Skip to main content

Technical tutorial : Illustrator and Photoshop


REVENGE OF ILLUSTRATOR

First I loaded an image into illustrator then using the pen tool created shapes with which to create a clipping mask. This made the image into the same shape as the panel frame. I then used Image trace to change the image to black and white as well as adding the flattening effect which bands the colours. When I came to adding the image of Godzilla I opened it in photoshop and created a clipping mask to extract only the parts I wanted. Once I had done that I saved it as a png and opened it in my comic illustrator file.

Both panels only took about 1 hour combined to create, so this was a very streamed lined process. The only issue I ran into was that if you modified a file that illustrator has open such as the photo of Godzilla the program will pester you incessantly about it until you relent and let it update at which point it will change all instances of the file to the updated version. This wiped about 10 min of work I had done extracting a photo of Godzilla. I need to always remember to save constantly and name and organise my files so that this sort of thing cannot happen.


Comments

Popular posts from this blog

The Barbican

Enemy at the Gate The Barbican estate in London features a lot of the style of architecture that I wanted to emulate in the art and design project, so for this project, I'm going to try to create my own barbican estate using the real one as the palette. To do this I'm going to create concept art using the barbican as part of a reference sandwich to create unique architecture that should both be evocative of contemporary London, retrofuturist and contain elements meant to subtly guide the player through the area to their goal.

2D Side Scroller : The Final Idea

When the rubber meets the road. The Panda here represents  Covid-19 During the course of recent events, it became clear to me that my time was somewhat limited in this project. As a result, I have elected to go with my first idea, the Dung beetle puzzle game. This should provide me with a decent opportunity to stretch myself in the implementation and iteration of mechanically without requiring nearly as much in terms of asset creation which for this project at least isn't one of the marking criteria anyway.  The Dung Beetle Puzzle Game is changing slightly to just a puzzle game but keeping the core idea of pushing a large ball around as its main mechanic. So the player characters job is to get the ball to its goal and then make their way to the exit of the stage. This gives me a solid and simple foundation to build some hopefully cool puzzles off of without bogging me down in extra systems, which if you refer to my previous ideas was rampant. Even when stating that I have eyes...

Technical tutorials : Maya

Modular Corridor Part 2 Using the pieces I made last week, I duplicated and then arranged them into a labyrinth-like structure by moving the anchor point to a corner then using snap to point to align the pieces. For the sections that didn't quite meet, I selected the vertexes of one face and snapped them to the connection point of the piece I wanted to connect to, effectively making bespoke pieces. This was very easy and relatively quick to assemble a complex structure. Using this workflow would enable me to create large spaces in a very short amount of time.