectortuts.s3.amazonaws.com/tuts/33_Camera_Lens/step9.jpg
Step 10
Make the tenth circle 319px wide with a 90 degree linear gradient, which has a 100% gray (at 100% stop) to 60% gray (at 0% stop), and the center slider at 50%
http://vectortuts.s3.amazonaws.com/tuts/33_Camera_Lens/step10.jpg
Step 11
Make the eleventh circle 315px wide with a 130 degree linear gradient, a 100% gray (at 100% stop) to 90% gray (at 0% stop), and the center slider at 50%.
http://vectortuts.s3.amazonaws.com/tuts/33_Camera_Lens/step11.jpg
Step 12
Make the twelfth circle 277px wide with a radial gradient, which has a 100% gray (at 100% stop) to 80% gray (at 0% stop), and the center slider at 50%. The radial gradient should originate from the center and get darker toward the edge.
To change the point from where it originates, select the Gradient tool, and click and drag from the top left-most corner of the circle to the bottom right-most corner. Hint: if the gradient isn't changing when you drag across, make sure the circle is selected.
http://vectortuts.s3.amazonaws.com/tuts/33_Camera_Lens/step12.jpg
Step 13
For the next circle we need a slightly more complex gradient, and for that we'll use a gradient mesh. Gradient meshes are extremely powerful and can be used to create incredibly complex and photo realistic illustrations by blending colors in an almost infinite number of ways. However, we only need a simple mesh here, so create a 268px wide circle and fill it with solid black.
Gradient meshes can be created manually by adding mesh points using none other than the Gradient Mesh tool, but since we just need a simple one, we'll have Illustrator create it for us. Select the circle, and go to Object > Create Gradient Mesh. Leave all of the default values set, but change the rows and columns to 3 each. When you click OK, Illustrator will create the mesh.
With the circle selected, switch to the Direct Selection tool, and click on a point (intersection) on the mesh to select it. Then, click in the top left-most area of the mesh and change its color to 80% gray. Next, click in the bottom right-most area and change its color to 70% gray.
http://vectortuts.s3.amazonaws.com/tuts/33_Camera_Lens/step13.jpg
Step 14
Make the fourteenth circle 225px wide with a solid white fill. Additionally, give this circle a Feather of 6px by going to Effect > Stylize > Feather..
http://vectortuts.s3.amazonaws.com/tuts/33_Camera_Lens/step14.jpg
Step 15
Make the fifteenth circle 220px wide with a solid black fill. Then add a 3px Feather to this circle.
We're also going to offset this circle. First, align it center with all of the other circles. Then, using the Arrow keys, nudge it up twice and to the left twice.
http://vectortuts.s3.amazonaws.com/tuts/33_Camera_Lens/step15.jpg
Step 16
Make the sixteenth circle 216px wide with a solid black fill.
Tip: you may want to lock down the offset black circle created in Step 15. Then you can still select all of the shapes and center them relative to the art board without disrupting the offset one.
http://vectortuts.s3.amazonaws.com/tuts/33_Camera_Lens/step16.jpg
Step 17
Make the seventeenth circle 208px wide with a radial gradient, which has a 100% Gray (at 100% stop) to 90% Gray (at 0% stop), and the center slider at 50%.
http://vectortuts.s3.amazonaws.com/tuts/33_Camera_Lens/step17.jpg
Step 18
Make the eighteenth circle 208px wide with no fill and a 7pt white stroke. Then apply a 4px Feather to this circle.
http://vectortuts.s3.amazonaws.com/tuts/33_Camera_Lens/step18.jpg
Step 19
Now we'll add some glare and reflections to our inner lens to give it a glass appearance. Draw a sort of half-moon shape with the Pen tool, fill it with white, and give it an 8px Feather. Also, lower its Opacity to 75%.
http://vectortuts.s3.amazonaws.com/tuts/33_Camera_Lens/step19.jpg
Step 20
To add a bit of a glare to the bottom corner of the lens, draw an oval shape with the Pen tool. It's okay if it's not perfect, as some imperfection will add to the effect. Again, fill the shape with white, give it a 3px feather, and lower its opacity to 50%.
http://vectortuts.s3.amazonaws.com/tuts/33_Camera_Lens/step20.jpg
Step 21
Next we'll add a few more reflections to the lens. Draw two more shapes, as shown below. Then fill them with white, give them a 3px Feather, and lower their Opacity to 20%.
http://vectortuts.s3.amazonaws.com/tuts/33_Camera_Lens/step21a.jpg
Step 22
Draw a few ovals with the Ellipse tool, making them larger as they go. Rotate them to about a 45 degree angle, and place them in a diagonal line with the smallest oval towards the center. Once you have three done in a row, select them all, copy them, and then rotate them and place them in line with the first three, again with the smallest oval toward the center.
http://vectortuts.s3.amazonaws.com/tuts/33_Camera_Lens/step21b.jpg
Step 23
All that's left to do is add the outer lens. To do that, draw a white circle that covers all of the camera lens except for the outer frame. Then, using the Scissors tool, click on the top right-most corner and slightly below the left-most side of the circle path to cut the path at those points.
Delete the bottom half of the circle, then, with the Pen tool, click on one end of the path to continue it. Then click on the other end and drag to create a curved line joining the ends of the half-circle. Once you've drawn the half-circle, lower its Opacity to 50%.
http://vectortuts.s3.amazonaws.com/tuts/33_Camera_Lens/step22a.jpg
http://vectortuts.s3.amazonaws.com/tuts/33_Camera_Lens/step22b.jpg
Step 24
We're now going to create a transparency mask to add a slight touch of glare to the lens reflection. A transparency mask is composed of a shape on top of another shape. The top shape used as the mask can be black, white, or any shade of gray, or a grayscale gradient.
When the mask is created, the areas of the shapes underneath are made transparent based on the shade of gray that is laid over them. So, the darker the area of the top shape, the lower the transparency will be of the bottom shape under that area. The lighter the shade of gray, the more opaque that area will be.
To create our mask, copy the half-circle we created in the last step and paste it directly on top of the original (Command + F for Paste In Front). Bring the opacity of the copy back up to 100%, and fill it with a white to black gradient originating in the top left-most corner. To change the origination point, again use the Gradient tool as we did earlier.
http://vectortuts.s3.amazonaws.com/tuts/33_Camera_Lens/step23.jpg
Step 25
The final step is to create the transparency mask. To do so, right-click on the top half-circle and go to Select > Next Object Below. This will select the bottom shape. To select the top one as well, hold Shift and click on it. In the Transparency palette, click on the popup menu button in the top-right corner and select Make Opacity Mask.
http://vectortuts.s3.amazonaws.com/tuts/33_Camera_Lens/step24.jpg
Conclusion
The text around the frame is accomplished using the Type On a Path Tool, located under the Type tool. Simply, draw a circle whose edge runs along the middle of the frame, select the Type tool, and click on the circle to begin typing along the path.
That's it! We've finished our camera lens. It's ready to be used as an icon, logo, or any other type of graphic for wherever it's needed. And the best part - it's fully scalable! Remember that complex graphics can be created just by combining simple shapes and colors, and that 3D effects can be simulated with simple 2D shapes as well.
http://vectortuts.s3.amazonaws.com/tuts/33_Camera_Lens/final.jpg
DaRknEsS
08-02-10, 09:54 AM
Actionscript 3 Web Portfolio
In this tutorial, I will show you how to create the above Flash movie just by using one frame and Actionscript 3.0.
Setting up the environment
1. Create a new document of size 400x250 and background black.
2. In the top left corner, create four (4) dynamic text fields of size 90x20. Type some text for them, eg. "Home", "About", "Work" and "School".
3. Convert each text field into a movie clip (name it however you want, registration point doesn't matter). Give them instance names of "homeButton", "aboutButton", "workButton" and "schoolButton".
http://flashmymind.com/images/menu1.jpg
4. Create a new layer below the first one. Draw a rectangle of size 700x500.
5. Convert the rectangle into a movie clip. Set the registration point to the top left corner. Name it however you want.
6. Set the movie clip to the top left corner of the stage. Give it an instance name of "mainPage". This mainPage will contain all the text seen in the Flash movie.
7. Double click the mainPage movie clip. Inside of the movie clip, create four text fields according to the image below. Type some random text to the fields...
http://flashmymind.com/images/textboxes.jpg
Moving into Actionscript 3.0
8. Creata a new layer for actionscript in the main timeline. Type the following.
//We need these for the tween
import fl.transitions.easing.*;
import fl.transitions.*;
//This tween will be used to move the mainPage
var myTween:Tween;
//We don't want the text boxes inside of the movie clips to catch click events
homeButton.mouseChildren = false;
aboutButton.mouseChildren = false;
schoolButton.mouseChildren = false;
workButton.mouseChildren = false;
//Make the movie clips look like buttons (hand cursor appears)
homeButton.buttonMode = true;
aboutButton.buttonMode = true;
schoolButton.buttonMode = true;
workButton.buttonMode = true;
//Assign a click handler for each button
homeButton.addEventListener (MouseEvent.CLICK, clicked);
aboutButton.addEventListener (MouseEvent.CLICK, clicked);
schoolButton.addEventListener (MouseEvent.CLICK, clicked);
workButton.addEventListener (MouseEvent.CLICK, clicked);
//This function is called when one of the buttons is clicked
function clicked (e:Event):void {
//Save the clicked button to a local variable
var buttonClicked:MovieClip = (MovieClip)(e.target);
/*
The following tweens all last one second. We start each tween from the last position of the mainPage.
*/
//Tween to the top left corner if the home button is clicked
if (buttonClicked == homeButton) {
myTween = new Tween(mainPage, "y", Back.easeIn, mainPage.y, 0, 1, true);
myTween = new Tween(mainPage, "x", Back.easeIn, mainPage.x, 0, 1, true);
}
//Tween to the about text
else if (buttonClicked == aboutButton) {
myTween = new Tween(mainPage, "y", Back.easeIn, mainPage.y, 0, 1, true);
myTween = new Tween(mainPage, "x", Back.easeIn, mainPage.x, -300, 1, true);
}
//Tween to the work text
else if (buttonClicked == workButton) {
myTween = new Tween(mainPage, "y", Back.easeIn, mainPage.y, -250, 1, true);
myTween = new Tween(mainPage, "x", Back.easeIn, mainPage.x, 0, 1, true);
}
//Tween to the school text
else {
myTween = new Tween(mainPage, "y", Back.easeIn, mainPage.y, -250, 1, true);
myTween = new Tween(mainPage, "x", Back.easeIn, mainPage.x, -300, 1, true);
}
}
You are done, test your movie! If you have any questions concerning the tutorials, please visit the forum. (http://forum.flashmymind.com/)
DaRknEsS
08-02-10, 09:55 AM
Boxes Avoiding Getting Hit
In this Actionscript 3 tutorial, I will show you how to create boxes that will avoid being hit by a ball. The end result is seen above (click the white ball to launh the movie). Let's get started straight away!
Setting up the environment
1. Create a new Flash Actionscript 3 movie (340x200).
2. Draw a rectangle on the stage. Make it size 20x20.
3. Convert the rectangle into a movie clip. Name it however you want, just set the registration point to the center!
4. Linkage the movie clip to a class named "Box". If you are unfamiliar with movie clip linkage, check the Actionscript 3 External Classes (http://flashmymind.com/Tutorials/Actionscript/Basics/externalClasses.php) tutorial.
5. Now draw a circle of size 10x10 on the stage.
6. Convert the circle into a movie clip. Name it however you want, just set the registration point to the center!
7. Linkage the circle movie clip to a class named "Ball".
8. Remove the circle and the rectangle from the stage.
Moving into Actionsctipt
9. Type the following Actionscript code in the first frame.
//This array will hold all the boxes
var boxes:Array = new Array();
//Set the ball's speed
var ballSpeed:Number = -4;
//This loop adds 8 boxes to the stage
for (var i = 0; i < 9; i++) {
//Create a box
var box:Box = new Box();
//Assign a position
box.y = 150;
box.x = box.width * i * 1.5 + 40;
//Add the box to the array
boxes.push(box);
//Add the box to the stage
addChild(box);
}
//Create the ball and set it to the right side
var ball:Ball = new Ball();
ball.x = 320;
ball.y =155;
//Make the ball look like a button (hand cursor)
ball.buttonMode = true;
//Add the ball to the stage
addChild(ball);
//Listen when the user clicks the ball
ball.addEventListener(MouseEvent.CLICK, ballClicked);
//This function is called when the user clicks the ball
function ballClicked(e:Event):void {
//Add ENTER_FRAME which does all the animation
addEventListener(Event.ENTER_FRAME, enterFrameHandler);
}
//This function is called in every frame
function enterFrameHandler(e:Event):void {
//Move the ball to the left by 2 pixels
ball.x += ballSpeed;
for (var i = 0; i < boxes.length; i++) {
//Get a box from the array
var box:Box = boxes[i] as Box;
//Check the x distance from the ball to the box
var distX:Number = ball.x - box.x;
//Ball is coming from the right
if (distX < 50 && distX > 0 && ballSpeed < 0) {
//Animate box up
box.y -= 2;
}
//Ball is leaving to the left
else if (distX < 50 && distX < 0 && ballSpeed < 0) {
//Animate the ball down if it's not in original position
if (box.y <= 150) {
box.y += 2;
}
}
//Ball is coming from the left
if (distX < 0 && distX > -50 && ballSpeed > 0) {
//Animate box up
box.y -= 2;
}
//Ball is leaving to the right
else if (distX < 50 && distX > 0 && ballSpeed > 0) {
//Animate the ball down if it's not in original position
if (box.y <= 150) {
box.y += 2;
}
}
//Move the direction if the ball is over to the left
//or right edge.
if (ball.x + 5 >stage.stageWidth || ball.x - 5 < 0) {
//Invert the speed
ballSpeed *= (-1);
}
}
}
Test your movie! I hope you learned something new from this. Remember, if you have any questions, don't hesitate to ask in the forum. (http://forum.flashmymind.com/)
http://s9.addthis.com/button1-share.gif (http://www.addthis.com/bookmark.php)
DaRknEsS
08-02-10, 09:55 AM
Space Rocket with Actionscript 3
In this tutorial, I will show you how to create a space rocket with a trail effect. All the animation is done via Actionscript 3 of course!
Setting up the environment
1. Create a new document of size 400x400.
2. Draw a space rocket that points to the right. Don't pay attention to how it looks, since this is not a tutorial on drawing. Just draw something that you might imagine to be a rocket.
3. Convert your rocket into a movie clip. Set the registration point to the center. Name it however you want.
4. Give the rocket an instance name of "rocket".
Moving into Actionscript
5. Create an actions layer and type the following.
//These variables tell us which button is down
var leftArrow:Boolean = false;
var rightArrow:Boolean = false;
var upArrow:Boolean = false;
//rotationSpeed defines how fast the rocket rotates
var rotationSpeed:Number = 10;
//accelaration defines how fast we accelerate the ship
var acceleration:Number = 0.5;
//Ship x and y speed
var xSpeed:Number = 0;
var ySpeed:Number = 0;
//Add ENTER_FRAME that moves the ship
addEventListener (Event.ENTER_FRAME,moveRocket);
//Listen for the key presses
stage.addEventListener (KeyboardEvent.KEY_DOWN,keyDownHandler);
stage.addEventListener (KeyboardEvent.KEY_UP,keyUpHandler);
function moveRocket (e:Event):void {
//First we rotate the ship
if(rightArrow) {
rocket.rotation += rotationSpeed;
}
if(leftArrow) {
rocket.rotation -= rotationSpeed;
}
//If the user presses the up arrow, the following gets executed
if(upArrow) {
//Increase the x and y speeds
xSpeed += Math.cos(Math.PI*rocket.rotation/180)*acceleration;
ySpeed += Math.sin(Math.PI*rocket.rotation/180)*acceleration;
//Create a fire when we acce
var fire:MovieClip = new MovieClip();
//Draw the fire
drawFire(fire);
//Create a new fire at the end of the rocket
fire.x = rocket.x - Math.cos(Math.PI*rocket.rotation/180)
* (rocket.width / 2);
fire.y = rocket.y - Math.sin(Math.PI*rocket.rotation/180)
* (rocket.height / 2);
//Add the fire to the stage
addChildAt(fire,0);
fire.addEventListener(Event.ENTER_FRAME, animateFire);
}
//Assign the new x and y position for the rocket
rocket.x += xSpeed;
rocket.y += ySpeed;
//Make the rocket appear on the other side if it's out of bounds
if (rocket.x > stage.stageWidth) {
rocket.x = 0;
}
else if (rocket.x < 0) {
rocket.x = stage.stageWidth;
}
if (rocket.y > stage.stageHeight) {
rocket.y = 0;
}
if (rocket.y < 0) {
rocket.y = stage.stageHeight;
}
}
//This is called when a user presses a key
function keyDownHandler (e:KeyboardEvent):void {
//Left arrow clicked
if (e.keyCode == 37) {
leftArrow = true;
}
//Right arrow clicked
else if (e.keyCode == 39) {
rightArrow = true;
}
//Up arrow clicked
else if (e.keyCode == 38) {
upArrow = true;
}
}
//This is called when a user releases a key
function keyUpHandler (e:KeyboardEvent):void {
//Left arrow up
if (e.keyCode == 37) {
leftArrow = false;
}
//Right arrow up
else if (e.keyCode == 39) {
rightArrow = false;
}
//Up arrow up
else if (e.keyCode == 38) {
upArrow = false;
}
}
//This funtion draws a red ball
function drawFire (mc:MovieClip):void {
//Give a random color for the circle
mc.graphics.beginFill (0xff0000);
//Draw the cirlce
mc.graphics.drawCircle (0, 0, 10);
//End the filling
mc.graphics.endFill ();
}
//This function fades the fire in each frame
function animateFire(e:Event):void {
//In each frame, reduce the alpha and the scale of the trail ball.
e.target.alpha -= 0.04;
e.target.scaleY -= 0.04;
e.target.scaleX -= 0.04;
//Remove the fire if the alpha is less than zero
if(e.target.alpha<0) {
e.target.removeEventListener(Event.ENTER_FRAME, animateFire);
removeChild((MovieClip)(e.target));
}
}
You are done, test your movie! I hope you enjoyed this tutorial and learned something from it. If you have any questions concerning this tutorial, please visit the forum. (http://forum.flashmymind.com/)
DaRknEsS
08-02-10, 09:56 AM
Event Handing in ActionScript 3.0
By Blue_Chi | Flash CS3 | ActionScript 3.0 | Beginner
Event handling is the process by which any sort of interactivity is created in ActionScript 3.0. This tutorial will teach how to make your movie jump to life, whether it was by reacting to a mouse click, a keyboard stroke, or any event happening in Flash using the Event Handling system of AS3.
Our tutorial is divided into the following sections:
Basic Event Handling Using the .addEventListener() method.
Unregistered Events Listeners using the removeEventListener() method.
Working with Event Targets.
Basic Event Handling Usage
An ActionScript Event is any interaction happening in the Flash environment, whether it was a mouse click, the movement of the timeline to a new frame, the completion of the loading process of an external asset, or any other occurrence. ActionScript can make any object react to any event by using an Event Listener. An event listener is basically a function created with the very specific purpose of reacting to an event. An object can react to an event using an event listener. This is done by using the .addEventListener method. This method simply registers an Event Listener and an Event to an object.
The process described above is written in ActionScript using in the format shown below:
myObject.addEventListener(Event, eventListenerFunction);
Our Event Listener will obviously have to be specified by declaring the function the same way any other function is declared in ActionScript, the only difference is that the listener function must have one argument to represent the event. This event argument can have any identifier as its name, I usually use the letter 'e' for it as shown in the generalized code below:
myObject.addEventListener(Event, eventListenerFunction);
function eventListenerFunction (e:Event):void{
//ActionScript statements to be executed when the event happens.
}
So for example, if we want a graphical object placed on stage to act like a button by reacting to a mouse click over it, we can simply register an event and an event listener to it this way:
myButton.addEventListener(MouseEvent.CLICK, myClickReaction);
function myClickReaction (e:MouseEvent):void{
trace("I was clicked!");
}
The format above is the basic format at which any event can be registered. Depending on the event you are trying to listen to, the object and the event to register for will differ. For example, if you are using the Loader Class (http://www.oman3d.com/tutorials/flash/as3loader/) to load an external asset at run time, you can perform a specific action only when the asset you are trying to load finishes loading. For this particular purpose you will need to register for the Event.COMPLETE as shown in the example below:
my_loader.contentLoaderInfo.addEventListener(Event .COMPLETE, startListener);
function startListener (e:Event):void{
trace("Loading Completed");
}
You need to study each class on its own to learn about its supported events and how to use those specific events related to it. The easiest way for doing this is by checking the built-in ActionScript Reference.
Unregistering Event Listeners
The earlier heading explained the basic technique for registering an event listener using the .addEventListener() method. However, you must be cautious at how you use this method and only use it for events that you actually expected to happen, otherwise you must always remove any unnecessary event listeners to reduce the processing resources required by the Flash application. This practice can help ensure that your Flash movies do not crash or become unresponsive because of overwhelming event listeners.
To unregister an event you can use the .removeEventListener() method in the same exact way the .addEventListener() method is used. This method requires specifying the object from which the event listener is to be unregistered, the event to stop listening to, and the function that was assigned to this specific event. Here is a generalized code on the usage of this method:
myObject.removeEventListener(Event, eventListenerFunction);
For example, if an event listener function was registered to be triggered on the entry of each new frame on the main timeline we would have registered it this way:
this.removeEventListener(Event.ENTER_FRAME, loading);
The code above is taken from a movie that uses a graphical preloader to play the movie only when it finishes loading. You can see how that movie uses an event listener to track the loading progress of the movie and then unregisters this event when it is no longer needed. Click here to read the AS3 Preloader Tutorial (http://www.oman3d.com/tutorials/flash/as3preloader/).
Event Targets
Depending on the event handled, an event would usually occur to a specific object. For example, a click event will happen to a specific button and a load complete event will happen to a specific instance of the loader class. Referring to these objects in basic movies is pretty simple, for example, if we want an object to become hidden when clicked, we can refer to the instance name of the object from within the listener function to hide it this way:
my_btn.addEventListener(MouseEvent.CLICK, hideMe);
function hideMe(e:MouseEvent):void{
my_btn.visible=false;
}
That should work, but sometimes when working in more complex movies you might want to refer to the target of your event without specifying its name, most probably because you want to reuse the same listener function with more than one object. To do that we use the keyword e.currentTarget from within the listener function. For example, the code above could be rewritten this way:
my_btn.addEventListener(MouseEvent.CLICK, hideMe);
function hideMe(e:MouseEvent):void{
e.currentTarget.visible=false;
}
And that will create the same exact previous result. However, we can now reuse this listener function for more than one object without fear of breaking the code because of the smart reference to our event target:
my1_btn.addEventListener(MouseEvent.CLICK, hideMe);
my2_btn.addEventListener(MouseEvent.CLICK, hideMe);
function hideMe(e:MouseEvent):void{
e.currentTarget.visible=false;
}
If you are aware of the Display List system of ActionScript you would realize that some display containers (such as MovieClips) can have other display objects or display object containers inside them as well. It is possible to refer to the children of an object to which an event was registered using the keyword e.target (as opposed to e.currentTarget) to refer directly to these objects. This allows a developer to control any number of objects individually as long as they are hosted within a display object container by referring to them using the e.target keyword. For example, if we have a MovieClip movie that has three buttons, we can hide each of these buttons on its own when individually clicked by registering ONE event listener to ONE object only, which is in this case the display object container, i.e. the menu MovieClip, here is an example:
var myMenu_mc:MovieClip = new MovieClip();
myMenu_mc.addChild(my1_btn);
myMenu_mc.addChild(my2_btn);
myMenu_mc.addChild(my3_btn);
myMenu_me.addEventListener(MouseEvent.CLICK, hideThisButton);
function hideThisButton(e:MouseEvent):void{
e.target.visible=false;
}
The MovieClip myMenu_mc has three children, these are my1_btn, my2_btn, and my3_btn. The event listener function registered with myMenu_mc refers to e.target instead of e.currentTarget so that it refers to the actual button clicked and not the display object container that hosts them.
This last bit is relatively an advanced technique which might not be apparently helpful to novice ActionScript programmers, but it is one of the best techniques for reducing the amount of code you write. Our upcoming tutorials will show you how to make use of it in practical examples.
This concludes our basic tutorial on how to use the event handling system in ActionScript 3.0. We have not talked about advanced aspects of events handling such as bubbling, garbage collection, and creating custom events. We will hopefully talk about these in an advanced tutorial in the near future.
I hope that you found this tutorial helpful.
- End of Tutorial.
DaRknEsS
29-04-10, 09:36 AM
نرجع من جديد مع درس فوتوشوب جديد
{ الدرس الرابع : تأثير الألوان الطيفية ~
الدرس سهل بإذن الله وبنفس الوقت ممتع
نبدا بالأول مع مثال لتطبيق الدرس
http://g.abunawaf.com/2010/1/12/00.jpg (http://www.abunawaf.com/post-9059.html)
بالبداية نفتح عمل جديد ( Ctrl + N ) بعرض مقاس 1024 و طول مقاس 768
( لك حرية اختيار المقاس )
http://g.abunawaf.com/2010/1/12/1.jpg (http://www.abunawaf.com/post-9059.html)
نلون الخلفية لمساحه العمل باللون الأسود ,, نستخدم أداة التعبئة
http://g.abunawaf.com/2010/1/12/2.jpg (http://www.abunawaf.com/post-9059.html)
ونختار اللون : الأسود
http://g.abunawaf.com/2010/1/12/3.jpg (http://www.abunawaf.com/post-9059.html)
وهذي النتيجة
http://g.abunawaf.com/2010/1/12/4.jpg (http://www.abunawaf.com/post-9059.html)
ننشأ لير جديد بالضغط على زر اضافه لير بمربع الليرات
http://g.abunawaf.com/2010/1/12/5.jpg (http://www.abunawaf.com/post-9059.html)
نختار أداة التدرج اللوني
http://g.abunawaf.com/2010/1/12/6.jpg (http://www.abunawaf.com/post-9059.html)
في الأعلى نتأكد من اختيار الخيار الأول التدرج الأفقي
ثم نضغط على قائمه الألوان لاختيار ألوان التدرج اللي نبغاها
http://g.abunawaf.com/2010/1/12/7.jpg (http://www.abunawaf.com/post-9059.html)
نحتاج لتدرج أبيض - شفاف
اتبع الصورة التالية
http://g.abunawaf.com/2010/1/12/8.jpg (http://www.abunawaf.com/post-9059.html)
http://g.abunawaf.com/2010/1/12/9.jpg (http://www.abunawaf.com/post-9059.html)
http://g.abunawaf.com/2010/1/12/10.jpg (http://www.abunawaf.com/post-9059.html)
نضغط OK وبعدها نبدا بالتلوين المتدرج
نبدا بحسب المؤشر من أعلى التصميم إلى بعد منتصف العمل تقريبا
( طبعا مو ضروري لبعد المنتصف هذي ترجع لنظره كل واحد )
http://g.abunawaf.com/2010/1/12/11.jpg (http://www.abunawaf.com/post-9059.html)
وهذي النتيجة للتعبئة اللونية المتدرجة
http://g.abunawaf.com/2010/1/12/11-11.jpg (http://www.abunawaf.com/post-9059.html)
نطبق الفلتر التالي
Filter >> Distort >> Wave
http://g.abunawaf.com/2010/1/12/12.jpg (http://www.abunawaf.com/post-9059.html)
ونطبق الاعدادات التالية
http://g.abunawaf.com/2010/1/12/13.jpg (http://www.abunawaf.com/post-9059.html)
وراح يكون نتيجة الفلتر بهذي النتيجة
http://g.abunawaf.com/2010/1/12/13-13.jpg (http://www.abunawaf.com/post-9059.html)
( طبعا نقدر نتلاعب باعدادات الفلتر للحصول على تأثيرات مختلفة .. جربوا .. )
الحين بنبدا بتلوين الشكل اللي سويناه بالطريقة التالية
نضغط على اللير لتحديده ثم نضغط على الايقونه الخاصة باعدادات اللير
ونختار اعدادات Gradient Overlay
http://g.abunawaf.com/2010/1/12/14.jpg (http://www.abunawaf.com/post-9059.html)
نضغط على التدرج اللوني لاختيار الألوان
http://g.abunawaf.com/2010/1/12/15.jpg (http://www.abunawaf.com/post-9059.html)
بيفتح معنا مربع الألوان نضغط في الفراغ اللي بين اللونين
لاضافه نقاط لونيه
http://g.abunawaf.com/2010/1/12/16.jpg (http://www.abunawaf.com/post-9059.html)
خلونا نضيف مثلا ً ( 5 نقاط )
http://g.abunawaf.com/2010/1/12/17.jpg (http://www.abunawaf.com/post-9059.html)
لاحظوا النقاط كلها بلون واحد نغير ألوان النقاط هذي
بالطريقة التالية
نضغط على أيقونه النقطة اللونية ثم نغير اللون من الأسفل
http://g.abunawaf.com/2010/1/12/18.jpg (http://www.abunawaf.com/post-9059.html)
طبعا الألوان على حسب ذوقك يعني مو شرط تسوي مثلي
أنا هنا اختار للشرح مو أكثر
http://g.abunawaf.com/2010/1/12/19.jpg (http://www.abunawaf.com/post-9059.html)
نضغط OK ثم نضع القيمة ( 0 ) لـ Angle حتى نخلي التدرج عمودي
http://g.abunawaf.com/2010/1/12/20.jpg (http://www.abunawaf.com/post-9059.html)
وهذي نتيجة التلوين
http://g.abunawaf.com/2010/1/12/21.jpg (http://www.abunawaf.com/post-9059.html)
الحين نكتب أي شي بالأسفل
http://g.abunawaf.com/2010/1/12/22-22.jpg (http://www.abunawaf.com/post-9059.html)
( بشرط تكون بلير واحد يعني مو كل كلمه بلير مختلف لا نكتب واذا بنكتب كلمه ثانيه نضغط Enter ونكتب ونصغر الخط على كيفنا )
والحين نضغط على لير الكتابة لتحديده ثم نضغط على الايقونه الخاصة باعدادات اللير
ونختار اعدادات Gradient Overlay مثل الصورة
http://g.abunawaf.com/2010/1/12/23.jpg (http://www.abunawaf.com/post-9059.html)
نطبق نفس الألوان اللي طبقناها على اللير السابق أو حتى شبيه فيها مو مشكله
http://g.abunawaf.com/2010/1/12/24.jpg (http://www.abunawaf.com/post-9059.html)
نضغط OK ثم نضع القيمة ( 0 ) لـ Angle حتى نخلي التدرج عمودي نفس اللير السابق
http://g.abunawaf.com/2010/1/12/25.jpg (http://www.abunawaf.com/post-9059.html)
هذي النتيجة
http://g.abunawaf.com/2010/1/12/26-26.jpg (http://www.abunawaf.com/post-9059.html)
نسوي تأثير للكتابه بطريقه حلوه و سهله لاضافه مظهر لا أكثر
نكرر لير الكتابة بالضغط على لير الكتابة بالزر اليمين و نختار ( Duplicate Layer )
مثل الصورهـ
http://g.abunawaf.com/2010/1/12/27-27.jpg (http://www.abunawaf.com/post-9059.html)
نضغط على اللير الأول ( الأسفل يعني ) ضغطه واحده لتحديده
http://g.abunawaf.com/2010/1/12/28-28.jpg (http://www.abunawaf.com/post-9059.html)
نطبق الفلتر هذا
Filter >> Blur >> Motion Blur
http://g.abunawaf.com/2010/1/12/29.jpg (http://www.abunawaf.com/post-9059.html)
ونضع القيمة التالية للفلتر
http://g.abunawaf.com/2010/1/12/30.jpg (http://www.abunawaf.com/post-9059.html)
ثم نضغط Ok
راح تكون هذي هي النتيجة
اذا كان التأثير قوي تقدر تخفف من اللير وذلك بوضع القيمه
Opacity : 60% مثل ما في الصورة
http://g.abunawaf.com/2010/1/12/31-31.jpg (http://www.abunawaf.com/post-9059.html)
نضيف تأثير اللمعة الخفيفة على النص
ونختار أداه المربع
http://g.abunawaf.com/2010/1/12/32.jpg (http://www.abunawaf.com/post-9059.html)
نرسم مربع على فوق الجزء الأعلى من الكتابة بهذي الطريقة
http://g.abunawaf.com/2010/1/12/33-33.jpg (http://www.abunawaf.com/post-9059.html)
نغير مود اللير إلى ( Soft Light ) كما في الصورة
http://g.abunawaf.com/2010/1/12/34-34.jpg (http://www.abunawaf.com/post-9059.html)
وهذي النتيجة
http://g.abunawaf.com/2010/1/12/35-35.jpg (http://www.abunawaf.com/post-9059.html)
وبكذا يكون الدرس انتهى وتبقى اللمسات النهائية للمصمم نفسه
بإضافة الصور اللي يبغاها على كيفه
مثل تطبيقي الأول
http://g.abunawaf.com/2010/1/12/00.jpg (http://www.abunawaf.com/post-9059.html)
أو هذا التطبيق
http://g.abunawaf.com/2010/1/12/36.jpg (http://www.abunawaf.com/post-9059.html)
DaRknEsS
16-06-10, 08:07 AM
Have you been missing out the Illustrator Effects? Did you know it is a powerful tool for creating symmetrical shapes or adding texture to vector paths? For example, with just one simple effect, you can turn a polygon path into a flower shape. You can also make paths look sketchy with the Scribble effect. Read this tutorial to learn how to save time by using Illustrator Effects and work more efficient.
Arrowheads
Let’s start with a basic effect, the Add Arrowheads. Use the Pen Tool or Line Segment Tool to draw a straight line. Go to Effects > Stylize > Add Arrowheadsand choose a style.
http://www.webdesignerwall.com/wp-content/uploads/2009/07/arrowhead.gif
Appearance
The great thing about using Illustrator Effect is the ease of changing its appearance. In the Appearance palette, click on the Add Arrowheads layer, now you can easily change the result by selecting different arrow style. This effect is very useful for drawing diagrams.
http://www.webdesignerwall.com/wp-content/uploads/2009/07/arrowhead-style2.gif
Without The Effect?
Without the effect, the arrow shape will get distorted when the line is stretched. With the effect, I can easily adjust the length of the arrow without distorting it.
http://www.webdesignerwall.com/wp-content/uploads/2009/07/without-arrowheads.gif
Round Corners
Draw a rectangle shape, go to Effects > Stylize > Round Corners and enter a radius value.
http://www.webdesignerwall.com/wp-content/uploads/2009/07/round-corners.gif
Without The Round Corners Effect?
http://www.webdesignerwall.com/wp-content/uploads/2009/07/without-round-corners.gif
Round Corners is one of my favorite effects. It is my essential tool for designingicons (http://icondock.com/). Not only it can prevent the round corners to be distorted when I stretch the object, it also saves me a lot of time. Could you imagine how long it will take to draw these perfect round corners without the effect?
http://www.webdesignerwall.com/wp-content/uploads/2009/07/round-icons.gif
Zig Zag Effect
Draw a straight line, go to Effects > Distort & Transform > Zig Zag and enter a value for Size and Ridge Per Segment.
http://www.webdesignerwall.com/wp-content/uploads/2009/07/zig-zag-corner.gif
Wavy Line
Draw a straight line, apply the Zig Zag effect, select Smooth Points, and you will get a symmetric wavy line.
http://www.webdesignerwall.com/wp-content/uploads/2009/07/zig-zag-smooth.gif
Badges
Draw a circle and apply the Zig Zag effect with the setting as shown and you will get a badge shape.
http://www.webdesignerwall.com/wp-content/uploads/2009/07/badge.gif
Play around with the Zig Zag options and you may get these shapes:
http://www.webdesignerwall.com/wp-content/uploads/2009/07/badge-styles.gif
Pucker & Bloat Effect
Draw a circle, go to Effects > Distort & Transform > Pucker & Bloat, enter -55% (Pucker), and you will get a diamond shape.
http://www.webdesignerwall.com/wp-content/uploads/2009/07/pucker-diamond.gif
Draw a polygon shape, apply the pucker effect, and you will get this shape:
http://www.webdesignerwall.com/wp-content/uploads/2009/07/polygon.gif
With the same object, change the Pucker & Bloat option to 70%, and you will get a flower shape.
http://www.webdesignerwall.com/wp-content/uploads/2009/07/flower.gif
Transform Effect
The example below shows how I can duplicate 12 copies of the object (in increment of 30 degree angle) with the Transform effect.
http://www.webdesignerwall.com/wp-content/uploads/2009/07/transform.gif
Play around with the shape and Transform setting, you may get the following:
http://www.webdesignerwall.com/wp-content/uploads/2009/07/transform-styles.gif
Roughen Effect
With the Roughen Effect, I can make the trees look more realistic.
http://www.webdesignerwall.com/wp-content/uploads/2009/07/roughen-trees.gif
Scribble Effect
The example below shows how you can create a sketchy effect combining the Scribble and the Roughen effect. First apply the Scribble effect (Effects > Stylize > Scribble) and then apply the Roughen effect as shown.
http://www.webdesignerwall.com/wp-content/uploads/2009/07/scribble.gif
Sketchy Icons
If you are constantly using the same effect, it is wiser to use the Graphic Styles to save time and maintain consistency.
http://www.webdesignerwall.com/wp-content/uploads/2009/07/sketchy-icon.gif
After you’ve done the inital sketchy style, drag the object to the Graphic Styles palette to create a new Graphic Style.
http://www.webdesignerwall.com/wp-content/uploads/2009/07/graphic-style.gif
Now, select the object(s) where you want to apply the styles. Then, click on the Graphic Style that you’ve just created. Change the fill and stroke color if you want. Don’t forget you can also apply it to text, which remain editable.
http://www.webdesignerwall.com/wp-content/uploads/2009/07/apply-style.gif
Conclusion (There Are More…)
I’ve only showed the basic Illustrator effects. There are actually more cool and useful effects. Don’t be afraid to explore the effect menu and experiment with the other effects such as the Warp and 3D.
http://www.webdesignerwall.com/wp-content/uploads/2009/07/more-effects.gif
Tips For Using Illustrator Effect
Graphic Styles - save time by using Graphic Styles.
Scale Strokes and Effects - you can toggle Scale Strokes and Effects option via the Transform palette.
Appearance Palette - you can turn effect layer on/off or remove it. Double-click on the effect layer to open the option dialog.
Press D to quickly remove all effects.
Expand Appearance - if you want to expand the appearance into paths, go toObject > Expand Appearance. Note: once the effect is expanded, it will become ineditable.http://www.webdesignerwall.com/wp-content/uploads/2009/07/effect-tips.gif
Download The Source File (http://www.webdesignerwall.com/file/illustrator-effect-demos.ai)
You may download the Illustrator file (CS2) (http://www.webdesignerwall.com/file/illustrator-effect-demos.ai) that is used in this tutorial for your learning purposes.
http://www.webdesignerwall.com/wp-content/uploads/2009/07/source-file.gif
DaRknEsS
22-08-10, 09:58 AM
Design Gift Boxes Using Illustrator’s 3D Tools
Step 1
Create our Document at 800 pixels by 600 pixels. Make sure the Units are set to pixels. Turn on Smart Guides by hitting Command + U. In our General Preferences set the Keyboard Increment to 1px.
Create a layer and give it a name of "Box Template." Then turn on Outline Mode (Command + Y), so we don't get distracted by fills and strokes.
We start with simple shapes. Draw a rectangle at 150 px by 150 px. Then select it and Duplicate it (hold Alt + Shift while dragging upwards) and set its size to 155 px by 65 px. Next, select the Pen Tool and draw the ribbon outlines following the box contours. Leave some space between the line and boxes.
http://vectortuts.s3.amazonaws.com/tuts/30_Gift_Boxes/gifts_001.gif
Step 2
Select the ribbon outline and choose the Reflect Tool (O). Then drag the rotation center point to the bottom anchor point, as shown below. Move the cursor to lower top anchor point, and while holding Alt + Shift, move the cursor to the right or left. The ribbon path will be mirrored, duplicated, and perfectly horizontally aligned at the same time. Then Save the file.
http://vectortuts.s3.amazonaws.com/tuts/30_Gift_Boxes/gifts_002.jpg
Step 3
Now, we're going to create a second box, but this time unwrapped and uncovered. Select all elements and Alt + Shift + Drag them to the right. Remember to keep enough space between the boxes, we'll need that in the next steps. Zoom in to the right box and select the right ribbon path and delete it. Select the left ribbon path, choose the Delete Anchor Point Tool, and delete the "bow" points, as shown below.
http://vectortuts.s3.amazonaws.com/tuts/30_Gift_Boxes/gifts_003.gif
Step 4
Use the Direct Selection Tool to modify the path, moving individual anchor points into a shape, as shown below. Duplicate and mirror the path.
http://vectortuts.s3.amazonaws.com/tuts/30_Gift_Boxes/gifts_004.gif
Step 5
Next move the box cover path down the big box and rotate it until your result looks like the image below. The center of rotation is the bottom right endpoint on the path. Then save the file.
http://vectortuts.s3.amazonaws.com/tuts/30_Gift_Boxes/gifts_005.gif
Step 6
The ribbons are quite sharp now, so we're going to give it a nice smooth shape by adjusting anchor points using the Convert Anchor Point Tool. Also, move the ribbon's anchor points towards the box contours, but leave some space between.
http://vectortuts.s3.amazonaws.com/tuts/30_Gift_Boxes/gifts_006.gif
Step 7
Let's organize the elements into separate layers. Basically, each box element and each ribbon path should have its own layer. Use Cut (Command + X) and Paste in Front (Command + F) to paste elements into separate layers. Turn on Preview mode (Command + Y). Set the ribbons to solid outline (no fill) and the boxes to solid fill (no outline), and set the fill color to K=30 and outline to K=50.
http://vectortuts.s3.amazonaws.com/tuts/30_Gift_Boxes/gifts_006_b.gif
Step 8
Next we'll turn 2D into 3D. Select all the objects and go to menu Effect > 3D > Extrude & Bevel. Set the X/Y/Z coordinate values to -10,-30, and 3 degrees. Also, set the Perspective to 50 degrees, as shown below. I highly recommend you write down all the values somewhere on the paper, since we're going to use them later. I also usually make duplicates of all the elements at this point, just a backup copy and move them somewhere off the artboard. Then save the file.
http://vectortuts.s3.amazonaws.com/tuts/30_Gift_Boxes/gifts_007.gif
Step 9
Now, here comes the fun part of playing with colors and textures. Select "Box 1" and change its Fill color (C=85, M=50, Y=0, and K=0). Then change the "Box 1 Cover" Fill as well (C=60, M=40, Y=5, and K=0). Then change "Box 1 Ribbon 1" Outline Color (C=5, M=90, Y=75, and K=0), and use the same outline color for "Ribbon 2."
Set the fill color for "Box 2" next (C=5, M=90, Y=75, and K=0) and set the cover color thereafter (C=5, M=70, Y=90, and K=0). Then set "Box 2 Ribbons 1" and "Box 2 Ribbon 2" outline color (C=70, M=15, Y=0, and K=0). Now, you should see something similar to the image below. Don't worry about the flat look, we'll add highlights and shadows in further steps.
http://vectortuts.s3.amazonaws.com/tuts/30_Gift_Boxes/gifts_008.gif
Step 8
Let's make some changes to the dimensions and position of the 3D models. Select "Box 1," and change the X/Y/Z values to -10, 27, and -6 degrees. Also, set the Extrude Depth to 150 degrees. Set the same values for "Box 1 Cover," "Box 2," and "Box 2 Cover 2."
http://vectortuts.s3.amazonaws.com/tuts/30_Gift_Boxes/gifts_009.gif
Step 9
Grab the Delete Anchor Point Tool and delete all the anchor points shown below.
http://vectortuts.s3.amazonaws.com/tuts/30_Gift_Boxes/gifts_010.gif
Step 10
Select the end anchor point and move it up till it reaches the cover box top edge.
http://vectortuts.s3.amazonaws.com/tuts/30_Gift_Boxes/gifts_011.gif
Step 11
Select "Box 1 Ribbon 2" and move the bottom end anchor point to the right (using the Arrow Keys). Do this until it reaches right side of the box. You may want to tweak the perspective and align the geometry manually to get an even better look, so just move anchor points to required locations.
Add two more ribbon geometry by duplicating 1 & 2 and place them on individual layers "Box 1 Ribbon 3" and "Box 1 Ribbon 4." Rotate the objects around the Y axis and delete hidden anchor points to obtain a full 3D box wrapped around it with a red ribbon. Then make sure to Save.
http://vectortuts.s3.amazonaws.com/tuts/30_Gift_Boxes/gifts_012.gif
Step 12
"Box 2" is basically made and edited the same way as "Box 1." That means setting box and box cover extrude depths to 150, duplicating ribbons to new layers, and rotating them around the Y axis. You will need to drag "Box 2 Cover," "Ribbon 2, " and "Ribbon 4" layers so they are under "Box 2 layer," as shown below.
http://vectortuts.s3.amazonaws.com/tuts/30_Gift_Boxes/gifts_013.gif
Step 13
And again, adjusting anchor points and positioning element leads into something like on the following image.
http://vectortuts.s3.amazonaws.com/tuts/30_Gift_Boxes/gifts_014.gif
Step 14
We need to mask the ribbon geometry under the orange cover. Draw a path and use it as a Clipping Mask to get a result like the following image. Then make sure to save your document.
http://vectortuts.s3.amazonaws.com/tuts/30_Gift_Boxes/gifts_015.gif
Step 15
At this point, we have two gift boxes and ribbons, which are fully editable and customizable, so you can rotate them, change extrude values, perspective, move anchor points, and the results are seen in real time.
http://vectortuts.s3.amazonaws.com/tuts/30_Gift_Boxes/gifts_016.gif
Step 16
We're going to play with lights and shades a bit. Let's say there's a point of light somewhere over the whole scene. This will help us to define highlights and shadows. First, select the "Box 1" object and double-click the 3D Extrude & Bevel layer in Appearance palette.
Make sure you have Preview turned on and click the More Options button. Follow the image below to set the values. To get a stronger contrast add more light by clicking the New Light icon. Drag those little circles over the sphere and position them so they create nice highlights and shadows.
http://vectortuts.s3.amazonaws.com/tuts/30_Gift_Boxes/gifts_017.gif
Step 17
Apply similar settings to the light blue cover. For ribbons, set the Highlight Intensity to 90%, Highlight Size to 90%, and Blend Steps to 150 (gradients will be smoother). Notice, that I also modified anchor points using the Convert Anchor Point Tool to obtain round edges and a smoother look.
You may also try to round corners by applying the Round Corners effect from the Effect > Stylize menu. I used a 2 pixel radius for "Ribbon 2," "Ribbon 3," and "Ribbon 4." Then save the file.
http://vectortuts.s3.amazonaws.com/tuts/30_Gift_Boxes/gifts_018.gif
Step 18
Set more lights, which will create the highlights for all remaining elements. Remember, you can always edit anchor points to smooth curves.
We're going to make the red box open. This is a bit tricky, we cannot just use the Expand Appearance command while the geometry is shaded. Illustrator renders only visible parts, so if we do this and ungroup the expanded objects, this is what we get.
http://vectortuts.s3.amazonaws.com/tuts/30_Gift_Boxes/gifts_019.gif
Step 19
So, we make two backup copies of the red box and the orange cover. Then move them away from the artboard. One copy is a backup (in case we you decide to create more boxes with different colors and shapes). The second will be a color reference for the boxes, used on the main scene. Thus use the Expand Appearance command on one of the backup copy (expand both the red box and the orange one).
http://vectortuts.s3.amazonaws.com/tuts/30_Gift_Boxes/gifts_020.gif
Step 20
Zoom in to the artboard, select the red box and set the Surface to Wireframe by clicking on the 3D Extrude & Bevel in the Appearance Panel, which opens up the dialogue where you can choose the settings. Do the same to the the orange box. Now, every box is made out of six planes. Expand the Appearance. Then select the red box and press Command + Shift + G six times. Do the same with the orange box.
Select top planes of the red box and set its fill to none and outline to yellow (it's only a visual clue, later we'll use this plane as a clipping mask). Then move it somewhere off the artboard. Right-click and select Release Clipping Mask. Now, select front plane, choose the Eyedropper Tool (O), and pick the red color from the front plane of the red shaded expanded box.
http://vectortuts.s3.amazonaws.com/tuts/30_Gift_Boxes/gifts_021.gif
Step 21
Or you can just mix your own red. Notice, that rear side plane is placed over the front one. Go to Object > Arrange and choose Send Backward.
http://vectortuts.s3.amazonaws.com/tuts/30_Gift_Boxes/gifts_022.gif
Step 22
Fill the last plane with a darker red and arrange the bottom plane to the back. Do the same to the orange box. Then save the file.
http://vectortuts.s3.amazonaws.com/tuts/30_Gift_Boxes/gifts_023.gif
Step 23
Let's add some texture to the red box. Draw a rectangle and fill it with green. Duplicate it six times. Hold down Alt click the Add To Shape Area button in Pathfinder palette. Then duplicate the stripes pattern (we'll need a copy for side plane too). Then position the pattern object so it covers the front plane of the red box.
http://vectortuts.s3.amazonaws.com/tuts/30_Gift_Boxes/gifts_024.gif
Step 24
Remember, when I suggested to write down all those 3D coordinates and perspective values? We'll use it now. Select the stripe pattern and apply a 3D > Rotate effect with these values -10, -30, and 3 degrees. Also, a Perspective of 50 degrees. Then Expand the Appearance.
Move the stripes to new layer, name it "Pattern." Turn the layer off by clicking the Eye Icon). Select the front plane of the red box and copy it to the clipboard Command + C. This is going to be a clipping mask. Paste it in Front (Command + F) of the pattern (make sure your active layer is Pattern).
Then Alt + Click to select both objects, right-click and choose Make Clipping Mask. Double-click to enter Isolation Mode, so we can edit the pattern colors. Expand the layer groups by clicking the arrows and click the circle icon named Compound Path. This will select the stripes geometry. Set the color to an orange to purple gradient with an Angle value of -90.
http://vectortuts.s3.amazonaws.com/tuts/30_Gift_Boxes/gifts_025.gif
Step 25
Double-click somewhere outside the artboard to leave the Isolation mode. Then Alt + Click the "Pattern" layer and set the Transparency mode to Overlay. Click on the little arrow to expand the layers, double-click Group layer, and rename it to "Pattern 1". Select all the objects on the "Pattern" layer, Cut them, select the "Box 2" layer, and Paste them in Front. This will bring the pattern in front of the box planes, but behind the ribbon geometry.
To create a pattern on the side of the box, we use duplicated green stripes following all the steps written above, with one exception: the 3D coordinates must be modified to obtain a correct rotation and perspective. Also, set the object Transparency to Soft Light.
http://vectortuts.s3.amazonaws.com/tuts/30_Gift_Boxes/gifts_026.gif
Step 26
Now, we'll add some shadows. This is pretty simple, create a new layer and draw some simple shapes using the Pen Tool. Then Fill them with black to white gradients and set the Transparency mode for each object separately to Multiply. I usually lock all layers except the current one to avoid adding anchor points to different paths. Draw a shadow for every single element, as shown below.
http://vectortuts.s3.amazonaws.com/tuts/30_Gift_Boxes/gifts_027.gif
Step 27
Add a simple gradient backgrounds to give the scene depth. I used three shades of brown for the gradient. I recommend locking this layer, since we're going to work with the area.
http://vectortuts.s3.amazonaws.com/tuts/30_Gift_Boxes/gifts_028.jpg
Step 28
Next we'll fill a box with 3D typography. Create a new layer and name it "3D Text." Place some text and choose a font (I used Myriad Pro Black). Then fill it with any light color (C=30, M=0, Y=10, and K=0). Select all text you want to place in the box, apply 3D Extrude & Bevel, and hit OK. Don't bother with other settings, we'll modify them individually. Now, select each text and place them near the box hole area.
http://vectortuts.s3.amazonaws.com/tuts/30_Gift_Boxes/gifts_029.jpg
Step 29
Turn the 3D Text layer off. Select the yellow outlined plane, which should be somewhere around the artboard, place it on top of the box, and go to menu Object > Arrange > Bring to Front.
If you can't see it, check the layer's visibility. If you accidentally deleted it, just draw a new rectangle. Also, moving anchor points using Direct Selection Tool and Smart guides will help you to position and align anchor points to corners. Be sure to add some more points to the path.
http://vectortuts.s3.amazonaws.com/tuts/30_Gift_Boxes/gifts_030.jpg
Step 30
Copy the path, turn on visibility of the 3D Text layer, and paste the path to the 3D Text layer. Select all objects on this layer and make a Clipping Mask. You get something like the image below.
http://vectortuts.s3.amazonaws.com/tuts/30_Gift_Boxes/gifts_031.jpg
Step 31
Now, reveal all layers until you see two of them named "Clipping Path." Delete the second one and move the individual anchor points on the first one. You can see the result below. If you have troubles selecting points, turn off Smart guides (Command + U).
http://vectortuts.s3.amazonaws.com/tuts/30_Gift_Boxes/gifts_033.jpg
Step 32
Double-click inside the path to enter Isolation mode, so we can play with the 3D text. Move and rotate objects using 3D Extrude & Bevel effect dialog to fit it your taste. Play with the light settings, you may add more lights, as I did. This will show more contrast and depth between lights and shadows. Remember to set the Perspective value to 50. Then change colors, fonts, and save.
http://vectortuts.s3.amazonaws.com/tuts/30_Gift_Boxes/gifts_034.jpg
Step 33
Add some glow inside the box by creating a new layer above all the other layers and name it "Glow." Make a circle 100 px wide and fill it with pure white. Apply a Gaussian Blur effect with a Diameter of 50 px. Draw a Clipping Mask following the box contours. Select both objects and mask the circle with the path. Then set the object's Transparency to Soft Light and hit save.
http://vectortuts.s3.amazonaws.com/tuts/30_Gift_Boxes/gifts_035.jpg
Step 34
Create new layer, name it "Sparkles." Select the Star Tool from the Tools Palette. Click on the artboard and set the first radius to 10 px, second to 20 px, and the points to 5. Fill it with pure white. Turn on the Symbols Palette and drag the star into an empty place. When Symbol options dialog opens, set the name to "star," and Type to Graphic.
http://vectortuts.s3.amazonaws.com/tuts/30_Gift_Boxes/gifts_036.jpg
Step 35
Select the Symbol Sprayer Tool and spray the stars over the artboard.
http://vectortuts.s3.amazonaws.com/tuts/30_Gift_Boxes/gifts_037.jpg
Step 36
Select the Symbol Sizer Tool, hold down the Alt key and click over the stars to make them smaller. Use the Symbol Spinner Tool to give the stars random rotation. Go to the Symbols palette, double click the "star" symbol and fill it with a 30% yellow color. Exit Isolation mode, select objects on the "Sparkles" layer, set the Transparency mode to Overlay, and save.
http://vectortuts.s3.amazonaws.com/tuts/30_Gift_Boxes/gifts_039.jpg
Step 37
We're almost done! You can add some smooth shading to "Blue Box 1," "Blue Box 2," Orange Box 2," and "Cover 2." Just draw paths and fill them with black to white gradients and set their Transparency to Multiply.
Tip: If you plan to resize boxes, expand their appearance first. Then group the objects and modify the group at will.
http://vectortuts.s3.amazonaws.com/tuts/30_Gift_Boxes/gifts_040.jpg
Conclusion
We're finished! The result is below. Hope you enjoyed this tutorial on using Illustrator 3D effects, Clipping Masks, and Symbol Tools. Of course, there are a couple of other ways to achieve results like this, but using 3D tools gives you an option to freely modify and customize almost every single element in the scene. Not only once, but again, and again.
http://vectortuts.s3.amazonaws.com/tuts/30_Gift_Boxes/gift_boxes_final.jpg
DaRknEsS
22-08-10, 10:13 AM
Create a 3D Flowery Text Effect
http://10steps.sg/wp-content/uploads/photo25/header.jpg
http://10steps.sg/wp-content/uploads/photo25/0.jpg
Preparations:
In this tutorial, we will need the beautiful Suddenly Spring brushes designed by GValkyrie.
Download the Suddenly Spring brushes here (http://qbrushes.com/plants/suddenly-spring/).
All rights of these resources belong to their respective owners.
http://10steps.sg/wp-content/uploads/photo25/1.jpg
Step 1 - Setting Up Background:
Create a document of size 750×550 pixels.
Set the foreground color to #004B64 and background to #000000.
Using the Radial Gradient tool, drag a circular gradient from the top downwards.
http://10steps.sg/wp-content/uploads/photo25/2.jpg
Step 2a - Create a 3D Text:
Open up Adobe Illustrator.
Set the Fill to be #FFFFFF and type in your first letter with a bold font. I am using Helvetica 75 Bold.
Draw a black layer below the white letter so it is visible.
http://10steps.sg/wp-content/uploads/photo25/3.jpg
Step 2b - Create a 3D Text:
Select the letter and go to Effect > 3D > Extrude & Bevel.
Fill in the settings shown on the left.
Check on Preview so you are able to see the end results from the settings. Adjust the values if necessary.
http://10steps.sg/wp-content/uploads/photo25/4.jpg
Step 2c - Create a 3D Text:
Fill in the remaining of settings as shown on the left.
Click OK once you are done.
http://10steps.sg/wp-content/uploads/photo25/5.jpg
Step 2d - Create a 3D Text:
Repeat Step 2a to 2c for the rest of your letters.
Adjust the values in Step 2b to get the letters facing in different directions.
Select the first letter and press on Ctrl+C to copy it.
http://10steps.sg/wp-content/uploads/photo25/6.jpg
Step 2e - Create a 3D Text:
Go back to Photoshop and press Ctrl+V to paste the first letter.
Paste As prompt will appear. Choose Smart Object.
Do the copying and pasting for rest of the letters.
http://10steps.sg/wp-content/uploads/photo25/7.jpg
Step 3a - Apply Surface Gradient:
Select Magic Wand and enter the settings shown on the left.
Click on top surface of the first letter.
http://10steps.sg/wp-content/uploads/photo25/8.jpg
Step 3b - Apply Surface Gradient:
Click on Refine Edge.
Fill in the settings as shown on the left.
http://10steps.sg/wp-content/uploads/photo25/9.jpg
Step 3c - Apply Surface Gradient:
Create a new layer above the first letter and name it as Surface. Fill the selection with #000000.
Select the new layer and choose Blending Option.
Activate Gradient Overlay set the colors to be #003146 and #B8EBFE. Set the Blend Mode to Normal, Opacity to 100%, Style to Linear, Angle to 90 and Scale to 100%.
http://10steps.sg/wp-content/uploads/photo25/10.jpg
Step 3d - Apply Surface Gradient:
Repeat Step 3a to 3c for the rest of letters.
Try to use different colors of same theme in the gradient overlay, such as shades of green and cyan.
http://10steps.sg/wp-content/uploads/photo25/11.jpg
Step 4a - Adding Flowery Swirls:
Load Suddenly Spring brushes. Create another layer above Surface layer and name it as Floral.
Set the foreground to #FFFFFF. Select one of the Suddenly Spring brushes and paint over the gradient.
Set the Blend Mode of Floral layer to Overlay and opacity to 50%. Select the Floral layer and Ctrl+left click on the Surface layer to load its selection. Click on Layer Mask button.
http://10steps.sg/wp-content/uploads/photo25/14.jpg
Step 4b - Adding Flowery Swirls:
Repeat Step 4a for rest of the letters.
Create new layers in between each letter to paint some black (#000000) shadows with Soft Brush tool. Mask these shadows the same way done for the Floral layers.
http://10steps.sg/wp-content/uploads/photo25/15.jpg
Step 4c - Adding Flowery Swirls:
Create a new layer below all the letters.
Set the foreground color to #BEF7A8 and paint some flowers around the letters.
Right-click on the layer and choose Blending Options. Activate Outer Glow and set the color to #FFFFFF. Leave the rest of settings as default.
http://10steps.sg/wp-content/uploads/photo25/16.jpg
Step 4d - Adding Flowery Swirls:
Repeat Step 4c to plant more flowers around the letters.
http://10steps.sg/wp-content/uploads/photo25/17.jpg
Step 4e - Adding Flowery Swirls:
Create a new layer below everything.
Set the foreground color to #FFFFFF and paint a large flower. Go to Filter > Blur > Gaussian Blur and set the radius to 6px.
Set the Blend Mode of this layer to Overlay.
http://10steps.sg/wp-content/uploads/photo25/18.jpg
Step 5a - Glowing Stars:
Create a new layer above everything and name it as Stars.
Use Soft Brush tool with size 1px and color #FFFFFF, draw a big cross as shown in the diagram. Erase slightly on the 4 corners with big Soft Eraser.
Select Soft Brush tool, set its opacity 20% and size to 30px. Paint a fade dot in the center of the cross.
http://10steps.sg/wp-content/uploads/photo25/19.jpg
Step 5b - Glowing Stars:
Right-click on the Stars layer and choose Blending Options.
Choose Outer Glower and set the color to #FFFFFF. Leave the rest of the settings as default.
http://10steps.sg/wp-content/uploads/photo25/20.jpg
DaRknEsS
24-08-10, 11:30 AM
في هذا الدرس سوف نتعلم كيف نعمل خط منقط بشكل احترافي
فقط انتظر تحميل الصورة
وليس بشرط ان يكون الخط المنقط بمربع الشكل !!!
ممكن يكون دائرة او مثلث او خط مرسوم بالباث
انتظر تحميل الدرس صورة gif
http://www.alamuae.com/lessons/images/175/dotted.gif
DaRknEsS
24-08-10, 11:33 AM
Model a Rocket with particle trail
In this tutorial, I'm going to show you how to create a rocket using NURBS, and then animate its movement using path curve. I'll also show how to make a simple smoke trail.
http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_01.jpg
First go to create/CV curve tool.
http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_02.jpg
[Click Here to View Large Image (http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_02_l.jpg)]
Then just click to make points. Create a simple profile for the rocket. If you make a mistake, just press delete and the point will be deleted. When you've finished, press Enter.
http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_03.jpg
[Click Here to View Large Image (http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_03_l.jpg)]
So you will get something like this:
http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_04.jpg
[Click Here to View Large Image (http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_04_l.jpg)]
Next, select that curve and go to Surface/revolve option box
http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_05.jpg
[Click Here to View Large Image (http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_05_l.jpg)]
In the options window, set it to rotate around the Z axis.
http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_06.jpg
So now, you've got some basic rocket geometry.
http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_07.jpg
[Click Here to View Large Image (http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_07_l.jpg)]
If you want to tweak the rocket shape, just select the curve and edit it. The rocket shape will be updated. Note that construction history must be on (it is on by default).
http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_08.jpg
[Click Here to View Large Image (http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_08_l.jpg)]
Now select the rocket geometry and go to isoparm mode and select the last isopram.
http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_09.jpg
[Click Here to View Large Image (http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_09_l.jpg)]
Then go to surfaces/planar. This will create a planar surface from the selected shape.
http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_10.jpg
[Click Here to View Large Image (http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_10_l.jpg)]
Now create more curves like this.
http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_11.jpg
[Click Here to View Large Image (http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_11_l.jpg)]
Select them all.
http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_12.jpg
Now, revolve them.
http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_13.jpg
From the top view, create another curve. This will form the shape of the wing.
http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_14.jpg
Duplicate it.
http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_15.jpg
Move its points to the axis. Just select all CV's and hold X and move them towards the axis.
http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_16.jpg
Tweak it.
http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_17.jpg
Now select both curves.
http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_18.jpg
And go to surfaces/loft. This will make a surface between the selected curves.
http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_19.jpg
Now we have the wing, but it is one sided. Since its pivot point lies at 0,0,0 - just duplicate it and set the negative scale around the Axis (I think it was Z in my case).
http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_20.jpg
[Click Here to View Large Image (http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_20_l.jpg)]
Now select both wing surfaces and group them.
http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_21.jpg
[Click Here to View Large Image (http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_21_l.jpg)]
Then go to duplicate options (now it's called duplicate special) and make three copies at every 90 degrees around the Z axis.
http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_22.jpg
So the rocket geometry is completed.
http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_23.jpg
Now select all curves and delete them. You can mask selection by unchecking surfaces. Then just grab the selection and only curves will be selected. Also delete history on surfaces.
http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_24.jpg
[Click Here to View Large Image (http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_24_l.jpg)]
Assign shaders to the rocket.
http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_25.jpg
Create point light. Move it to the back of the rocket and set intensity to something high (5 or 10) and set decay to linear.
http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_26.jpg
Press 7 to see the lighting in viewport.
http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_27.jpg
[Click Here to View Large Image (http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_27_l.jpg)]
Select rocket geometry and light and group them. Set the group's name to rocket.
http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_28.jpg
[Click Here to View Large Image (http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_28_l.jpg)]
You can freeze transform the group. This will set all attributes to 0. You can make a layer and put the rocket in it. Refer the help for more info about layers.
http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_29.jpg
[Click Here to View Large Image (http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_29_l.jpg)]
Now for a simple terrain. Create a polygon plane and set divisions to 100x100. Then go to sculpt geometry tool
http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_30.jpg
[Click Here to View Large Image (http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_30_l.jpg)]
Deform the surface to look like a terrain.
http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_31.jpg
[Click Here to View Large Image (http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_31_l.jpg)]
Make directional light and set intensity to 1.2 and color to light yellow or orange.
Make path curve for rocket.
http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_32.jpg
[Click Here to View Large Image (http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_32_l.jpg)]
Now select rocket group and the path. Go to animation mode motion paths/attach to motion path option box.
http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_33.jpg
Set time as you wish, I've set mine to 100 frames. As you can see, the rocket tip is oriented to negative Z. Set front vector to Z and up to Y. Check inverse front, so it will inverse Z to negative Z.
http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_34.jpg
[Click Here to View Large Image (http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_34_l.jpg)]
When you attach it, the rocket will be set to the beginning of motion path. Play the animation. Cool?
http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_35.jpg
Now smoke. Go to dynamics mode and go to particles/create emitter. By default it will create an omni emitter at 0,0,0. Also it will create a particle1 node. Move the emitter to the rocket's back:
http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_36.jpg
[Click Here to View Large Image (http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_36_l.jpg)]
Then MMB drag the emitter to rocket group in outliner. This will parent the emitter to the rocket, so its movement is relative to the rocket.
http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_37.jpg
[Click Here to View Large Image (http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_37_l.jpg)]
If you play the animation, the particles will appear behind the rocket. Select emitter and set speed to 0.2.
http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_38.jpg
[Click Here to View Large Image (http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_38_l.jpg)]
Under particleShape1 go to render attributes and set Particle Render Type to Cloud (S/W). Set radius to 0.4 (these numbers are relative to scene size, so you might need to experiment).
http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_39.jpg
[Click Here to View Large Image (http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_39_l.jpg)]
Then white particles are assigned the particle cloud shader to them (same thing as assigning shader to geometry). Note: make sure that the mouse is over particle.
Make color dark gray.
http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_40.jpg
[Click Here to View Large Image (http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_40_l.jpg)]
Then click on the checker on the right side of Life Incandescence attribute. This will open create texture window. Create ramp texture.
Life Incandescence will take the values from ramp, and calculate particle color based on the life of each particle. In hypershade you can see three new nodes.
Edit the ramp.
Note, the bottom of the ramp is beginning of particle's life and the top of the ramp is end. Tweak the colors to start with bright orange and change to orange and than to black.
Also make one ramp for life transparency. Set its color to go from gray to white.
This will make particles fade.
http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_41.jpg
[Click Here to View Large Image (http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_41_l.jpg)]
Now you can see that every particle is the same size. I don't like that. The trail shall get thicker at the end.
So go to per particle attributes tab and click general button. Then select RadiusPP attribute, and click add.
http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_42.jpg
[Click Here to View Large Image (http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_42_l.jpg)]
Notice that RadiusPP is now in the list. Hold RMB on it. You shall get small popup menu. Choose create ramp. Particle size will be connected to the ramp texture.
http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_43.jpg
[Click Here to View Large Image (http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_43_l.jpg)]
Hold RMB on RadiusPP and choose edit ramp. Edit the ramp so the first color is gray with .3 value and the last color (top color) shall be set to white (value of 1).
This means that every particle will grow from .3 to 1.
http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_44.jpg
Now you can render. I don't like that gaps in the trail.
http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_45.jpg
[Click Here to View Large Image (http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_45_l.jpg)]
Select emitter and change rate to 400. Now more particles will be emitted.
http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_46.jpg
Also you can see that particles die too fast (trail is too short). Under particleShape1 there's a tab called lifespan Attributes. Open it and set Lifespan Mode to Random Range and set lifespan to 2, and Lifespan Random to 0.2
This means that every particle will live 2 seconds (48 frames) plus/minus 0.2 seconds.
http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_47.jpg
[Click Here to View Large Image (http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_47_l.jpg)]
Now the trail could behave more randomly. To do that select the particle and go to ;fields/turbulence. Set attenuation to 0. and magnitude to 2.5 or 3. Magnitude is the strength of the field. Also set frequency to 3 or 4.
http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_48.jpg
[Click Here to View Large Image (http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_48_l.jpg)]
Now make a NURBS sphere and scale it. This will be the sky.
http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_49.jpg
Assign surface shader to it and assign ramp texture to its color. Set the colors like I have. Also set ramp to U ramp. Also if you look at the Sphere Shape node, go to render stats tab and turn off cast shadows and receive shadows.
http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_50.jpg
Now set renderer to mental ray. I prefer using mental ray with particles and fluids since it gived nice results especially when using final gather. Also mental ray provides faster raytracing with volumetric objects.
Select Directional light that you previously created and turn on raytrace shadows. Increase Shadow Rays to 5. Under mental ray settings turn on final gathering. Final gather will use that sky sphere as an illumination object.
http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_51.jpg
[Click Here to View Large Image (http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_51_l.jpg)]
Now if you render, you will see some nice results. However I don't like the shading of the particles. It looks good from a distance but it's useless for close ups.
http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_52.jpg
[Click Here to View Large Image (http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_52_l.jpg)]
Go back to life incandescence ramp. It should look like this. Note that the ramp is using only flat colors. But what if we could map texture to each of these colors?
Of course we can do that. Remember -- in Maya, you can map texture to everything.
http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_53.jpg
[Click Here to View Large Image (http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_53_l.jpg)]
So create solidFractal and Stucco textures. Refer to Lava shader tutorial to see how to make it look like fire. Map the solid fractal to first color of the ramp (just MMB drag texture to color in the ramp). For the second color, use stucco with shaker set to 30 or 40 and map one color with fractal used in the first color. Third color of the ramp should be black. Also, it's a good idea to map color attribute of particle shader to fractal texture with small color gain. I do this just to get slight color variation.
http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_54.jpg
[Click Here to View Large Image (http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_54_l.jpg)]
So from now it's all tweaking. So tweak!
http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_55.jpg
[Click Here to View Large Image (http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_55_l.jpg)]
http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_56.jpg
[Click Here to View Large Image (http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_56_l.jpg)]
http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_57.jpg
[Click Here to View Large Image (http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_57_l.jpg)]
http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_58.jpg
[Click Here to View Large Image (http://www.9jcg.com/tutorials/bogdan_amidzic/model_a_rocket_with_particle_trail/model_rocket_with_maya_particle_58_l.jpg)]
DaRknEsS
24-08-10, 11:34 AM
PFTrack, in 3D
PFTrack, launched in 2003, quickly established itself as the Match Mover of choice for high-end visual effects productions, when its ground breaking features quickly brought revolutionary new tools to the desk top, including many firsts; integrated optical flow, geometry tracking, true 3D Stereoscopic solves, multiple motion solving and per pixel Z depth extraction. Since its inception, a rapidly growing number of renowned visual effects companies use Pixel Farm products and PFTrack in particular, these include: Sony Imageworks, The Mill, UbiSoft, Riot, Stan Winston Studios, Digital Domain, Cinesite, Double Negative, The Orphanage, CORE Digital, MPC and Animal Logic.
Why buy PFTrack 5.0?
"We had a very young team on Cloverfield, and for a lot of the trackers it was their first show. We had every Matchmover's nightmarew, we had huge blur we also had to deal with huge zooms, a very shaky handicam and dark plates. In addition the shots were very long.PFTrack helped a lot here, with it's great interface and easy set up of shots, within a couple of hours all of them had the hang of using it." Sam Schwier, Matchmove Supervisor, Double Negative
Not only does PFTrack provide you with the best and most cost effective professional Match Moving system on the market but it also allows you to generate Optical flow data, Z depth data and geometry for use in your entire visual effects pipeline. Owning PFTrack is like having your very own visual effects Swiss Army Knife, but one in which you choose exactly which tools you need. Autodesk FBX and Apple Motion offers PFTrack streamlined interoperability between many applications, including Flame, Flint and Smoke. The ability to work with 3D Stereoscopic footage and produce true camera solves further extends PFTrack's pipeline options.
http://www.thepixelfarm.co.uk/images/Geo_1.jpg (http://www.thepixelfarm.co.uk/images/Geo_Big.jpg)
Geometry tracking allows per vertex weighting using a brush tool.
Image courtesy of John Downer Productions
The unique geometry tracking system in PFTrack allows 3D geometry to be imported into PFTrack and then matched to sequences, making this an ideal tool for head and facial replacement meaning artists can now be confident that animated CG, when rendered and composited, will exactly match the live action. Complex Geometry can be imported and used to solve cameras in addition to the use of automatic or user placed features. This is perfect for problematic shots or for tracking set extention models into footge. Using motion groups it is a simple task to extract both camera and object motion. Any or all motions can be exported along with animated geometry if required. Version 5.0 includes Geometry Tracking vertex weighting this allows you to paint the influence each vertex point has on the final tracking. A simple paint tool allows you to quickly paint onto the imported 3D geometry.To see this in action download our demo movie here (http://www.thepixelfarm.co.uk/images/movies/PFTrackGeo1.mov).
http://www.thepixelfarm.co.uk/images/stereo1.jpg (http://www.thepixelfarm.co.uk/images/Stereo_Grab.jpg)
Stereoscopic footage is fully supported allow a true 3D workflow
True Stereoscopic support is another first in tracking software. Working with both left and right eye images to produce a truly independent camera motion. Each eye is solved as a distinct motion path and presented as a stereo camera rather than just calculating an image plane offset. For the first time film makers working in 3D have a tool that enables them to maintain a true stereo VFX pipeline.
Camera Motion Key frames can be automatically or manually placed to break a shot down into distinct motion groups and each motion can then be assigned one of 6 camera motions. The new solver can then produce a single export that combines these motions. This means you no longer have to break a shot into segments and solve each one and conbine then back together in a 3D system.
PFTrack 5.0 includes support for Reference Frames. High resolution stills can be imported and used to define common points in space to improve solves with nodal pans.
http://www.thepixelfarm.co.uk/images/Ref_Frames.jpg (http://www.thepixelfarm.co.uk/images/PFTrack_5_Ref_Frames.jpg)
Reference frame support gives depth to Nodal Pans!
PFTrack 5.0 includes a Focal Length Estimation tool to greatly aid solving. This provides the user with a graphic means to calculate focal length, often improving results.
Fully editable F-Curves within PFTrack make cleaning up tracking data extremely easy and accurate. You can quickly view and edit each individual property of the camera within a graph editor in the timeline – curves can be represented by both linear and Bezier splinesand simply smoothed or edited using the tools provided. Once edited, the new camera solver quickly produces a new camera without the need to totally re solve every parameter in the sequence. Camera and Tracking errors can also have a graphic representation and can quickly be adjusted with instant feedback.
http://www.thepixelfarm.co.uk/images/TrackE.gif
Users based graph editing to compensate for tracking and RMS errors.
The ability to save tracking data even if a solve fails is a boon for those who need to track long shots. PFTrack 5.0 also allows you to add frames to an already solved shot and extend the tracking data without the need to start all over again. Working with long shots is also helped with fit to Ram playback, this allow you to compress footage to fit into memory without the need to reduce the image quality for tracking.
http://www.thepixelfarm.co.uk/images/MoCap_4.gif
PFTrack's Motion Capture features save time as well as money and come for free!.
The addition of, fully integrated motion capture tools provide everything you need to do motion capture tests. The ability to solve for several cameras in a single scene provides a means to produce 3D point cloud data by matching points in each camera. A day or two saved in a Motion Capture Studio by pre planning shots pays for PFTrack in one go!
The, fully integrated image based modelling capabilities allow users to quickly build up 3D environments by using the background image as a guide. The Auto-Mesh tool allows selected solved auto and user feaures to be used to generate an editable mesh. This is a great tool for the modelling of organic shapes and Topologies. Image based modelling tools in 5.0 provide an integrated environment which delivers a much more flexible solution. Perfect for pre-visualisation and animation guidance, textured models can be exported to all major 3D applications.
Integrated Z depth extraction tools assign depth data, on a per pixel basis, to sequences for exporting as a grey map or as a 3D mesh. This data can be viewed within PFTrack, in 3D, using the new orthographic view options which can then be broken down into any number of layers.
"PFTrack works well for fast moving, blurry sequences in which other tracking software would struggle. Even auto-tracking a scene, two keys were normally all that were needed to get a good track. In many shots in Underdog, dogs turned away from the camera while they were talking. Using PFTrack with a mesh picked up more information in these situations so that we would just add a key and the track would update from there. With other programs I found that once the whole head was out of shot it would need laborious hand tracking to complete the move.
DaRknEsS
24-08-10, 11:44 AM
This exercise is designed to help you understand how to construct drawings from given dimensions and how to use the various drawing and modify tools to create new drawing elements.
The Plan
http://www.cadtutor.net/tutorials/autocad/site_layout/site-01.gif
The illustration above shows the boundary of a development site and two office buildings. All dimensions are in metres. Use the dimensions and co-ordinates to accurately draw the site boundary and building footprints (you do not need to draw the dimensions, these are for information only). Think about layers. Perhaps you should use one layer for the boundary and one for the buildings. There are an infinite number of ways to construct this drawing; there isn't a right way or a wrong way. Use the draw and modify skills you have already learned to construct the drawing in the most logical way. If you get stuck, have another look at some of the tutorials. The Drawing Objects (http://www.cadtutor.net/tutorials/autocad/drawing-objects.php) and Modifying Objects (http://www.cadtutor.net/tutorials/autocad/modifying-objects.php) tutorials contain lots of information that may help you. Also, think about using direct distance entry (http://www.cadtutor.net/tutorials/autocad/direct-distance-entry.php).
When you have completed the site layout, you can have some fun. You need to add a road to the site for traffic circulation. You also need to add a lake, an area for car parking and some trees.
DaRknEsS
24-08-10, 11:48 AM
AutoCAD - Drawing Objects
Introduction
This tutorial is designed to show you how all of the AutoCAD Draw commands work. If you just need information quickly, use the QuickFind toolbar below to go straight to the command you want or select a topic from the contents list above. Not all of the Draw commands that appear on the Draw toolbar are covered in this tutorial. Blocks, Hatch and Text for example are all tutorial topics in their own right!
[/URL]http://www.cadtutor.net/tutorials/autocad/drawing_objects/toolbar/drw-01.gif (http://www.cadtutor.net/tutorials/autocad/drawing-objects.php#Line)[URL="http://www.cadtutor.net/tutorials/autocad/drawing_objects/toolbar/drw-02.gif"]http://www.cadtutor.net/tutorials/autocad/drawing_objects/toolbar/drw-02.gif (http://www.cadtutor.net/tutorials/autocad/drawing-objects.php#Construct)http://www.cadtutor.net/tutorials/autocad/drawing_objects/toolbar/drw-03.gif (http://www.cadtutor.net/tutorials/autocad/drawing-objects.php#Polyline)http://www.cadtutor.net/tutorials/autocad/drawing_objects/toolbar/drw-04.gif (http://www.cadtutor.net/tutorials/autocad/drawing-objects.php#Polygon)http://www.cadtutor.net/tutorials/autocad/drawing_objects/toolbar/drw-05.gif (http://www.cadtutor.net/tutorials/autocad/drawing-objects.php#Rectangle)http://www.cadtutor.net/tutorials/autocad/drawing_objects/toolbar/drw-06.gif (http://www.cadtutor.net/tutorials/autocad/drawing-objects.php#Arc)http://www.cadtutor.net/tutorials/autocad/drawing_objects/toolbar/drw-07.gif (http://www.cadtutor.net/tutorials/autocad/drawing-objects.php#Circle)http://www.cadtutor.net/tutorials/autocad/drawing_objects/toolbar/drw-08.gif (http://www.cadtutor.net/tutorials/autocad/drawing-objects.php#Revcloud)http://www.cadtutor.net/tutorials/autocad/drawing_objects/toolbar/drw-09.gif (http://www.cadtutor.net/tutorials/autocad/drawing-objects.php#Spline)http://www.cadtutor.net/tutorials/autocad/drawing_objects/toolbar/drw-10.gif (http://www.cadtutor.net/tutorials/autocad/drawing-objects.php#Ellipse)http://www.cadtutor.net/tutorials/autocad/drawing_objects/toolbar/drw-11.gif (http://www.cadtutor.net/tutorials/autocad/drawing-objects.php#Earc)http://www.cadtutor.net/tutorials/autocad/drawing_objects/toolbar/drw-12.gif (http://www.cadtutor.net/tutorials/autocad/drawing_objects/toolbar/drw-12.gif)http://www.cadtutor.net/tutorials/autocad/drawing_objects/toolbar/drw-13.gif (http://www.cadtutor.net/tutorials/autocad/drawing_objects/toolbar/drw-13.gif)http://www.cadtutor.net/tutorials/autocad/drawing_objects/toolbar/drw-14.gif (http://www.cadtutor.net/tutorials/autocad/drawing-objects.php#Point)http://www.cadtutor.net/tutorials/autocad/drawing_objects/toolbar/drw-15.gif (http://www.cadtutor.net/tutorials/autocad/drawing_objects/toolbar/drw-15.gif)http://www.cadtutor.net/tutorials/autocad/drawing_objects/toolbar/drw-16.gif (http://www.cadtutor.net/tutorials/autocad/drawing-objects.php#Region)http://www.cadtutor.net/tutorials/autocad/drawing_objects/toolbar/drw-17.gif (http://www.cadtutor.net/tutorials/autocad/drawing_objects/toolbar/drw-17.gif)
The Draw commands can be used to create new objects such as lines and circles. Most AutoCAD drawings are composed purely and simply from these basic components. A good understanding of the Draw commands is fundamental to the efficient use of AutoCAD.http://www.cadtutor.net/tutorials/autocad/drawing_objects/draw-18.gif (http://www.cadtutor.net/tutorials/autocad/drawing_objects/draw-18.gif)
The sections below cover the most frequently used Draw commands such as Line, Polyline and Circle as well as the more advanced commands like Multiline and Multiline Style. As a newcomer to AutoCAD, you may wish to skip the more advanced commands in order to properly master the basics. You can always return to this tutorial in the future when you are more confident.
In common with most AutoCAD commands, the Draw commands can be started in a number of ways. Command names or short-cuts can be entered at the keyboard, commands can be started from the Draw pull-down menu, shown on the right or from the Draw toolbar. The method you use is dependent upon the type of work you are doing and how experienced a user you are. Don't worry too much about this, just use whatever method feels easiest or most convenient at the time. Your drawing technique will improve over time and with experience so don't expect to be working very quickly at first.
If you are working with the pull-down menus, it is worth considering the visual syntax that is common to all pull-downs used in the Windows operating system. For example, a small arrow like so "http://www.cadtutor.net/tutorials/images/submenu.gif (http://www.cadtutor.net/tutorials/images/submenu.gif)" next to a menu item means that the item leads to a sub-menu that may contain other commands or command options. An ellipsis, "…" after a menu item means that the item displays a dialogue box. These little visual clues will help you to work more effectively with menus because they tell you what to expect and help to avoid surprises for the newcomer.
(http://www.cadtutor.net/tutorials/autocad/drawing-objects.php#topnav)Lines
Lines are probably the most simple of AutoCAD objects. Using the Line command, a line can be drawn between any two points picked within the drawing area. Lines are usually the first objects you will want to draw when starting a new drawing because they can be used as "construction lines" upon which the rest of your drawing will be based. Never forget that creating drawings with AutoCAD is not so dissimilar from creating drawings on a drawing board. Many of the basic drawing methods are the same.
Anyone familiar with mathematics will know that lines drawn between points are often called vectors. This terminology is used to describe the type of drawings that AutoCAD creates. AutoCAD drawings are generically referred to as "vector drawings". Vector drawings are extremely useful where precision is the most important criterion because they retain their accuracy irrespective of scale.
(http://www.cadtutor.net/tutorials/autocad/drawing-objects.php#topnav)The Line Command
ToolbarDrawhttp://www.cadtutor.net/tutorials/autocad/drawing_objects/b-line.gif (http://www.cadtutor.net/tutorials/autocad/drawing_objects/b-line.gif)Pull-downDrawhttp://www.cadtutor.net/tutorials/images/submenu.gif (http://www.cadtutor.net/tutorials/images/submenu.gif)LineKeyboardLINEshort-cutL
http://www.cadtutor.net/tutorials/autocad/drawing_objects/draw-04.gif (http://www.cadtutor.net/tutorials/autocad/drawing_objects/draw-04.gif) With the Line command you can draw a simple line from one point to another. When you pick the first point and move the cross-hairs to the location of the second point you will see a rubber band line which shows you where the line will be drawn when the second point is picked. Line objects have two ends (the first point and the last point). You can continue picking points and AutoCAD will draw a straight line between each picked point and the previous point. Each line segment drawn is a separate object and can be moved or erased as required. To end this command, just hit the http://www.cadtutor.net/tutorials/images/return.gif (http://www.cadtutor.net/tutorials/images/return.gif) key on the keyboard.
http://www.cadtutor.net/tutorials/autocad/drawing_objects/draw-01.gif (http://www.cadtutor.net/tutorials/autocad/drawing_objects/draw-01.gif)
Command Sequence
Command: LINE
Specify first point: (pick P1)
Specify next point or [Undo]: (pick P2)
Specify next point or [Undo]: http://www.cadtutor.net/tutorials/images/return.gif (http://www.cadtutor.net/tutorials/images/return.gif) (to end)
You can also draw lines by entering the co-ordinates of their end points at the command prompt rather than picking their position from the screen. This enables you to draw lines that are off screen, should you want to. (See Using Co-ordinates (http://www.cadtutor.net/tutorials/autocad/using-coordinates.php) for more details). You can also draw lines using something called direct distance entry. See the Direct Distance Entry (http://www.cadtutor.net/tutorials/autocad/direct-distance-entry.php) tutorial for details.
(http://www.cadtutor.net/tutorials/autocad/drawing-objects.php#topnav)The Construction Line Command
ToolbarDrawhttp://www.cadtutor.net/tutorials/autocad/drawing_objects/b-constr.gif (http://www.cadtutor.net/tutorials/autocad/drawing_objects/b-constr.gif)Pull-downDrawhttp://www.cadtutor.net/tutorials/images/submenu.gif (http://www.cadtutor.net/tutorials/images/submenu.gif)Construction LineKeyboardXLINEshort-cutXL
The Construction Line command creates a line of infinite length which passes through two picked points. Construction lines are very useful for creating construction frameworks or grids within which to design.
Construction lines are not normally used as objects in finished drawings, it is usual, therefore, to draw all your construction lines on a separate layer which will be turned off or frozen prior to printing. See the Object Properties (http://www.cadtutor.net/tutorials/autocad/object-properties.php#New) tutorial to find out how to create new layers. Because of their nature, the Zoom Extents command option ignores construction lines.
Command Sequence
Command: XLINE
Specify a point or [Hor/Ver/Ang/Bisect/Offset]: (pick a point)
Specify through point: (pick a second point)
Specify through point: http://www.cadtutor.net/tutorials/images/return.gif (http://www.cadtutor.net/tutorials/images/return.gif) (to end or pick another point)
You may notice that there are a number of options with this command. For example, the "Hor" and "Ver" options can be used to draw construction lines that are truly horizontal or vertical. In both these cases, only a single pick point is required because the direction of the line is predetermined. To use a command option, simply enter the capitalised part of the option name at the command prompt. Follow the command sequence below to see how you would draw a construction line using the Horizontal option.
Command Sequence
Command: XLINE
Hor/Ver/Ang/Bisect/Offset/<From point>: Hhttp://www.cadtutor.net/tutorials/images/return.gif (http://www.cadtutor.net/tutorials/images/return.gif)
Through point: (pick a point to position the line)
Through point: http://www.cadtutor.net/tutorials/images/return.gif (http://www.cadtutor.net/tutorials/images/return.gif) (to end or pick a point for another horizontal line)
The Ray Command
Toolbarcustomhttp://www.cadtutor.net/tutorials/autocad/drawing_objects/b-ray.gif (http://www.cadtutor.net/tutorials/autocad/drawing_objects/b-ray.gif)Pull-downDrawhttp://www.cadtutor.net/tutorials/images/submenu.gif (http://www.cadtutor.net/tutorials/images/submenu.gif)RayKeyboardRAY
The Ray command creates a line similar to a construction line except that it extends infinitely in only one direction from the first pick point. The direction of the Ray is determined by the position of the second pick point.
Command Sequence
Command: RAY
Specify start point: (pick the start point)
Specify through point: (pick a second point to determine direction)
Specify through point: http://www.cadtutor.net/tutorials/images/return.gif (http://www.cadtutor.net/tutorials/images/return.gif) (to end or pick another point)
The Polyline Family
Polylines differ from lines in that they are more complex objects. A single polyline can be composed of a number of straight-line or arc segments. Polylines can also be given line widths to make them appear solid. The illustration below shows a number of polylines to give you an idea of the flexibility of this type of line.
http://www.cadtutor.net/tutorials/autocad/drawing_objects/draw-14.gif (http://www.cadtutor.net/tutorials/autocad/drawing_objects/draw-14.gif)
You may be wondering, if Polylines are so useful, why bother using ordinary lines at all? There are a number of answers to this question. The most frequently given answer is that because of their complexity, polylines use up more disk space than the equivalent line. As it is desirable to keep file sizes as small as possible, it is a good idea to use lines rather than polylines unless you have a particular requirement. You will also find, as you work with AutoCAD that lines and polylines are operationally different. Sometimes it is easier to work with polylines for certain tasks and at other times lines are best. You will quickly learn the pros and cons of these two sorts of line when you begin drawing with AutoCAD.
The Polyline Command
ToolbarDrawhttp://www.cadtutor.net/tutorials/autocad/drawing_objects/b-pline.gif (http://www.cadtutor.net/tutorials/autocad/drawing_objects/b-pline.gif)Pull-downDrawhttp://www.cadtutor.net/tutorials/images/submenu.gif (http://www.cadtutor.net/tutorials/images/submenu.gif)PolylineKeyboardPLINEshort-cutPL
The Polyline or Pline command is similar to the line command except that the resulting object may be composed of a number of segments which form a single object. In addition to the two ends a polyline is said to have vertices (singular vertex) where intermediate line segments join. In practice the Polyline command works in the same way as the Line command allowing you to pick as many points as you like. Again, just hit http://www.cadtutor.net/tutorials/images/return.gif (http://www.cadtutor.net/tutorials/images/return.gif) to end. As with the Line command, you also have the option to automatically close a polyline end to end. To do this, type C to use the close option instead of hitting http://www.cadtutor.net/tutorials/images/return.gif (http://www.cadtutor.net/tutorials/images/return.gif). Follow the command sequence below to see how this works.
Command Sequence
Command: PLINE
Specify start point: (pick P1)
Current line-width is 0.0000
Specify next point or [Arc/Halfwidth/Length/Undo/Width]: (pick P2)
Specify next point or [Arc/Close/Halfwidth/Length/Undo/Width]: (pick P3)
Specify next point or [Arc/Close/Halfwidth/Length/Undo/Width]: (pick P4)
Specify next point or [Arc/Close/Halfwidth/Length/Undo/Width]: (pick P5)
Specify next point or [Arc/Close/Halfwidth/Length/Undo/Width]: http://www.cadtutor.net/tutorials/images/return.gif (http://www.cadtutor.net/tutorials/images/return.gif) (or C to close)
http://www.cadtutor.net/tutorials/autocad/drawing_objects/draw-05.gif (http://www.cadtutor.net/tutorials/autocad/drawing_objects/draw-05.gif) In the illustration on the right, the figure on the left was created by hitting the http://www.cadtutor.net/tutorials/images/return.gif (http://www.cadtutor.net/tutorials/images/return.gif) key after the fifth point was picked. The figure on the right demonstrates the effect of using the Close option.
It is worth while taking some time to familiarise yourself with the Polyline command as it is an extremely useful command to know. Try experimenting with options such as Arc and Width and see if you can create polylines like the ones in the illustration above. The Undo option is particularly useful. This allows you to unpick polyline vertices, one at a time so that you can easily correct mistakes.
Polylines can be edited after they are created to, for example, change their width. You can do this using the PEDIT command, Modifyhttp://www.cadtutor.net/tutorials/images/submenu.gif (http://www.cadtutor.net/tutorials/images/submenu.gif)Objecthttp://www.cadtutor.net/tutorials/images/submenu.gif (http://www.cadtutor.net/tutorials/images/submenu.gif)Polyline from the pull-down menu.
The Rectangle Command
ToolbarDrawhttp://www.cadtutor.net/tutorials/autocad/drawing_objects/b-rectng.gif (http://www.cadtutor.net/tutorials/autocad/drawing_objects/b-rectng.gif)Pull-downDrawhttp://www.cadtutor.net/tutorials/images/submenu.gif (http://www.cadtutor.net/tutorials/images/submenu.gif)RectangleKeyboardRECTANGLEshort-cutsREC, RECTANG
http://www.cadtutor.net/tutorials/autocad/drawing_objects/draw-09.gif (http://www.cadtutor.net/tutorials/autocad/drawing_objects/draw-09.gif) The Rectangle command is used to draw a rectangle whose sides are vertical and horizontal. The position and size of the rectangle are defined by picking two diagonal corners. The rectangle isn't really an AutoCAD object at all. It is, in fact, just a closed polyline which is automatically drawn for you.
Command Sequence
Command: RECTANG
Specify first corner point or [Chamfer/Elevation/Fillet/Thickness/Width]: (pick P1)
Specify other corner point or [Dimensions]: (pick P2)
The Rectangle command also has a number of options. Width works in the same way as for the Polyline command. The Chamfer and Fillet options have the same effect as the Chamfer (http://www.cadtutor.net/tutorials/autocad/modifying-objects.php#Chamfer) and Fillet (http://www.cadtutor.net/tutorials/autocad/modifying-objects.php#Fillet) commands, see the Modifying Objects (http://www.cadtutor.net/tutorials/autocad/modifying-objects.php) tutorial for details. Elevation and Thickness are 3D options.
Notice that, instead of picking a second point to draw the rectangle, you have the option of entering dimensions. Say you wanted to draw a rectangle 20 drawing units long and 10 drawing units wide. The command sequence would look like this:
Command Sequence
Command: RECTANG
Specify first corner point or [Chamfer/Elevation/Fillet/Thickness/Width]: (pick a point)
Specify other corner point or [Dimensions]: D
Specify length for rectangles <0.0000>: 20
Specify width for rectangles <0.0000>: 10
Specify other corner point or [Dimensions]: (pick a point to fix the orientation)
This method provides a good alternative to using relative cartesian co-ordinates for determining length and width. See the Using Co-ordinates (http://www.cadtutor.net/tutorials/autocad/using-coordinates.php#Abs) tutorial for more details.
The Polygon Command
ToolbarDrawhttp://www.cadtutor.net/tutorials/autocad/drawing_objects/b-polygn.gif (http://www.cadtutor.net/tutorials/autocad/drawing_objects/b-polygn.gif)Pull-downDrawhttp://www.cadtutor.net/tutorials/images/submenu.gif (http://www.cadtutor.net/tutorials/images/submenu.gif)PolygonKeyboardPOLYGONshort-cutPOL
The Polygon command can be used to draw any regular polygon from 3 sides up to 1024 sides. This command requires four inputs from the user, the number of sides, a pick point for the centre of the polygon, whether you want the polygon inscribed or circumscribed and then a pick point which determines both the radius of this imaginary circle and the orientation of the polygon. The polygon command creates a closed polyline in the shape of the required polygon.
This command also allows you to define the polygon by entering the length of a side using the Edge option. You can also control the size of the polygon by entering an exact radius for the circle. Follow the command sequence below to see how this command works.
Command Sequence
Command: POLYGON
Enter number of sides <4>: 5 http://www.cadtutor.net/tutorials/images/return.gif (http://www.cadtutor.net/tutorials/images/return.gif)
Specify center of polygon or [Edge]: (pick P1 or type E to define by edge length)
Enter an option [Inscribed in circle/Circumscribed about circle] <I>: http://www.cadtutor.net/tutorials/images/return.gif (http://www.cadtutor.net/tutorials/images/return.gif) (to accept the inscribed default or type C for circumscribed)
Specify radius of circle: (pick P2 or enter exact radius)
http://www.cadtutor.net/tutorials/autocad/drawing_objects/draw-08.gif (http://www.cadtutor.net/tutorials/autocad/drawing_objects/draw-08.gif)
In the illustration above, the polygon on the left is inscribed (inside the circle with the polygon vertexes touching it), the one in the middle is circumscribed (outside the circle with the polyline edges tangential to it) and the one on the right is defined by the length of an edge.
The Donut Command
Toolbarcustomhttp://www.cadtutor.net/tutorials/autocad/drawing_objects/b-donut.gif (http://www.cadtutor.net/tutorials/autocad/drawing_objects/b-donut.gif)Pull-downDrawhttp://www.cadtutor.net/tutorials/images/submenu.gif (http://www.cadtutor.net/tutorials/images/submenu.gif)DonutKeyboardDONUTshort-cutDO
This command draws a solid donut shape, actually it's just a closed polyline consisting of two arc segments which have been given a width. AutoCAD asks you to define the inside diameter i.e. the diameter of the hole and then the outside diameter of the donut.http://www.cadtutor.net/tutorials/autocad/drawing_objects/draw-06.gif (http://www.cadtutor.net/tutorials/autocad/drawing_objects/draw-06.gif) The donut is then drawn in outline and you are asked to pick the centre point in order to position the donut. You can continue picking centre points to draw more donuts or you can hit http://www.cadtutor.net/tutorials/images/return.gif (http://www.cadtutor.net/tutorials/images/return.gif) to end the command. Surprisingly, donuts are constructed from single closed polylines composed of two arc segments which have been given a width. Fortunately AutoCAD works all this out for you, so all you see is a donut.
Command Sequence
Command: DONUT
Specify inside diameter of donut <0.5000>: (pick any two points to define a diameter or enter the exact length)
Specify outside diameter of donut <1.0000>: (pick any two points to define a diameter or enter the exact length)
Specify center of donut or <exit>: (pick P1)
Specify center of donut or <exit>: http://www.cadtutor.net/tutorials/images/return.gif (http://www.cadtutor.net/tutorials/images/return.gif) (to end or continue to pick for more doughnuts)
As an alternative to picking two points or entering a value for the diameters, you could just hit http://www.cadtutor.net/tutorials/images/return.gif (http://www.cadtutor.net/tutorials/images/return.gif) to accept the default value. Most AutoCAD commands that require user input have default values. They always appear in triangular brackets like this <default value>.
Curiously enough AutoCAD doesn't seem to mind if you make the inside diameter of a donut larger than the outside diameter, try it and see.
The Revcloud Command
ToolbarDrawhttp://www.cadtutor.net/tutorials/autocad/drawing_objects/b-revcld.gif (http://www.cadtutor.net/tutorials/autocad/drawing_objects/b-revcld.gif)Pull-downDrawhttp://www.cadtutor.net/tutorials/images/submenu.gif (http://www.cadtutor.net/tutorials/images/submenu.gif)Revision CloudKeyboardREVCLOUD
The Revcloud command is used to draw a "freehand" revision cloud or to convert any closed shape into a revision cloud.
Command Sequence
Command: REVCLOUD
Minimum arc length: 66.6377 Maximum arc length: 116.6159
Specify start point or [Arc length/Object] <Object>: (Pick P1)
Guide crosshairs along cloud path...
http://www.cadtutor.net/tutorials/autocad/drawing_objects/draw-24.gif (http://www.cadtutor.net/tutorials/autocad/drawing_objects/draw-24.gif) Move the mouse to form a closed shape; the command automatically ends when a closed shape is formed.
Revision cloud finished.
You can use the "Arc length" option to control the scale of the revision cloud. This is achieved by specifying the minimum and maximum arc length. The "Object" option is used to transform any closed shape, such as a polyline, spline or circle into a revision cloud.
The 3D Polyline Command
Toolbarcustomhttp://www.cadtutor.net/tutorials/autocad/drawing_objects/b-3dpoly.gif (http://www.cadtutor.net/tutorials/autocad/drawing_objects/b-3dpoly.gif)Pull-downDrawhttp://www.cadtutor.net/tutorials/images/submenu.gif (http://www.cadtutor.net/tutorials/images/submenu.gif)3D PolylineKeyboard3DPOLY
The 3D Polyline command works in exactly the same way as the Polyline command. The main difference between a normal polyline and a 3D polyline is that each vertex (pick point) of a 3D polyline can have a different value for Z (height). In normal (2D) polylines, all vertexes must have the same Z value.
3D polyline objects are not as complex as their 2D cousins. For example, they cannot contain arc segments and they cannot be given widths. However, they can be very useful for 3D modeling.
Command Sequence
Command: 3DPOLY
Specify start point of polyline: (pick a point)
Specify endpoint of line or [Undo]: (pick another point)
Specify endpoint of line or [Undo]: (pick a third point)
Specify endpoint of line or [Close/Undo]: http://www.cadtutor.net/tutorials/images/return.gif (http://www.cadtutor.net/tutorials/images/return.gif)(to end, C to close or continue picking points)
Notice that you are not prompted for a Z value each time you pick a point. You must either use one of the Object Snaps to pick a point with the required Z value or use the ".XY" filter to force AutoCAD to prompt for a Z value.
Circles, Arcs etc.
Along with Line and Polyline, the Circle command is probably one of the most frequently used. Fortunately it is also one of the simplest. However, in common with the other commands in this section there are a number of options that can help you construct just the circle you need. Most of these options are self explanatory but in some cases it can be quite confusing. The Circle command, for example, offers 6 ways to create a circle, while the Arc command offers 10 different methods for drawing an arc. The sections below concentrate mainly on the default options but feel free to experiment.
The Circle Command
http://www.cadtutor.net/tutorials/autocad/drawing_objects/draw-03.gif (http://www.cadtutor.net/tutorials/autocad/drawing_objects/draw-03.gif)
ToolbarDrawhttp://www.cadtutor.net/tutorials/autocad/drawing_objects/b-circle.gif (http://www.cadtutor.net/tutorials/autocad/drawing_objects/b-circle.gif)Pull-downDrawhttp://www.cadtutor.net/tutorials/images/submenu.gif (http://www.cadtutor.net/tutorials/images/submenu.gif)Circlehttp://www.cadtutor.net/tutorials/images/submenu.gif (http://www.cadtutor.net/tutorials/images/submenu.gif)Center, RadiusKeyboardCIRCLEshort-cutC
The Circle command is used to draw circles. There are a number of ways you can define the circle. The default method is to pick the centre point and then to either pick a second point on the circumference of the circle or enter the circle radius at the keyboard.
Command Sequence
Command: CIRCLE
Specify center point for circle or [3P/2P/Ttr (tan tan radius)]: (pick P1)
Specify radius of circle or [Diameter] <50.0195>: (pick P2 or enter the exact radius)
http://www.cadtutor.net/tutorials/autocad/drawing_objects/draw-19.gif (http://www.cadtutor.net/tutorials/autocad/drawing_objects/draw-19.gif) As you can see from the command prompt above the default options are always indicated in triangular brackets like so <Default> and command options appear within square brackets like so [Option]. Each option is separated by a forward slash like this /. You can choose to use the alternative options by typing them at the prompt. For example, the circle command gives you three extra options to define a circle. 3P which uses any three points on the circumference, 2P which uses two points on the circumference to form a diameter and Ttr which stands for Tangent Tangent Radius. Obviously to use this last option you need to have drawn two lines which you can use as tangents to the circle. Try these options out to see how they work. Note that to invoke a command option, you need only type the upper-case part of the option name. For example, if you want to use the Ttr option, you need only enter "T". There are two more circle options on the pull-down menu that enable you to draw a circle by defining the center and diameter or by using 3 tangents.
The Arc Command
ToolbarDrawhttp://www.cadtutor.net/tutorials/autocad/drawing_objects/b-arc.gif (http://www.cadtutor.net/tutorials/autocad/drawing_objects/b-arc.gif)Pull-downDrawhttp://www.cadtutor.net/tutorials/images/submenu.gif (http://www.cadtutor.net/tutorials/images/submenu.gif)Archttp://www.cadtutor.net/tutorials/images/submenu.gif (http://www.cadtutor.net/tutorials/images/submenu.gif)3 PointsKeyboardARCshort-cutA
http://www.cadtutor.net/tutorials/autocad/drawing_objects/draw-02.gif (http://www.cadtutor.net/tutorials/autocad/drawing_objects/draw-02.gif) The Arc command allows you to draw an arc of a circle. There are numerous ways to define an arc, the default method uses three pick points, a start point, a second point and an end point. Using this method, the drawn arc will start at the first pick point, pass through the second point and end at the third point. Once you have mastered the default method try some of the others. You may, for example need to draw an arc with a specific radius. All of the Arc command options are available from the pull-down menu.
Command Sequence
Command: ARC
Specify start point of arc or [center]: (pick P1)
Specify second point of arc or [Center/End]: (pick P2)
Specify end point of arc: (pick P3)
It is also possible to create an arc by trimming a circle object. In practice, many arcs are actually created this way. See the Trim (http://www.cadtutor.net/tutorials/autocad/modifying-objects.php#Trim) command on the Modifying Objects (http://www.cadtutor.net/tutorials/autocad/modifying-objects.php) tutorial for details.
The Spline Command
ToolbarDrawhttp://www.cadtutor.net/tutorials/autocad/drawing_objects/b-spline.gif (http://www.cadtutor.net/tutorials/autocad/drawing_objects/b-spline.gif)Pull-downDrawhttp://www.cadtutor.net/tutorials/images/submenu.gif (http://www.cadtutor.net/tutorials/images/submenu.gif)SplineKeyboardSPLINEshort-cutSPL
http://www.cadtutor.net/tutorials/autocad/drawing_objects/draw-15.gif (http://www.cadtutor.net/tutorials/autocad/drawing_objects/draw-15.gif) The Spline command creates a type of spline known as a nonuniform rational B-spline, NURBS for short. A spline is a smooth curve that is fitted along a number of control points. The Fit Tolerance option can be used to control how closely the spline conforms to the control points. A low tolerance value causes the spline to form close to the control points. A tolerance of 0 (zero) forces the spline to pass through the control points. The illustration on the right shows the effect of different tolerance values on a spline that is defined using the same four control points, P1, P2, P3 and P4.
Splines can be edited after they have been created using the SPLINEDIT command, Modifyhttp://www.cadtutor.net/tutorials/images/submenu.gif (http://www.cadtutor.net/tutorials/images/submenu.gif)Objecthttp://www.cadtutor.net/tutorials/images/submenu.gif (http://www.cadtutor.net/tutorials/images/submenu.gif)Spline from the pull-down menu. Using this command, you can change the tolerance, add more control points move control points and close splines, amongst other things. However, if you just want to move spline control points, it is best to use grips. See the Stretching with Grips (http://www.cadtutor.net/tutorials/autocad/modifying-objects.php#Grips) section of the Modifying Objects (http://www.cadtutor.net/tutorials/autocad/modifying-objects.php) tutorial for details.
Command Sequence
Command: SPLINE
Specify first point or [Object]: (Pick P1)
Specify next point: (Pick P2)
Specify next point or [Close/Fit tolerance] <start tangent>: (Pick P3)
Specify next point or [Close/Fit tolerance] <start tangent>: (Pick P4)
Specify next point or [Close/Fit tolerance] <start tangent>: http://www.cadtutor.net/tutorials/images/return.gif (http://www.cadtutor.net/tutorials/images/return.gif)
Specify start tangent: (pick a point)
Specify end tangent: (pick a point)
You can create linear approximations to splines by smoothing polylines with the PEDIT command, Modifyhttp://www.cadtutor.net/tutorials/images/submenu.gif (http://www.cadtutor.net/tutorials/images/submenu.gif)Polyline from the pull-down menu. However, you can also turn polylines into true splines using the Object option of the Spline command.
The Ellipse Command
ToolbarDrawhttp://www.cadtutor.net/tutorials/autocad/drawing_objects/b-ellips.gif (http://www.cadtutor.net/tutorials/autocad/drawing_objects/b-ellips.gif)Pull-downDrawhttp://www.cadtutor.net/tutorials/images/submenu.gif (http://www.cadtutor.net/tutorials/images/submenu.gif)Ellipsehttp://www.cadtutor.net/tutorials/images/submenu.gif (http://www.cadtutor.net/tutorials/images/submenu.gif)Axis, EndKeyboardELLIPSEshort-cutEL
http://www.cadtutor.net/tutorials/autocad/drawing_objects/draw-07.gif (http://www.cadtutor.net/tutorials/autocad/drawing_objects/draw-07.gif) The Ellipse command gives you a number of different creation options. The default option is to pick the two end points of an axis and then a third point to define the eccentricity of the ellipse. After you have mastered the default option, try out the others.
Command Sequence
Command: ELLIPSE
Specify axis endpoint of ellipse or [Arc/Center]: (pick P1)
Specify other endpoint of axis: (pick P2)
Specify distance to other axis or [Rotation]: (pick P3)
The ellipse command can also be used to draw isometric circles. See the worked example (http://www.cadtutor.net/tutorials/autocad/drawing-aids.php#Tips) in the Drawing Aids (http://www.cadtutor.net/tutorials/autocad/drawing-aids.php) tutorial to find out how to do this and how to draw in isometric projection with AutoCAD.
يتبـــــــــــــــــــــــــــــــع........ :love
DaRknEsS
24-08-10, 11:48 AM
تــــــــــــــــــــــــابع ..........
The Ellipse Arc Command
ToolbarDrawhttp://www.cadtutor.net/tutorials/autocad/drawing_objects/b-aellip.gif (http://www.cadtutor.net/tutorials/autocad/drawing_objects/b-aellip.gif)Pull-downDrawhttp://www.cadtutor.net/tutorials/images/submenu.gif (http://www.cadtutor.net/tutorials/images/submenu.gif)Ellipsehttp://www.cadtutor.net/tutorials/images/submenu.gif (http://www.cadtutor.net/tutorials/images/submenu.gif)ArcKeyboardELLIPSE http://www.cadtutor.net/tutorials/images/return.gif (http://www.cadtutor.net/tutorials/images/return.gif) Ashort-cutEL http://www.cadtutor.net/tutorials/images/return.gif (http://www.cadtutor.net/tutorials/images/return.gif) A
http://www.cadtutor.net/tutorials/autocad/drawing_objects/draw-22.gif (http://www.cadtutor.net/tutorials/autocad/drawing_objects/draw-22.gif)The Ellipse Arc command is very similar to the Ellipse command, described above. The only difference is that, in addition to specifying the two axis end points and the "distance to other axis" point, you are prompted for a start and end angle for the arc. You may specify angles by picking points or by entering values at the command prompt. Remember that angles are measured in an anti-clockwise direction, starting at the 3 o'clock position.
In truth, the Ellipse Arc command is not a new or separate command; it is just an option of the Ellipse command and it therefore has no unique command line name. It is curious why Autodesk considered this option important enough to give it it's own button on the Draw toolbar. Still, there it is.
Command Sequence
Command: ELLIPSE
Specify axis endpoint of ellipse or [Arc/Center]: A
Specify axis endpoint of elliptical arc or : (pick P1)
Specify other endpoint of axis: (pick P2)
Specify distance to other axis or [Rotation]: (pick P3)
Specify start angle or [Parameter]: 270
Specify end angle or [Parameter/Included angle]: 90
The Region Command
ToolbarDrawhttp://www.cadtutor.net/tutorials/autocad/drawing_objects/b-region.gif (http://www.cadtutor.net/tutorials/autocad/drawing_objects/b-region.gif)Pull-downDrawhttp://www.cadtutor.net/tutorials/images/submenu.gif (http://www.cadtutor.net/tutorials/images/submenu.gif)RegionKeyboardREGIONshort-cutREG
A region is a surface created from objects that form a closed shape, known as a loop. The Region command is used to transform objects into regions rather than actually drawing them (i.e. you will need to draw the closed shape or loop first). Once a region is created, there may be little visual difference to the drawing. However, if you set the shade mode to "Flat Shaded", Viewhttp://www.cadtutor.net/tutorials/images/submenu.gif (http://www.cadtutor.net/tutorials/images/submenu.gif)Shadehttp://www.cadtutor.net/tutorials/images/submenu.gif (http://www.cadtutor.net/tutorials/images/submenu.gif)Flat Shaded, you will see that the region is, in fact, a surface and not simply an outline. Regions are particularly useful in 3D modeling because they can be extruded.http://www.cadtutor.net/tutorials/autocad/drawing_objects/draw-23.gif (http://www.cadtutor.net/tutorials/autocad/drawing_objects/draw-23.gif)
Before starting the Region command, draw a closed shape such as a rectangle, circle or any closed polyline or spline.
Command Sequence
Command: REGION
Select objects: (Pick P1)
Select objects:http://www.cadtutor.net/tutorials/images/return.gif (http://www.cadtutor.net/tutorials/images/return.gif)
1 loop extracted.
1 Region created.
You can use the boolean commands, Union, Subtract and Intersect to create complex regions.
The Wipeout Command
Toolbarcustomhttp://www.cadtutor.net/tutorials/autocad/drawing_objects/b-mline.gif (http://www.cadtutor.net/tutorials/autocad/drawing_objects/b-mline.gif)Pull-downDrawhttp://www.cadtutor.net/tutorials/images/submenu.gif (http://www.cadtutor.net/tutorials/images/submenu.gif)WipeoutKeyboardWIPEOUT
http://www.cadtutor.net/tutorials/autocad/drawing_objects/draw-25.gif (http://www.cadtutor.net/tutorials/autocad/drawing_objects/draw-25.gif)
A Wipeout is an image type object. Most commonly it is used to "mask" part of a drawing for clarity. For example, you may want to add text to a complicated part of a drawing. A Wipeout could be used to mask an area behind some text so that the text can easily be read, as in the example shown on the right.
The Wipeout command can be used for 3 different operations. It can be used to draw a wipeout object, as you might expect, but it can also be used to convert an existing closed polyline into a wipeout and it can be used to control the visibility of wipeout frames.
Command Sequence
Command: WIPEOUT
Specify first point or [Frames/Polyline] <Polyline>: (Pick P1)
http://www.cadtutor.net/tutorials/autocad/drawing_objects/draw-26.gif (http://www.cadtutor.net/tutorials/autocad/drawing_objects/draw-26.gif)Specify next point: (Pick P2)
Specify next point or [Undo]: (Pick P3)
Specify next point or [Close/Undo]: (Pick P4)
Specify next point or [Close/Undo]:http://www.cadtutor.net/tutorials/images/return.gif (http://www.cadtutor.net/tutorials/images/return.gif)
You can use as many points as you wish in order to create the shape you need. When you have picked the last point, use right-click and Enter (or hit the Enter key on the keyboard) to complete the command and create the wipeout.
http://www.cadtutor.net/tutorials/autocad/drawing_objects/draw-27.gif (http://www.cadtutor.net/tutorials/autocad/drawing_objects/draw-27.gif)
You may find that it is easier to draw a polyline first and then convert that polyline into a wipeout. To do this, start the Wipeout command and then Enter to select the default "Polyline" option. Select the polyline when prompted to do so. Remember, polylines must be closed before they can be converted to wipeouts.
In most cases, you will probably want to turn off the wipeout frame.
Command Sequence
Specify first point or [Frames/Polyline] <Polyline>: F (the Frames option)
Enter mode [ON/OFF] <ON>: OFF
http://www.cadtutor.net/tutorials/autocad/drawing_objects/draw-28.gif (http://www.cadtutor.net/tutorials/autocad/drawing_objects/draw-28.gif) Regenerating model.
The Frames option is used to turn frames off (or on) for all wipeouts in the current drawing. You cannot control the visibility of wipeout frames individually. You should also be aware that when frames are turned off, wipeouts cannot be selected. If you need to move or modify a wipeout, you need to have frames turned on.
It is often more convenient to draw the wipeout after the text so that you can see how much space you need. In such a case, you may need to use the DRAWORDER command (Toolshttp://www.cadtutor.net/tutorials/images/submenu.gif (http://www.cadtutor.net/tutorials/images/submenu.gif)Display Orderhttp://www.cadtutor.net/tutorials/images/submenu.gif (http://www.cadtutor.net/tutorials/images/submenu.gif)Option) to force the text to appear above the wipeout.
Tip: If you have the Express Tools loaded, you can use the very useful TEXTMASK command, which automatically creates a wipeout below any selected text. Find it on your pull-down at Expresshttp://www.cadtutor.net/tutorials/images/submenu.gif (http://www.cadtutor.net/tutorials/images/submenu.gif)Texthttp://www.cadtutor.net/tutorials/images/submenu.gif (http://www.cadtutor.net/tutorials/images/submenu.gif)Text Mask
Points and Point Styles
Points are very simple objects and the process of creating them is also very simple. Points are rarely used as drawing components although there is no reason why they could not be. They are normally used just as drawing aids in a similar way that Construction Lines and Rays are used. For example, points are automatically created when you use the Measure and Divide commands to set out distances along a line.
When adding points to a drawing it is usually desirable to set the point style first because the default style can be difficult to see.
The Point Command
ToolbarDrawhttp://www.cadtutor.net/tutorials/autocad/drawing_objects/b-point.gif (http://www.cadtutor.net/tutorials/autocad/drawing_objects/b-point.gif)Pull-downDrawhttp://www.cadtutor.net/tutorials/images/submenu.gif (http://www.cadtutor.net/tutorials/images/submenu.gif)Pointhttp://www.cadtutor.net/tutorials/images/submenu.gif (http://www.cadtutor.net/tutorials/images/submenu.gif)Single PointKeyboardPOINTshort-cutPO
The point command will insert a point marker in your drawing at a position which you pick in the drawing window or at any co-ordinate location which you enter at the keyboard. The default point style is a simple dot, which is often difficult to see but you can change the point style to something more easily visible or elaborate using the point style dialogue box. Points can be used for "setting out" a drawing in addition to construction lines. You can Snap to points using the Node object snap. See the Object Snap (http://www.cadtutor.net/tutorials/autocad/object-snap.php#Node) tutorial for details.
Command Sequence
Command: POINT
Current point modes: PDMODE=0 PDSIZE=0.0000
Specify a point: (pick any point)
Strangely, in Multiple Point mode (the default for the Point button on the Draw toolbar) you will need to use the escape key (Esc) on your keyboard to end the command. The usual right-click or enter doesn't work.
The Point Style Command
http://www.cadtutor.net/tutorials/autocad/drawing_objects/draw-21.gif (http://www.cadtutor.net/tutorials/autocad/drawing_objects/draw-21.gif)
ToolbarnonePull-downFormathttp://www.cadtutor.net/tutorials/images/submenu.gif (http://www.cadtutor.net/tutorials/images/submenu.gif)Point Style…KeyboardDDPTYPE
You can start the point style command from the keyboard by typing DDPTYPE or you can start it from the pull-down menu at Formathttp://www.cadtutor.net/tutorials/images/submenu.gif (http://www.cadtutor.net/tutorials/images/submenu.gif)Point Style… The command starts by displaying a dialogue box offering a number of options.
To change the point style, just pick the picture of the style you want and then click the "OK" button. You will need to use the Regen command, REGEN at the keyboard or Viewhttp://www.cadtutor.net/tutorials/images/submenu.gif (http://www.cadtutor.net/tutorials/images/submenu.gif)Regen from the pull-down to force any existing points in your drawing to display in the new style. Any new points created after the style has been set will automatically display in the new style.
One interesting aspect of points is that their size can be set to an absolute value or relative to the screen size, expressed as a percentage. The default is for points to display relative to the screen size, which is very useful because it means that points will remain the same size, irrespective of zoom factor. This is particularly convenient when drawings become complex and the drawing process requires a lot of zooming in and out.
Multilines
Multilines are complex lines that consist of between 1 and 16 parallel lines, known as elements. The default multiline style has just two elements but you can create additional styles of an almost endless variety. The Multiline Style command enables you to create new multiline styles by adding line elements, changing the colour (http://www.cadtutor.net/tutorials/autocad/object-properties.php#Colours) and linetype (http://www.cadtutor.net/tutorials/autocad/object-properties.php#Linetypes) of elements, adding end caps and the option of displaying as a solid colour.
The Multiline Command
Toolbarcustomhttp://www.cadtutor.net/tutorials/autocad/drawing_objects/b-mline.gif (http://www.cadtutor.net/tutorials/autocad/drawing_objects/b-mline.gif)Pull-downDrawhttp://www.cadtutor.net/tutorials/images/submenu.gif (http://www.cadtutor.net/tutorials/images/submenu.gif)MultilineKeyboardMLINEshort-cutML
The Multiline command is used to draw multilines. This process of drawing is pretty much the same as drawing polylines, additional line segments are added to the multiline as points are picked. As with polylines, points can be unpicked with the Undo option and multilines can be closed.
When you start the Multiline command you also have the option to specify the Justification, Scale and Style of the multiline. The Justification option allows you to set the justification to "Top", the default, "Zero" or "Bottom". When justification is set to top, the top of the multiline is drawn through the pick points, as in the illustration below. Zero justification draws the centreline of the multiline through the pick points and Bottom draws the bottom line through the pick points. Justification allows you to control how the multiline is drawn relative to your setting out information. For example, if you are drawing a new road with reference to its centre line, then Zero justification would be appropriate.
http://www.cadtutor.net/tutorials/autocad/drawing_objects/draw-16.gif (http://www.cadtutor.net/tutorials/autocad/drawing_objects/draw-16.gif)The Scale option allows you to set a scale factor, which effectively changes the width of the multiline. The default scale factor is set to 1.0 so to half the width of the multiline, a value of 0.5 would be entered. A value of 2.0 would double the width.
The Style option enables you to set the current multiline style. The default style is called "Standard". This is the only style available unless you have previously created a new style with the Multiline Style command. Follow the command sequence below to see how the Multiline command works and then try changing the Justification and Scale options.
Command Sequence
Command: MLINE
Current settings: Justification = Top, Scale = 20.00, Style = STANDARD
Specify start point or [Justification/Scale/STyle]: (Pick P1)
Specify next point: (Pick P2)
Specify next point or [Undo]: (Pick P3)
Specify next point or [Close/Undo]: http://www.cadtutor.net/tutorials/images/return.gif (http://www.cadtutor.net/tutorials/images/return.gif) (to end or continue picking or C to close)
(http://www.cadtutor.net/tutorials/autocad/drawing-objects.php#topnav)The Multiline Style Command
http://www.cadtutor.net/tutorials/autocad/drawing_objects/draw-10.gif (http://www.cadtutor.net/tutorials/autocad/drawing_objects/draw-10.gif)
ToolbarnonePull-downFormathttp://www.cadtutor.net/tutorials/images/submenu.gif (http://www.cadtutor.net/tutorials/images/submenu.gif)Multiline Style…KeyboardMLSTYLE
The Multiline style command is used to create new multiline styles, which can then be used with the Multiline command. When you start the command for the first time, you will see the Multiline Styles dialogue box indicating that the Standard style is "Current". To create a new style, enter a new style name in the "Name" edit box by overwriting "STANDARD" and enter an optional description in the "Description" edit box. The dialogue box should now look something like the one on the right. When you are happy with the new name and description, simply click on the "Add" button. Your new style will now appear in the "Current" box. The new style you have created is simply a copy of the Standard style, so the next step is to change the style to suit your own purposes. Click on the "Element Properties…" button to proceed.
http://www.cadtutor.net/tutorials/autocad/drawing_objects/draw-11.gif (http://www.cadtutor.net/tutorials/autocad/drawing_objects/draw-11.gif)You will now see the Element Properties dialogue box appear. This dialogue box allows you to add new line elements or delete existing ones and to control the element offset, colour and linetype. Click the "Add" button to add a new element. A new line element now appears with an offset of 0.0, in other words, this is a centre line. Highlight the top element in the "Elements" list and change the offset to 1.0 by entering this value in the "Offset" edit box. Now do the same with the bottom element remembering to enter a value of -1.0 because this is a negative offset. You now have a multiline that is 2 drawing units wide with a centre line. Let's now change the colour and linetype of the centre line.
Highlight the 0.0 offset element by clicking it in the "Elements" list. To change the colour, simply click on the Colour… button and select an appropriate colour from the palette. When a colour has been selected, click the "OK" button on the palette to return to the Element Properties dialogue box.
Changing the linetype is a little more complicated because we will need to load the required linetype first. However, click on the "Linetype…" button to proceed.
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The Select Linetype dialogue box appears with just a few solid linetypes listed, ByLayer (http://www.cadtutor.net/tutorials/autocad/object-properties.php#Bylayer), ByBlock and Continuous. Click on the "Load…" button. The Load or Reload Linetypes dialogue box now appears. Scroll down the list of linetypes until you find one called "Hidden". Highlight Hidden and then click the "OK" button. You will now see the Hidden linetype appear in the "Loaded linetypes" list in the Select Linetype dialogue box, which should now look similar to the one shown above. Finally, highlight Hidden and click the "OK" button. Your Element Properties dialogue box should now look similar to the one in the illustration above. To complete our new style, we will add some end caps and a solid fill. Click on the "Multiline Properties…" button to proceed.
http://www.cadtutor.net/tutorials/autocad/drawing_objects/draw-12.gif (http://www.cadtutor.net/tutorials/autocad/drawing_objects/draw-12.gif)In the Multiline Properties dialogue box, click in the "Line" check boxes under "Start" and "End". This will have the effect of capping the ends of the multiline with a 90 degree line. As you can see from the dialogue box, you can change this angle if you wish to give a chamfered end. Next, click the "On" check box in the "Fill" section and then click on the Colour… button and select the fill colour from the palette. The Multiline Properties dialogue box should now look like the one in the illustration on the left. Finally, click the "OK" button in the Multiline Properties dialogue box and again in the Multiline Style dialogue box. You are now ready to draw with your new multiline.
Start the Multiline command, pick a number of points and admire your handiwork. If you have followed this tutorial closely, your new multiline should look something like the one in the illustration on the right. Notice the effect of the various changes you have made compared with the Standard multiline style.
http://www.cadtutor.net/tutorials/autocad/drawing_objects/draw-13.gif (http://www.cadtutor.net/tutorials/autocad/drawing_objects/draw-13.gif)One limitation of multiline styles is that you cannot modify a style if there are multilines referencing the style in the current drawing. This is a shame because it means that it is not possible to update multiline styles in the same way as it is possible to update text or dimension styles. You also cannot change the style of an existing multiline. If you really want to modify a multiline style, you will have to erase all multilines that reference the style first.
If you are new to AutoCAD, the whole process of working with multilines and creating multiline styles may appear a little bewildering because it touches upon a number of aspects of the program with which you may not be familiar. If this is the case, it may be a good idea to return to this tutorial in the future. Multilines are useful because they can save lots of time but their use is fairly specific and you should think carefully before using them. It may, for example, be more convenient simply to draw a polyline and to create offsets using the Offset (http://www.cadtutor.net/tutorials/autocad/modifying-objects.php#Offset) command.
Tips & Trickshttp://www.cadtutor.net/tutorials/images/hot.gif (http://www.cadtutor.net/tutorials/images/hot.gif)
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[CENTER]You will have noticed that many of the draw commands require the http://www.cadtutor.net/tutorials/images/return.gif (http://www.cadtutor.net/tutorials/images/return.gif) key on the keyboard to be pressed to end them. In AutoCAD, clicking the right mouse key and selecting "Enter" from the context menu has the same effect as using the http://www.cadtutor.net/tutorials/images/return.gif (http://www.cadtutor.net/tutorials/images/return.gif) key on the keyboard. Using the right-click context menu is a much more efficient way of working than using the keyboard.
You can also use the http://www.cadtutor.net/tutorials/images/return.gif (http://www.cadtutor.net/tutorials/images/return.gif) key or right mouse click to repeat the last command used. When a command has ended, you can start it again by right clicking and selecting "Repeat command" from the context menu rather that entering the command at the keyboard or selecting it from the pull-down or toolbar. By this method it is possible, for example, to repeat the line command without specifically invoking it. The command sequence might be something like the one below.
Command Sequence
Command: LINE
Specify first point: (pick P1)
Specify next point or : (pick P2)
Specify next point or [Undo]: (right-click and select Enter)
Command: (right-click and select Repeat Line)
Specify first point: (pick P1)
Specify next point or [Undo]: (pick P2)
Specify next point or [Undo]: (right-click and select Enter)
Command: (right-click and select Repeat Line)…
You could continue this cycle as long as you needed, using only the mouse for input.
You can change the Linetype of any of the objects created in the above tutorial. By default all lines are drawn with a linetype called "Continuous". This displays as a solid line. However, lines can be displayed with a dash, dash-dot and a whole range of variations. See the [U]Object Properties (http://www.cadtutor.net/tutorials/autocad/object-properties.php#Linetypes) tutorial for details.
DaRknEsS
24-08-10, 11:49 AM
3D MAX - The Interface
Introduction
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This tutorial gives a brief explanation of the MAX interface items commonly used and introduces you to the important areas of the interface. Explanations of how to use certain tools and how they fit into the workflow is the subject of subsequent Key Fundamentals
Download Sample Data
In order to follow this tutorial, you may want to use the supplied files. Please read the sample data instructions before downloading.
kf101_files.zip (http://www.cadtutor.net/tutorials/3ds-max/the_interface/kf101_files.zip) (16kb)
(http://www.cadtutor.net/tutorials/3ds-max/the-interface.php#topnav)The Menu Bar
The menu bar is a good place to start exploring the functionality of MAX / VIZ. Other commands are accessed elsewhere, either on the toolbars, command panel, quad menus or via keyboard shortcuts. Key Fundamentals covers the following menus as an introduction to the MAX / VIZ interface (shaded items)
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Top of page (http://www.cadtutor.net/tutorials/3ds-max/the-interface.php#topnav)
The Main Toolbar
Explore the following commonly used items on the Menu Bar:
Undo / Redo
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Use these buttons to undo or redo. The amount of undos can be changed on the General Tab of the Preferences dialog
Right click over the undo button to display a list of recent operations. The point at which the user wants to undo from can be selected. This also works for redo's
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Selection Tools
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Place your cursor over the icons to reveal tool tips and press:
Select Object the button turns orange and objects can then be selected by left clicking over the object in a viewport
Select by Name opens the Select Objects dialog where objects can be selected in many ways
Region Option buttons Press and hold to reveal a sub-menu of different region select modes
Selection Filter - dropdown filter list to restrict selectable objects by type
Window / Crossing toggle button toggles between crossing and window regions
These tools are further explained in Working with Objects
Transform Tools
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Place your cursor over the first three icons to reveal tool tips:
Select and Move
Select and Rotate
Select and Scale
Press Select and Move - notice the button turns orange. These are modal buttons. When in the Select and Move mode (button is orange) objects can be transformed by moving. If the button is not highlighted objects cannot be moved. The same applies to Select and Rotate and Select and Scale
With the button in Select and Move mode (button is orange) right click over the button. This displays the Move Transform Type-in floater
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This 'floater' is used to accurately move objects by typing values for X,Y,Z
With the floater still displayed press Select and Rotate and Select and Scale Note that the Transform Type-in dialog changes to suit. Close the Transform Type-in floater by clicking on the X at the top right of the window
Press the Reference Coordinate System list down arrow - this allows you to transform objects using different coordinate reference systems. The View option is the most used for landscape work, using the viewports to transform objects Up and Down (Left or Front viewports for example) or Left and Right (Top viewport). However, the Local option is sometimes used when modellling objects
Transform tools are further explained in 'KV02 Working with Objects'
Snap Tools
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Place the cursor over the icons to reveal tool tips:
3D Snap Toggle
Angle Snap Toggle
Percentage Snap Toggle
Spinner Snap Toggle
Right click over any of the first three buttons to display the Grid and Snap Settings dialog This is where you change snap settings for snapping to different parts of an object or grid
Right click over the Spinner Snap Toggle This opens the Preferences dialog to change spinner snap settings
Snap tools are further explained in 'Working with Objects'
Named Selection Sets
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This is where you can name 'Selection Sets' for selecting multiple objects using the list. They are further explained in 'KV02 Working with Objects'
Layer Manager
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The Layer Manager organises and manages layers imported directrly from AutoCAD and can be used in conjunction with other object management tools. It is not covered in depth in Key Fundamentals but should be studied later
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Materials and Rendering
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Place your cursor over the icons and list box to reveal tool tips:
Material Editor - opens the Material Editor dialog
Render Scene - opens the Render Scene dialog
Render type - options for rendering. 'View' and 'Region' are the most used
Quick Render - renders the active viewport with the current render settings
These features are further explained in 'KV04 Lighting, Materials and Production'
(http://www.cadtutor.net/tutorials/3ds-max/the-interface.php#topnav)Viewports
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The viewports enable you to view any part of the scene or any part of an object and are highly configurable for many modelling purposes. The configuration of viewports and how to navigate in 3D space is explained later in the tutorials
(http://www.cadtutor.net/tutorials/3ds-max/the-interface.php#topnav)Command Panel
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The Command Panel contains commands for creating and modifying objects, for assigning controllers for animation, display functions and extra utilities. Although many commands can be accessed elsewhere on the Menu Bar, toolbars and quad menus, Key Fundamentals uses the Command Panel to lead you through the modelling process
(http://www.cadtutor.net/tutorials/3ds-max/the-interface.php#topnav)Navigation Tools
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The navigation tools are an important element to master when learning to use MAX / VIZ. To easiliy navigate around objects and the scene in 3D space is the first step to being efficient and feeling comfortable with the programme. These tools are explained later in this tutorial
(http://www.cadtutor.net/tutorials/3ds-max/the-interface.php#topnav)Animation Controls
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Time slider - shows the available frames and using the slider you can move animated objects in the scene
Auto Key
move the Time Slider to a frame number in an animation and select an object. Press Auto Key to start the object animation. Move the object and adjust the time slider forwards. Then deselect the Auto Key button. The object's movement is animated for this length of time and can be seen to move by moving the Time Slider
Time Configuration dialog
Press Time Configuration to open the Time Configuration dialog. This is where the number of frames available and number of frames per second playback are configured
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Playback controls - the animation can be played in the viewports using these buttons
Animating cameras and objects is covered in 'KV04 Lighting, Materials and Production'
(http://www.cadtutor.net/tutorials/3ds-max/the-interface.php#topnav)Status Bar
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The Status bar gives information regarding the position of the selected object and a prompt for available commands
Selection Lock Toggle - a useful button to keep the selection of objects locked whilst navigating around the scene
(http://www.cadtutor.net/tutorials/3ds-max/the-interface.php#topnav)Maxscript Listener
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The MAXScript Listener enables repetative tasks to be recorded and macros to be quickly setup on toolbars. This is not covered in Key Fundamentals
(http://www.cadtutor.net/tutorials/3ds-max/the-interface.php#topnav)Right-Click Menus and Quad Menus
MAX / VIZ enables the user to access commands in a number of ways. As well as using the commands from the Menu Bar, Main Toolbar and Command Panel, right click menus and quad menus offer other ways of implementing your favourite commands
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Open kf101_01.max. This scene contains a simple sphere object
Place the cursor in a blank space in the viewport and right click. This menu is displayed. This is an example of a Quad Menu using just two sub-menus (display and transform) from a possible four. Quad Menus are displayed when you right click in a viewport
Select the sphere and right click again. Other options on the Quad Menu become available (black and not grey) that pertain to the type of object selected
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Position the cursor over the word 'Perspective' to the top left of the viewport and right click. This menu is displayed
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Position the cursor over a blank space on the Command Panel and right click. This menu is displayed
Right click menus and Quad Menus are well used feature of MAX / VIZ. Practice right clicking over parts of the interface, even icons, to access a variety right click menus
DaRknEsS
24-08-10, 11:50 AM
AutoCAD to Bryce
Introduction
Although Bryce does have some 3D modelling tools, they are a little basic. Also, building accurate 3D models in Bryce is difficult. If you need to build an accurate 3D model, you're much better off using an application specifically designed for this purpose such as AutoCAD. Models built in AutoCAD can easily be imported into Bryce where they can be given an appropriate setting. The bonus is that Bryce has a much better renderer than AutoCAD and much better control over materials.
http://www.cadtutor.net/tutorials/bryce/autocad_to_bryce/atob01.gifhttp://www.cadtutor.net/tutorials/bryce/autocad_to_bryce/atob02.jpgModel built in AutoCADFinished model in Bryce
This tutorial explains how to take a model built in AutoCAD into Bryce, how to assign materials to the various components of your model,how to use image textures, how to create a simple setting and how to render the resulting scene. Although the key skills shown in this tutorial are directed at the "dressing up" of AutoCAD models, they are also generally applicable to many other situations.
Top of page (http://www.cadtutor.net/tutorials/bryce/autocad-to-bryce.php#topnav)
Will any old model do?
Well, sort of. It's true that any 3D model built in AutoCAD can be imported to Bryce but a little finesse and forethought goes a long way.
It's all in the Layers
When you get your model into Bryce, one of the first things you'll want to do is to assign materials to the various parts of the model. So, we need to differentiate the various parts of the model so that each material type can be assigned to a specific object. During the transfer process from AutoCAD to Bryce we get to choose how objects are derived. We can, for example have like for like; in other words, each AutoCAD object becomes a Bryce object. The problem with this approach is that everything gets a bit fiddly, especially with complex models. A better method is to derive objects by layer; all objects on a particular AutoCAD layer will become a single object on arrival in Bryce. This is very convenient as you will see, but it does mean that you need to think carefully about layers before you start.
Layers = Materials
When you build your AutoCAD model, create a new layer for each material type you are using and make sure that objects you want to appear rendered in that material are on the corresponding layer. For example, you might have a layer called "Glass" where all glass objects should be and "Steel" for steel objects, "Wood" for wooden objects etc. The benefit of this is that since each layer becomes a single object in Bryce, you need only assign each material type once and this makes life much easier.
Top of page (http://www.cadtutor.net/tutorials/bryce/autocad-to-bryce.php#topnav)
General Overview
Let's start by looking at an overview of the process. The first thing we need is a completed AutoCAD model that has been correctly layered. We'll then export the model to the 3DS file format. The 3DS file can then be imported to Bryce. Once in Bryce, the materials can be assigned and an appropriate setting constructed.
Top of page (http://www.cadtutor.net/tutorials/bryce/autocad-to-bryce.php#topnav)
FastTrack AutoCAD to Bryce
OK, maybe you've done this before but you just need a little reminder how the whole thing works. If this is the case, use the FastTrack steps below as a check list. If you have never done this before, the details below should give you a little more information and should help you get a good feeling for what we're about to do during the rest of the tutorial.
Step 1 (http://www.cadtutor.net/tutorials/bryce/autocad-to-bryce.php#One) In AutoCAD, go to Filehttp://www.cadtutor.net/tutorials/images/submenu.gifExport… select the 3DS file type and follow the prompts.
Step 2 (http://www.cadtutor.net/tutorials/bryce/autocad-to-bryce.php#Two) In Bryce, go to Filehttp://www.cadtutor.net/tutorials/images/submenu.gifImport Object… and select the 3DS file you just created.
Step 3 (http://www.cadtutor.net/tutorials/bryce/autocad-to-bryce.php#Three) When the model appears, land it down. http://www.cadtutor.net/tutorials/bryce/autocad_to_bryce/down.gif
Step 4 (http://www.cadtutor.net/tutorials/bryce/autocad-to-bryce.php#Four) Ungroup the model. http://www.cadtutor.net/tutorials/bryce/autocad_to_bryce/ungroup.gif
Step 5 (http://www.cadtutor.net/tutorials/bryce/autocad-to-bryce.php#Five) Use the object edit option to smooth any curved objects. http://www.cadtutor.net/tutorials/bryce/autocad_to_bryce/edit.gif
Step 6 (http://www.cadtutor.net/tutorials/bryce/autocad-to-bryce.php#Six) Assign appropriate materials to the objects. http://www.cadtutor.net/tutorials/bryce/autocad_to_bryce/material.gif
Step 7 (http://www.cadtutor.net/tutorials/bryce/autocad-to-bryce.php#Seven) Add any Image Textures as materials.
Step 8 (http://www.cadtutor.net/tutorials/bryce/autocad-to-bryce.php#Eight) When you are happy with the appearance of the model, group the objects. http://www.cadtutor.net/tutorials/bryce/autocad_to_bryce/group.gif
Step 9 (http://www.cadtutor.net/tutorials/bryce/autocad-to-bryce.php#Nine) Create a setting by assigning a material to the ground plane and modifying the sky.
Step 10 (http://www.cadtutor.net/tutorials/bryce/autocad-to-bryce.php#Ten) Render to disk if you want an image of your rendered model, Filehttp://www.cadtutor.net/tutorials/images/submenu.gifRender to Disk…
The ten step sequence described above works well for all situations where you need to bring an AutoCAD model into Bryce. However, if you want to follow this tutorial closely, you might want to download the sample data in the section below before continuing.
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Sample Data
We'll be using two files during this tutorial. The AutoCAD 2000 drawing file is a 3D model of the Information Panel shown in the images above. The JPEG file will be used as an image texture and will be mapped onto the panel.
There are two download options, you can either download the AutoCAD and JPEG files separately or you can download the two together as a compressed Zip file. The Zip file can be uncompressed with a utility such as WinZip (http://www.winzip.com/).
http://www.cadtutor.net/tutorials/images/docd.gif (http://www.cadtutor.net/tutorials/bryce/autocad_to_bryce/Information%20Panel.dwg) Information Panel.dwg (112KB) - AutoCAD 2000 File
http://www.cadtutor.net/tutorials/images/docd.gif (http://www.cadtutor.net/tutorials/bryce/autocad_to_bryce/wild.jpg) wild.jpg (35KB) - JPEG Image File
http://www.cadtutor.net/tutorials/images/docd.gif (http://www.cadtutor.net/tutorials/bryce/autocad_to_bryce/atob.zip) atob.zip (51KB) - Compressed Zip File (contains both the above)
Save the downloaded files to your work folder. Now, start AutoCAD and open the Information Panel.dwg file. We're now ready to start.
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http://www.cadtutor.net/tutorials/bryce/autocad_to_bryce/num-01.gif Export to 3DS
http://www.cadtutor.net/tutorials/bryce/autocad_to_bryce/atob08.gif
Select Filehttp://www.cadtutor.net/tutorials/images/submenu.gifExport… from the pull-down menu. When the Export Data file dialogue box appears, change the file type to 3D Studio and click the Save button, making sure to check which folder you are saving the file to. By default, exported files are saved to the same folder as the drawing file.
You are now prompted to select objects. If you want, you can export part of a drawing using this facility. In this case, we want to export the whole model so select all objects and Enter to complete the selection.
http://www.cadtutor.net/tutorials/bryce/autocad_to_bryce/atob09.gifThe 3D Studio File Export Options dialogue box now appears. You can use this dialogue box to control how your AutoCAD objects are converted to 3DS. In most cases, as in this one, there is no need to make any changes. The default settings are just fine but for future reference, it's worth looking at the "Derive 3D Studio Objects From" section. You will see that there are three methods for deriving 3DS objects from your AutoCAD objects. 3DS objects can be derived by layer (the default), by colour or by object. For this exercise, we are using the layer option as discussed above (http://www.cadtutor.net/tutorials/bryce/autocad-to-bryce.php#Will) but it's worth knowing that you have other options.
http://www.cadtutor.net/tutorials/bryce/autocad_to_bryce/atob10.gifClick the OK button to save the 3DS file. AutoCAD may take a few moments to do this depending upon the complexity of the objects you are exporting. You now have a version of your AutoCAD model in 3DS format. Close AutoCAD. From this point on, we'll be using Bryce.
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http://www.cadtutor.net/tutorials/bryce/autocad_to_bryce/num-02.gif Import to Bryce
Start Bryce and select Filehttp://www.cadtutor.net/tutorials/images/submenu.gifImport Object… from the pull-down menu. You will see a file Open dialogue box. Navigate to the folder where you saved the 3DS file. Highlight the file and click the Open button. The model should appear in the center of your work area. The model is automatically selected so it appears highlighted in red.
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http://www.cadtutor.net/tutorials/bryce/autocad_to_bryce/num-03.gif Land the Model Down
http://www.cadtutor.net/tutorials/bryce/autocad_to_bryce/atob11.jpg
For some reason, Bryce always places imported objects just above the ground plane. This is eccentric rather than annoying because the solution is very simple. You can tell the model is floating above the ground plane because even in wireline view, Bryce objects cast shadows. Just click the Land Object Down icon http://www.cadtutor.net/tutorials/bryce/autocad_to_bryce/down.gif and the model will be placed exactly on the ground plane.
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http://www.cadtutor.net/tutorials/bryce/autocad_to_bryce/num-04.gif Ungroup the Model
When 3DS files are imported into Bryce, all the separate objects contained in the file are automatically grouped. This is very useful if you want to move or scale a compound object when it arrives. In general it's much easier working with models if they are grouped because there's no chance of the various objects being inadvertently separated. However, in this particular case, we need to have access to the individual objects because we are going to assign materials. We'll regroup the objects later but for now we must ungroup them. To ungroup the model, click on the Ungroup Objects icon http://www.cadtutor.net/tutorials/bryce/autocad_to_bryce/ungroup.gif. Initially, not much seems to change because all the various objects are still selected.http://www.cadtutor.net/tutorials/bryce/autocad_to_bryce/atob12.gif
http://www.cadtutor.net/tutorials/bryce/autocad_to_bryce/toggle.jpgClick the Time/Selection Palette Toggle in the bottom-right hand corner of the screen to reveal the Selection Palette. This palette can be used to help in making complex selections. For example, you can easily select all objects of a particular type simply by clicking on the appropriate icon. To deselect all objects, click on the small down arrow on the palette and pick "Select None" from the menu. All objects are now deselected and the model turns grey to indicate this. You can now select any of the component objects simply by picking them. Don't forget that you can select multiple objects by shift-clicking.
Note: There are ways to select grouped objects without having to ungroup them first. See Selecting Objects in an Imported Group (http://www.cadtutor.net/tutorials/bryce/autocad-to-bryce.php#Select) in the Tips & Tricks (http://www.cadtutor.net/tutorials/bryce/autocad-to-bryce.php#Tips) section below.
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http://www.cadtutor.net/tutorials/bryce/autocad_to_bryce/num-05.gif Smoothing Objects
When 3DS files are imported into Bryce, curved surfaces and solids often appear faceted. This is because objects are converted to meshes and meshes are composed of polygons. To overcome this problem, you can smooth the objects to make them look more like the original.http://www.cadtutor.net/tutorials/bryce/autocad_to_bryce/atob14.jpg For example, the image on the right shows 3 spheres. The one on the left is an AutoCAD solid sphere imported into Bryce via 3DS. As you can see, the sphere is clearly faceted. The sphere in the middle is an AutoCAD solid sphere after smoothing. The Sphere on the right is a native Bryce sphere. If you compare the middle and right-hand sphere, you can see that the smoothing process is not perfect but in most situations, the difference will not be noticed.
http://www.cadtutor.net/tutorials/bryce/autocad_to_bryce/atob16.jpgYou can smooth an object by clicking on the Edit Object icon http://www.cadtutor.net/tutorials/bryce/autocad_to_bryce/edit.gif when the object is selected and then clicking the Smooth button.
For example, the Information Panel we are working with has a curved roof that needs to be smoothed. Select the roof by clicking it and then click the Edit Object Icon. You should now see the Edit Mesh dialogue box. There are 3 main components to this dialogue box. On the left there is a sliding scale that runs from 0 degrees up to 180 degrees. The default value is set at 85 degrees. To the right of the slider is the smooth button and to the right of that is the unsmooth button. It's a little confusing because the two sphere images are in fact buttons and not preview images.
The slider can be used to control the range of angles that will be smoothed. The default setting of 85 degrees means that all angles up to and including 85 degrees will be smoothed. Angles greater than 85 degrees will not be smoothed. Effectively, the default will smooth anything less than a right angle and in most cases this turns out to be the most common requirement.
http://www.cadtutor.net/tutorials/bryce/autocad_to_bryce/atob15.jpgSo, to smooth the roof of the Information Panel, leave the slider set to the default value and click on the Smooth button. When you have done this, click the check mark http://www.cadtutor.net/tutorials/bryce/autocad_to_bryce/tick.gif. When you have smoothed the object, you will see no difference in the wireline because Bryce does not add more polygons to the object. Rather, it just interpolates between the existing polygons and this is only apparent when the object is rendered. When you have smoothed the roof, you'll also need to smooth the steel uprights.
Note: You may have noticed that there is an option for smoothing exported objects on the 3D Studio File Export Options dialogue box in AutoCAD. You can play about with this setting all you like but it has absolutely no effect on the imported object as it arrives in Bryce.
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http://www.cadtutor.net/tutorials/bryce/autocad_to_bryce/num-06.gif Assign Materials
Bryce has some very powerful tools for creating custom materials. Unfortunately, most of them are beyond the scope of this tutorial. We'll assign materials to our Information Panel by choosing some off-the-peg materials from the Material Library.
http://www.cadtutor.net/tutorials/bryce/autocad_to_bryce/atob17.jpgAs an example, we're going to assign a material called "Standard Glass" to the roof of the Information Panel. Start by selecting the roof, if it is not already selected. Make sure no other objects are selected. Now, click the Edit Material icon http://www.cadtutor.net/tutorials/bryce/autocad_to_bryce/material.gif to enter the Materials Lab. Initially, the settings in the Materials Lab reflect the current material and at the moment, this is the object colour that was assigned in AutoCAD.
To select a new material from the Materials library, click on the small grey arrow at the top right of the Material Preview Area, shown in the image on the right.
http://www.cadtutor.net/tutorials/bryce/autocad_to_bryce/atob19.jpgWhen you get to the Materials library, you will see a list of material types below the Preview Area. Click on "Glasses" and you will be shown a palette displaying a range of glass type materials. The "Standard Glass" material is shown in row 2, column 2 of the palette. Click on the Standard Glass button. When you do this, the Preview Area changes to show the selected material and the button is highlighted in red. Your dialogue should look similar to the one shown on the left.
Click on http://www.cadtutor.net/tutorials/bryce/autocad_to_bryce/tick.gif just below the palette to return to the Materials Lab. Now click the http://www.cadtutor.net/tutorials/bryce/autocad_to_bryce/mltick.gif button in the Materials Lab to assign the material to the object and return to the drawing.
http://www.cadtutor.net/tutorials/bryce/autocad_to_bryce/atob20.jpgWhen you return to the drawing, you should see the new material shown in the Nano Preview at the top left of the screen. It's often difficult to see if a material looks right by using the Nano Preview so you may have to do a render to see the effects of the material in the main work area. You can do this by clicking the large sphere below the Camera Trackball on the Control Panel.
Repeat this process for each of the Information Panel object components. In each case, select an appropriate material from the Material Library. When you are finished, render your model to see a full preview.
http://www.cadtutor.net/tutorials/bryce/autocad_to_bryce/atob21.jpg
You may notice that in the illustration above, we still haven't got an image displayed on the Panel. That's because we need to use a different procedure to create what's called an Image Texture.
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http://www.cadtutor.net/tutorials/bryce/autocad_to_bryce/num-07.gif Using an Image Texture as a Material
Sadly, working with the Materials Lab is not always an intuitive process. However, once you get used to the way things work, it can be a rewarding experience. Keep your wits about you and follow the steps below with reference to the dialogue box image.
http://www.cadtutor.net/tutorials/bryce/autocad_to_bryce/atob22.jpg
Click the circular depression at the top of column "A" next to "DIFFUSE". This effectively causes the diffuse element of the material (the colour or texture) to be controlled by "Texture A". You will see a new texture palette appear at the top right of the Materials Lab.
Click the small "P" (Picture) button. This tells Bryce that Texture A will be defined as an image.
http://www.cadtutor.net/tutorials/bryce/autocad_to_bryce/atob24.jpgNext, we need to select the image. Click the small button above the P button to go to the Texture Source Editor. In this case, since the texture is defined by an image, you are taken to the Picture Room, where you can select an existing picture or add one of your own. When you get to the Picture Room, you should see at least one picture already there. It's our old friend Leo. Click on the next blank button and using the Open file dialogue, find the wild.jpg file, select it and click on the Open button. You should now see that the image has been added to the blank button and the Picture Room should look like the one shown in the illustration above. Click http://www.cadtutor.net/tutorials/bryce/autocad_to_bryce/tick.gif to return to the Materials Lab.
Now that the image has been assigned as the material texture, we need to tell Bryce how we want the image mapped over the object surface. We can do this by setting the Texture Mapping Mode. The default mode is "Parametric" which means that the image is mapped proportional to the object. Although this works fine for most organic shaped objects, in this particular case, it doesn't give the effect we need. We want the image to be mapped onto the front face of the board. So, click on the Texture Mapping Mode button and select "Object Front" from the drop-down menu.
We're almost done now but you may find that you need to make some slight adjustments to some of the other material components. In this particular case, a better result can be achieved by changing the colour of the Specularity (the light bouncing off the object) from white to a mid/dark grey. To do this, simply click on the Component Colour icon next to "SPECULAR" and select a colour from the pop-up palette. Effectively, this makes the image clearer by reducing the amount of white light bouncing off the object surface.
http://www.cadtutor.net/tutorials/bryce/autocad_to_bryce/atob23.jpg
When you have completed the five steps above, render the view to get a full preview. You should have something like the illustration shown here. As you can see, the image now looks as though it has been printed directly onto the Panel and that's exactly the effect we wanted.
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http://www.cadtutor.net/tutorials/bryce/autocad_to_bryce/num-08.gif Group the Objects
Once all the various changes have been made to the separate objects, it's a good idea to group them so that the whole Information Panel can once again be treated like a single object. This makes working with it much easier.
To group the objects, you must first select them all. The simplest way to do this is by using the Selection Palette. Click on the small down arrow to reveal the Select Options, click on "Select Mesheshttp://www.cadtutor.net/tutorials/images/submenu.gif" to reveal the sub menu and then click on "Select All Meshes". All you need to do now is click the Group Objects icon http://www.cadtutor.net/tutorials/bryce/autocad_to_bryce/group.gif. This makes no obvious visual change to the model but it now acts as a single object rather than a number of separate objects.
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http://www.cadtutor.net/tutorials/bryce/autocad_to_bryce/num-09.gif Create a Simple Setting
The quickest way to create a simple setting is to assign one of the library materials to the ground plane and then select a sky from the Sky & Fog library.
To assign a material to the ground plane, use the same procedure as in Step 6 (http://www.cadtutor.net/tutorials/bryce/autocad-to-bryce.php#Six), above. Click the ground plane to select it and then click the Edit Material icon http://www.cadtutor.net/tutorials/bryce/autocad_to_bryce/material.gif. When you get to the Materials Lab, click on the arrow at the top right of the Preview Area to go to the Materials library. You will see that there is a category called "Planes & Terrains" Click on this option and select something suitable from the palette.
http://www.cadtutor.net/tutorials/bryce/autocad_to_bryce/atob25.jpgTo select an appropriate sky (assuming you're not happy with the default sky) we need to visit the Sky & Fog library. You can go directly to the Sky & Fog library by clicking the arrow to the right of "Sky & Fog" above the toolbar. You are presented with a palette of preset skies. Select one you like the look of and then click http://www.cadtutor.net/tutorials/bryce/autocad_to_bryce/tick.gif to implement the change. You may want to render the scene to see a full preview.
http://www.cadtutor.net/tutorials/bryce/autocad_to_bryce/atob26.jpgFinally, you may want to adjust the position of the sun in order to show the model to best advantage. To do this, click on "Sky & Fog" to flip to the Sky & Fog toolbar. On the right hand side of this toolbar you will see a large black sphere. This is the Sun Control. Click and drag the Sun Control to change the position of the sun in your scene. http://www.cadtutor.net/tutorials/bryce/autocad_to_bryce/atob27.jpgYou get instant feedback through the Nano Preview so you can see what effect you are having on the scene. When you are happy with the result, render the scene to see a full preview.
The image below shows just one of an almost infinite number of combinations of ground plane material, sky preset and sun position. With a little bit of experience, you'll soon be able to create realistic looking settings for your models.
http://www.cadtutor.net/tutorials/bryce/autocad_to_bryce/atob28.jpg
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http://www.cadtutor.net/tutorials/bryce/autocad_to_bryce/num-10.gif Render to Disk
The final step in this tutorial is to render the scene to disk. There are many reasons why you might want to do this. Maybe you want to add a caption to the image in Photoshop or maybe you want to add the image to a PowerPoint presentation. Whatever, the procedure is the same.
http://www.cadtutor.net/tutorials/bryce/autocad_to_bryce/atob29.jpgSelect Filehttp://www.cadtutor.net/tutorials/images/submenu.gifRender to Disk… from the pull-down menu. The Render to Disk dialogue box appears. You will need to think how big you want the image to be. You have the option to enter the size in pixels or in inches. If you are printing the image, you can set the printed size in inches and then set the resolution (the default, 72dpi is probably fine for most purposes). If the image is to de displayed on a computer screen in a web browser or in a PowerPoint presentation, it's more natural to enter the image size in pixels so that you know exactly what you're going to get.
http://www.cadtutor.net/tutorials/bryce/autocad_to_bryce/atob30.jpg
Having entered an appropriate size for the image, click http://www.cadtutor.net/tutorials/bryce/autocad_to_bryce/tick.gif and you will be presented with the Save As file dialogue box. Using this dialogue you can choose an appropriate file format. Options include BMP, TIFF and PSD (native Photoshop format). Also enter a filename and decide which folder the image will be saved to. Rendering begins when you click on the Save button. A progress bar will appear so that you can estimate how long the render is likely to take. Render time will vary depending upon image size, processor speed and anti-aliasing.
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Conclusion
We've covered a lot of ground in this tutorial but most of the skills we have learned can be used in other situations. Indeed, things like assigning materials are really basic fundamentals of working with Bryce.
Clearly, Bryce offers much more in the way of materials, atmospherics and render than AutoCAD and the two applications compliment each other very well. If you would like to learn more about Bryce and how it can be used to animate your AutoCAD models, have a look at the Keyframe Animation tutorial (http://www.cadtutor.net/tutorials/bryce/keyframe-animation.php).
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Tips & Trickshttp://www.cadtutor.net/tutorials/images/hot.gif
Save frequently and use Save As
When working with Bryce, it's a good idea to save your work frequently, especially when you come to the end of a particular part of the work process. Unlike AutoCAD, there's no auto save feature, no backup file and no undo history so it's a good idea to save as you work. It's also a good idea to use Save As to create versions of your drawing at different stages of development. This will enable you to go back to previous versions of the project in the event of the whole thing going "pear shaped". Having only one Undo means that it's quite easy to mess things up with no way back so having previous versions to go back to is essential.
Selecting Objects in an Imported Group
http://www.cadtutor.net/tutorials/bryce/autocad_to_bryce/atob31.gif In this tutorial, I have chosen to demonstrate the use of groups and in Step 4 (http://www.cadtutor.net/tutorials/bryce/autocad-to-bryce.php#Four) we ungrouped the imported model and in Step 8 (http://www.cadtutor.net/tutorials/bryce/autocad-to-bryce.php#Eight) we grouped it again after having assigned all the materials. Working with ungrouped models is more intuitive because it is possible to select a component object simply by clicking it and you don't need to remember object names. However, it is also possible to select component objects while they are still part of a group.
http://www.cadtutor.net/tutorials/bryce/autocad_to_bryce/toggle.jpgThere are actually 2 ways of doing this and they are both described below. The first is to use the Selection Palette. If you do not see the selection palette, click on the Time/Selection Palette toggle at the bottom right of the screen. This palette can be used to select any object or group in Bryce.
If you need to select a component object of an imported group, click the small down arrow on the Select Palette to reveal the options menu and choose: Select Mesheshttp://www.cadtutor.net/tutorials/images/submenu.gifMesh Name. The mesh name is derived from the AutoCAD layer name. For example, all objects on the AutoCAD layer "Wood" will become the mesh object called "Wood_1" in Bryce. Obviously, this assumes that we derived objects by layer when creating the 3DS file.
Once the object has been selected in this way, you can edit it just as if it were not part of a group. You can assign materials, smooth it and even Resize, Rotate and Reposition it while it remains a part of the group.http://www.cadtutor.net/tutorials/bryce/autocad_to_bryce/atob32.gif
Using the selection palette can be a real time saver when you have a complex model to deal with but there is an even quicker way to select component objects of a group (or any other object). If you hold down the Ctrl (control) key on the keyboard when you pick an object, you will be presented with a menu listing all the objects under the cursor. Simply select the object name from the menu to select the object.
DaRknEsS
24-08-10, 11:58 AM
Creating Bryce Picture Objects
Creating Bryce Picture Objects
by David Watson
The image pairs found in the CADTutor Download area can be used to create Picture Objects in Bryce. This short tutorial tells you how this is done in 7 simple steps. The screen shots shown here are from Bryce 4.
(http://www.cadtutor.net/tutorials/bryce/bryce-picture-objects.php#topnav)Step 1
Download a pair of images from one of the CADTutor Image Bank pages. Right-click one image at a time, and choose "Save Target As…" from the context menu. See the Download Main Page (http://www.cadtutor.net/download/index.php) for more details. Save the two images to a convenient folder on your computer.
http://www.cadtutor.net/tutorials/bryce/bryce_picture_objects/picob-01.jpg
(http://www.cadtutor.net/tutorials/bryce/bryce-picture-objects.php#topnav)Step 2
Start Bryce and check that the Create toolbar is displayed. If not, click on "Create" to display it. Now, look for the gold Leonardo-man on the toolbar. This is the Create Picture Object icon. Click the icon to move to the Picture Library.
(http://www.cadtutor.net/tutorials/bryce/bryce-picture-objects.php#topnav)Step 3
http://www.cadtutor.net/tutorials/bryce/bryce_picture_objects/picob-02.jpg
The Picture Library consists of two main areas, a row of 3 preview windows at the top and 30 thumbnail buttons below. By default, only the Leonardo-man is displayed. The 3 preview windows represent, from left to right, the colour channel, the so called "alpha channel" and the result of combining the two channels. What you are about to do is to load the colour image into the colour channel and the mask image into the alpha channel. The result will be a cut-out image. First, pick one of the blank thumbnail buttons. A file dialogue box will appear. Navigate to the folder where you saved your downloaded images and select the colour image. Click the "Open" button.
(http://www.cadtutor.net/tutorials/bryce/bryce-picture-objects.php#topnav)Step 4
http://www.cadtutor.net/tutorials/bryce/bryce_picture_objects/picob-03.jpg
In step 3, you used the blank thumbnail button to load the colour image to the colour channel and you should now see this image displayed in the left-hand of the 3 preview windows at the top of the Picture Library. You should also see this image in the right-hand preview window showing the result of your channel combinations. A thumbnail of the image also appears on the button you picked. The next step is to load the mask image into the alpha channel. To do this, click on "Load", just at the top left of the middle preview window. Once again you will see a file dialogue box. This time, select the mask image and click "Open".
This whole process can be made easier if you have an image file that contains both colour and alpha channel information. If you load such a file in step 3, step 4 becomes unnecessary because both channels are loaded simultaneously. Such a file can be created in Photoshop using CADTutor Image Bank image pairs. See the Creating Selections from Image Masks tutorial (http://www.cadtutor.net/tutorials/photoshop/selections-from-image-masks.php) to find out how this is done.
Top of page (http://www.cadtutor.net/tutorials/bryce/bryce-picture-objects.php#topnav)
Step 5
http://www.cadtutor.net/tutorials/bryce/bryce_picture_objects/picob-04.jpg
In steps 3 and 4, you loaded images into the colour and alpha channels to define a new image in the Picture Library. You should now see the results of your efforts. The left-hand preview window shows the colour image, the middle window shows the mask image and the right-hand window shows the combination of the two channels. Effectively, any black in the mask image is interpreted as being transparent and any white is interpreted as opaque. The resultant cut-out is displayed against a grey-and-white checker pattern. This is the usual way of expressing transparency in graphics programs. Notice that the thumbnail button does not show the combination image, only the color channel information. Click the http://www.cadtutor.net/tutorials/bryce/bryce_picture_objects/tick.gif button at the bottom right of the Picture Library to create your new picture object.
Step 6
http://www.cadtutor.net/tutorials/bryce/bryce_picture_objects/picob-06.jpg
You are now returned to the wire-frame scene and you should see your new image object as a highlighted rectangle somewhere in the middle of the scene. You may find that your image object is not sitting exactly on the ground plane. In the example shown on the right, the man-01 image object has been placed with it's base below ground level (this image has been rendered to make it clear what's going on). However, rectifying this situation is very simple. Since the image object is currently selected (and if it isn't, pick it to select it), you will see a set of edit buttons displayed in a column beside it. The lowest of the buttons is the "Land Objects Up/Down" button and the arrow displays the direction in which the object will be moved in order to land it on the ground plane. Obviously an object can be either above or below the ground plane so the arrow will point down or up respectively. To have your picture object stand on the ground plane, simply pick this button and the picture object will be moved as required.
(http://www.cadtutor.net/tutorials/bryce/bryce-picture-objects.php#topnav)Step 7
Finally, to see your image object as a fully integrated part of your scene, you must render the scene. Click the large central render button at the bottom of the control panel. When the render is complete, your scene should look something like the one in the illustration below.
http://www.cadtutor.net/tutorials/bryce/bryce_picture_objects/picob-05.jpg
DaRknEsS
24-08-10, 12:04 PM
Photoshop Tutorial: How to create a Favicon
In your browser, look above, do you see the purple PaperFlame logo displayed to the left of the URL? It's small - 16 x 16 pixels. It will also display within the tab of tabbed browsers. Not all web sites have them. I think they are a great touch for any website. Let me take a moment to show you how to make a "favicon" using Photoshop. There are other ways to make them.. but for those of you that consider Photoshop your "best friend" (you know who you are) let's stay true.
http://paperflame.com/content/wp-content/uploads/2008/09/paperflamefavicon.gifFirst off, Photoshop (mighty as it is) can't output the .ico (icon) file format. There is a plugin that can do this for us so don't fret. You will have to install it before we can continue. Get the icon plugin for Photoshop at Telegraphics (http://www.telegraphics.com.au/sw/) it's free, but I am sure they would love a donation if you can spare it. Because of this freebee plugin, I am also listing this tutorial under the "Free Stuff" category.
Done installing the plugin? Let's get crackin'.
A 16 x 16 image is a very small canvas to be working with. Lets start by creating an image that is 64 x 64. You can work with 32 x 32 if you wish but 64 x 64 is a bit better on the eyes. If you change size remember to stick with even multiples. Create a new image File> New - Set the size to 64 x 64.
http://paperflame.com/content/wp-content/uploads/2008/09/64x64newimage.gif
You most likely have your own logo already. Put the image you want into the 64 x 64 image we just created. At the 16 x 16 size, not all images look OK. If not… you will have to be a bit more creative and come up with some version of your logo, initials, and/or color palette. Work with something that ends up looking clean at 16 x 16.
To try your design out, choose Image> Image Size then change the image to 16 x 16 and choose to re-sample the image using "Bicubic Sharper" (CS2 and above). After testing, Bicubic Sharper seems to keep the original image looking it's best when reduced. You may have to experiment a bit until you get something that looks good at such a small size.
http://paperflame.com/content/wp-content/uploads/2008/09/16x16imagesize.gif
This image I made of the asterix looks pretty good at the 16 x 16 size so I will go with it.
http://paperflame.com/content/wp-content/uploads/2008/09/logo-resize16x16.gif
Once you have that perfect little image created, to save just go to File> Save As and name the file favicon.ico and be exact. The ICO file format is now available through the use of the previously installed plugin. Sweet!
http://paperflame.com/content/wp-content/uploads/2008/09/saveasico.gif
That's it! Well almost. You then need to upload the favicon.ico file to the root of you webserver. The root is where your index.html file is or it may be called homepage.html on some servers. The point is, do not put the favicon.ico file in a sub folder of the root (/) directory. Don't place it in an "images" folder or a "misc" folder. Just drop it wherever your homepage file exists.
Almost there… you are now going to have to add a little snipplet of code on each page that you want the favicon to work (I do all of my pages).
Place the code: everything within the < and > symbols and including the < and > symbols themselves somewhere within the <head></head> section of your webpages.
The one line below this line is the code:
<link rel="icon" href="/favicon.ico" type="image/x-icon">
Example of where to place the code in your web page.
————————-
<html>
<head>
<link rel="icon" href="/favicon.ico" type="image/x-icon">
</head>
<body>
</body>
</html>
————————-
Done. Upload your modified page(s) and see if the favicon image shows. If not it may help to clear your browsers cash, then reload. Other things that work to get the favicon to appear are to bookmark the page in your browser or close your browser altogether and re-launch your browser, then go to your website again.
DaRknEsS
24-08-10, 12:23 PM
درس فوتوشوب : الرسم بالكلمات
من بعد الدرس الأول
درس فوتوشوب : التأثير المائي للصور و ملفات للتصميم (http://abunawaf.com/post-8855.html)
أقدم لكم الدرس الثاني على امل ان ينال على رضاكم
درس : رسم الصور بالكلمات و الحروف
http://g.abunawaf.com/2009/12/11/aboarish-2db62b5e97.jpg (http://www.abunawaf.com/post-8925.html)
نفتح عمل جديد بمقاس 700 * 620
http://g.abunawaf.com/2009/12/11/aboarish-c6a163e1f0.jpg (http://www.abunawaf.com/post-8925.html)
نختار أداة التعبئة و نختار اللون الأسود
http://g.abunawaf.com/2009/12/11/aboarish-91ea49f3e0.jpg (http://www.abunawaf.com/post-8925.html)
بهذا الشكل
http://g.abunawaf.com/2009/12/11/aboarish-5b37472b44.jpg (http://www.abunawaf.com/post-8925.html)
نقوم بإدارج صوره وجه لشخص وندرجه بالعمل
بهذا الشكل
http://g.abunawaf.com/2009/12/11/aboarish-1b8d3d773f.jpg (http://www.abunawaf.com/post-8925.html)
نقوم الآن بإضافه لير جديد فوق لير الصوره
http://g.abunawaf.com/2009/12/11/aboarish-04f3e0cac3.jpg (http://www.abunawaf.com/post-8925.html)
نضغط على لير الصوره ونطبق كما في الصوره بعد الضغط
على ايقونة الدائرة من الاسفل لتحويل الصوره
إلى اللون الابيض و الاسود
http://g.abunawaf.com/2009/12/11/aboarish-feb87b9638.jpg (http://www.abunawaf.com/post-8925.html)
وهذا النتيجه
نقوم بتحديد الليرين بالضغط على احدهم ثم نضغط على الزر
Shift
ثم اللير الثاني كما في الصوره
http://g.abunawaf.com/2009/12/11/aboarish-92a71f6661.jpg (http://www.abunawaf.com/post-8925.html)
والآن نضغط على
Ctrl + E
لدمج الليرين كما في الصوره التاليه
http://g.abunawaf.com/2009/12/11/aboarish-bb8c9c6cf1.jpg (http://www.abunawaf.com/post-8925.html)
نرجع و نحدد اللير اللي اضفناه
http://g.abunawaf.com/2009/12/11/aboarish-e52a03c83e.jpg (http://www.abunawaf.com/post-8925.html)
نختار اداة الفرشاة واللون الابيض
http://g.abunawaf.com/2009/12/11/aboarish-8edddc5187.jpg (http://www.abunawaf.com/post-8925.html)
نختار احد فرش الحروف بمقاس معقول للتصميم مثلا اخترت مقاس
381
يمكنك تحميل فرش الحروف من هنا (http://g.abunawaf.com/2009/12/11/Letters_Brushes.zip)
http://g.abunawaf.com/2009/12/11/aboarish-dbcaefdb5a.jpg (http://www.abunawaf.com/post-8925.html)
نقوم بالتلوين بالحروف حول الوجه كما هنا
http://g.abunawaf.com/2009/12/11/aboarish-5d19998499.jpg (http://www.abunawaf.com/post-8925.html)
نكرر التلوين اكثر من مره وبأكثر من فرشاة
http://g.abunawaf.com/2009/12/11/aboarish-e0c560d1f2.jpg (http://www.abunawaf.com/post-8925.html)
طبعا مثل ما قلت نختار أكثر من فرشاة
وبأكثر من مقاس مره صغير و مره كبير حتى نحاول نغطي كامل الوجه
-
نضغط على زر
Ctrl
ونضغط على اللير اللي لونا فيه وبالتحديد نضغط في المكان اللي اشرت عليه بالسهم
http://g.abunawaf.com/2009/12/11/aboarish-aa27a5fc87.jpg (http://www.abunawaf.com/post-8925.html)
راح يتحدد معنا اللير بالشكل هذا
http://g.abunawaf.com/2009/12/11/aboarish-9f8c421660.jpg (http://www.abunawaf.com/post-8925.html)
نحدد الان لير الصوره بالضغط عليه – تأكدوا من تحديد لير الصوره
هذي نقطه مهمه
http://g.abunawaf.com/2009/12/11/aboarish-d80b39d295.jpg (http://www.abunawaf.com/post-8925.html)
نقوم بعمليه النسخ بالطريقه اللي في الصوره
http://g.abunawaf.com/2009/12/11/aboarish-03eac5b3d8.jpg (http://www.abunawaf.com/post-8925.html)
ثم نلصق اللي نسخناه
http://g.abunawaf.com/2009/12/11/aboarish-87802e152a.jpg (http://www.abunawaf.com/post-8925.html)
راح تصير الليرات عندنا بهالشكل
http://g.abunawaf.com/2009/12/11/aboarish-5783664d03.jpg (http://www.abunawaf.com/post-8925.html)
نخفي الان لير الصوره و اللير اللي لونا فيه
بالضغط على علامه ( العين ) يسار اللير
http://g.abunawaf.com/2009/12/11/aboarish-2f24d5c631.jpg (http://www.abunawaf.com/post-8925.html)
وهذي نتيجه تطبيق الدرس
http://g.abunawaf.com/2009/12/11/aboarish-9e2634b323.jpg (http://www.abunawaf.com/post-8925.html)
طبعا كذا انتهى الدرس ولكن نقدر نعدل و نضيف للعمل على مزاجنا
مثلا انا سويت هالاضافه من راسي
جربوا معي
نقوم ندبل لير الحروف اللي لصقناه
بالضغط على اللير بالزر اليمين و نختار
Duplicate Layer
http://g.abunawaf.com/2009/12/11/aboarish-c5c06acd77.jpg (http://www.abunawaf.com/post-8925.html)
نغير مود اللير الثاني لمود
Multiply
http://g.abunawaf.com/2009/12/11/aboarish-cccdc3fd8b.jpg (http://www.abunawaf.com/post-8925.html)
وهذي النتيجه
http://g.abunawaf.com/2009/12/11/aboarish-c7eaeaad85.jpg (http://www.abunawaf.com/post-8925.html)
الان نضيف لير جديد في اللير الثاني
http://g.abunawaf.com/2009/12/11/aboarish-cc64510e30.jpg (http://www.abunawaf.com/post-8925.html)
نختار اداة التعبئة ونعبىء اللير باللون هذا مثلا
# fde6b0
http://g.abunawaf.com/2009/12/11/aboarish-a1f00bc70e.jpg (http://www.abunawaf.com/post-8925.html)
بهذا الشكل
طبعا بعد تغيير اعدادات اللير بحيث يكون
Mode هو Color
Fill
بقيمه 48%
http://g.abunawaf.com/2009/12/11/aboarish-9b349e8ba1.jpg (http://www.abunawaf.com/post-8925.html)
وهذي النتيجه
http://g.abunawaf.com/2009/12/11/aboarish-31dcee2901.jpg (http://www.abunawaf.com/post-8925.html)
أتمنى يكون درس سهل عليكم
ويضيف لمعلوماتكم بالفوتوشوب و تستفيدون منه
DaRknEsS
14-03-11, 07:36 AM
الدرس
http://g.abunawaf.com/2011/1/15/tot/cwlqhp66lia0.png
النتيجه
http://g.abunawaf.com/2011/1/15/tot/6h5w74qfk6sj.png
درس عمل بعض أنواع الإطارات
http://g.abunawaf.com/2011/1/15/tot/i6z3ra0xg4z8abbfddyq.jpg (http://www.abunawaf.com/post-10363.html)
http://g.abunawaf.com/2011/1/15/tot/bxhzfsc986y3oi9n877b.jpg (http://www.abunawaf.com/post-10363.html)
http://g.abunawaf.com/2011/1/15/tot/czblzifbfp42jqvnyiw4.jpg (http://www.abunawaf.com/post-10363.html)
تم شرح الدرس على أصدار Adobe Photoshop CS3
http://g.abunawaf.com/2011/1/15/tot/3qnhwev84vt0.jpg (http://www.abunawaf.com/post-10363.html)
النتيجه
http://g.abunawaf.com/2011/1/15/tot/ro5d7r8br4u8.gif
http://g.abunawaf.com/2011/1/15/tot/uc0az784wm7o.png
للتحميل (http://g.abunawaf.com/2011/1/15/tot/script.rar)
فواصل كتب
http://g.abunawaf.com/2011/1/15/tot/qp2rn1dpbx1n.jpg (http://www.abunawaf.com/post-10363.html)
http://g.abunawaf.com/2011/1/15/tot/o4sz6rk2m415.jpg (http://www.abunawaf.com/post-10363.html)
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http://g.abunawaf.com/2011/1/15/tot/g6w5reodokbe.jpg (http://www.abunawaf.com/post-10363.html)
http://g.abunawaf.com/2011/1/15/tot/4dtflx5gc0np.jpg (http://www.abunawaf.com/post-10363.html)
خلفيات بلاك بيري
http://g.abunawaf.com/2011/1/15/tot/3dt9k0w64t7i.jpg (http://www.abunawaf.com/post-10363.html)
http://g.abunawaf.com/2011/1/15/tot/ht2wqn9ssmkv.jpg (http://www.abunawaf.com/post-10363.html)
http://g.abunawaf.com/2011/1/15/tot/pyjecfbwd42h.jpg (http://www.abunawaf.com/post-10363.html)
http://g.abunawaf.com/2011/1/15/tot/t9uib0ktejsm.jpg (http://www.abunawaf.com/post-10363.html)
http://g.abunawaf.com/2011/1/15/tot/aad09xpx3pr3.jpg (http://www.abunawaf.com/post-10363.html)
http://g.abunawaf.com/2011/1/15/tot/h93ylumkxeky.jpg (http://www.abunawaf.com/post-10363.html)
http://g.abunawaf.com/2011/1/15/tot/ijlwvvdu2l7s.jpg (http://www.abunawaf.com/post-10363.html)
http://g.abunawaf.com/2011/1/15/tot/rmwxprkqpb5h.jpg (http://www.abunawaf.com/post-10363.html)
سكريبت يغير صوره المسن كل ثواني
تختارون المده والصور تكون في فايل
وهو بنفسه يغير الصور كل شوي
للتحميل (http://g.abunawaf.com/2011/1/15/tot/style.zip)
منتديات بنات اليوم
http://forum.bnatalyom.com (http://forum.bnatalyom.com/)
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