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Graphics and Illustration

Fundamentals
Graphics and Illustration Fundamentals

© 2010 Aptech Limited

All rights reserved.

No part of this book may be reproduced in any manner whatsoever, stored in a retrieval system or transmitted in
any form or by any means without prior permission from Aptech Limited.

All trademarks acknowledged.

APTECH LIMITED

Corporate Office:

Aptech House,

A-65, MIDC, Marol,

Andheri (East),

Mumbai - 400 093, India.

Edition 1 – October 2010


Preface

Preface

This book introduces the student to the Graphics and Illustration Fundamentals. It also focuses on the various
aspects of drawing.

The ARENA Design team has designed this course keeping in mind that motivation coupled with relevant training
and methodology can bring out the best. The team will be glad to receive your feedback, suggestions, and
recommendations for improvement of the book.

Please feel free to send your feedback to the ARENA Design team at the Head Office, Mumbai. (Feedback form is
attached at the end of the book.)

ARENA Design Team

Acknowledgement:

We gratefully acknowledge copyrights for the published work that we have used as reference material. “All copyrights
belong to respective brand owners/companies/agencies.”

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The wisest mind has something yet
to learn.
Table of Contents

Table of Contents
Drawing Basics............................................................................................................. 1
Skills Essential to Draw................................................................................................... 2
Drawing Materials........................................................................................................... 3
Creating Drawings.......................................................................................................... 3
Recap........................................................................................................................... 4
Time to Test!................................................................................................................. 5

All About Drawing........................................................................................................ 7


Types of Drawings.......................................................................................................... 8
Drawing Composition...................................................................................................... 9
Perspective Drawings.................................................................................................... 10
Multiview Drawings....................................................................................................... 10
Recap......................................................................................................................... 12
Time to Test!............................................................................................................... 13

Sketching Techniques................................................................................................. 15
Freehand Sketching...................................................................................................... 16
Sketching Techniques................................................................................................... 17
Recap......................................................................................................................... 21
Time to Test!............................................................................................................... 22

Sketching Humans, Animals, and Cartoons................................................................. 25
Figure Drawings........................................................................................................... 26
Recap......................................................................................................................... 27
Time to Test!............................................................................................................... 28

Lab Session 1............................................................................................................. 29


Hands-on ................................................................................................................... 30

Lab Session 2............................................................................................................. 31


Hands-on ................................................................................................................... 32

Understanding Resolution.......................................................................................... 33
Digital Images - An Overview......................................................................................... 34
Image Resolution......................................................................................................... 34
Device Resolution......................................................................................................... 35
Interpolated Resolution................................................................................................. 35
Bit Depth..................................................................................................................... 36
Scanning Images.......................................................................................................... 36

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Graphics and Illustration Fundamentals

Graphic File Formats..................................................................................................... 36


Data Compression Techniques........................................................................................ 37
Recap......................................................................................................................... 38
Time to Test!............................................................................................................... 39

Graphic Images.......................................................................................................... 41
Understanding Graphic Images....................................................................................... 42
Types of Graphic Programs............................................................................................ 43
Recap......................................................................................................................... 44
Time to Test!............................................................................................................... 45

Glossary..................................................................................................................... 47

Bibliography .............................................................................................................. 51

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Iconography

Iconography

: Understand

: Think

: Apply

: Important/Tip

: For Your Information (FYI)

: Note

: On the CD

: Quick Check Questions

: Keyboard Shortcuts

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The essence of teaching is to make
learning contagious, to have one
idea spark another.
Drawing Basics

1. Drawing Basics

Overview

Drawing is a very broad term that ranges from making a mark on a surface or leaving a trail.
In a gist, drawing is an art and design activity concerned with visual recordings that is used to
represent a concept.

At the end of this session, you will be able to:


 Describe drawing and the skills required to draw
 List the materials used to draw
 Give examples of various creative drawing techniques

Aptech Limited 
Graphics and Illustration Fundamentals

1.1 Skills Essential to Draw

Most of us doodle. However, in order to communicate your ideas visually, it is essential to have
certain skills that will help you in doing so. Refer to Figure 1.1 to view the five essential skills
that are required to draw.

Calculate
proportions
and angles

Recognizing spaces Judge light from


shadow

Identifying edges Basic Skills Blending it together

Figure 1.1: Skills essential to draw



 Identifying Edges
The outline (edges) of an object acts like a skeleton of the sketch. It helps in bringing out the
reality of an object.

 Recognizing Spaces
Being able to recognize spaces and to draw them accurately can accidentally derive at the
actual drawing of the object. Hence, trying to see what is not there is equally important as
being able to see what is there.

 Calculating Proportions and Angles


Each portion of the object has some relation to every other part of the same object. Hence,
while drawing any object it is essential to put limits on your drawing with regards to the
proportion.

 Judge Light from Shadow


The direction of the light indicates the direction of the shadow of the object.

 Blending it Together
Integrating the skills and putting it to practice helps achieve the desired results.

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Drawing Basics

1.2 Drawing Materials

To be able to sketch what you see, it is essential to have the right materials in place. Refer to
Table 1.1 to take a look at the basic materials required to sketch.

Paper Pencil Pen and Ink C o l o r Eraser


Pencils

Table 1.1: Basic drawing materials

1.3 Creating Drawings

1.3.1 Perspectives for Drawings


Drawing is the art of transferring what you see on paper. Refer to Figure 1.2 to view the various
perspectives for drawings.

Perspectives for
drawing

Drawing from Drawing from Drawing from


observation memory imagination

 A keen observation  Sketches made  Sketches are made


is the key to this from this from memory.
perspective. perspective
include fantasies  The artist first
 Sketches are as well as unreal memorizes the
informative and happenings. drawing and then
contain a record of puts it down on
facts.  Sketches are very paper.
appealing to the
 Sketches are made human mind.  All drawings are
without any time memory drawings.
delay.

Figure 1.2: Perspectives for drawings

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Graphics and Illustration Fundamentals

1.4 Recap

In this session, Drawing Basics, you learnt:


 Drawing is a broad term. It is an art and design activity concerned with the visual
recordings of observations.
 The basic skills required to draw are:

» Perceiving the edges

» Recognizing spaces

» Calculating proportions and angles

» Determining light from the shadow

» Blending the skills together


 Paper, pencil, pen and ink, color pencil, and eraser are the basic materials used for
drawing.
 There are various perspectives of drawing. On a macro level, drawing from observation,
memory, and imagination are the various perspectives of drawing.
 All drawings involve recalling of facts. Hence, all drawings are memory drawings.

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Drawing Basics

1.5 Time to Test!

1. The direction in which the shadow of the object falls is determined by _____________.
a. The border of the object.
b. The direction in which the light falls.
c. The color of the object.
d. The size of the object.

2. Which of the following statements are false?


a. All drawings are memory drawings.
b. Imaginative drawings are informative and contain a record of facts.
c. Imaginative drawings involve a keen observation of facts.
d. All drawings require keen observation.

3. It is essential to possess _____ and _____ to be able to sketch.


a. Paper
b. Protractor
c. Compass
d. Pencil

4. Why is it necessary to derive at the correct proportion of any image?


a. Calculating the correct proportion determines the direction of the shadow.
b. Calculating the correct proportion helps in establishing the relationship between every
other part of the same object.
c. Calculating the correct proportion helps in deriving at the skeleton of the sketch.
d. Calculating the correct proportion helps in identifying the negative spaces.

Solutions
Test

1. b

2. b, c, d

3. a, d

4. b

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Learning is more than absorbing
facts, it is acquiring understanding.
All About Drawing

2. All About Drawing

Overview

Drawing is a visual art – an art of presenting information through illustrations. Like


drawing, the type and composition of objects are also varied.

At the end of this session, you will be able to:

 Describe the various types of drawings


 Explain the importance of composition and depth cues in
drawing
 Describe the types of depth cues
 Describe perspective drawing
 Distinguish between the various perspective drawings
 Explain multiview drawing

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Graphics and Illustration Fundamentals

2.1 Types of Drawings

The types of drawings depend on its usage. Refer to Figure 2.1 for the various types of
drawings.

Types of drawings

Objective drawings Subjective drawings Abstract drawings

Figure 2.1: Types of drawings

2.1.1 Objective Drawings

Objective drawings project


real concrete objects. Still-life
drawings, jugs, pots, and portraits
are examples of this type of
drawing. Refer to Figure 2.2.

Figure 2.2: Sketch of a porcelain pot

2.1.2 Subjective Drawings

Subjective drawings express emotions, ideas,


or feelings. These drawings act as an interface
between the artist’s emotions and his drawings.
Newspaper cartoons, logos, and symbols that
resemble something significant are examples
of this type of drawing.

Refer to Figure 2.3.

Figure 2.3: Comical representa-


tion of the artist’s emotions

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All About Drawing

2.1.3 Abstract Drawings

Abstract drawings are also


referred to as stylized drawings.
These drawings are simple and
do not attempt at bringing out
the reality in objects. These
drawings are mostly based
on fantasies. Modern art is a
classic example of this type of
drawing. Refer to Figure 2.4.
Figure 2.4: Modern art

2.2 Drawing Composition

Composition in art refers to the planning, arrangement, and designing of the elements on screen.
It refers to the arrangement of placing or putting things together. Composition creates an illusion
of depth and space. It also adds interest to a drawing.

2.2.1 Depth Cues


Depth cues are an essential part of any drawing. They are used to bring out an illusion of depth in
any image. Refer to Figure 2.5 that gives a brief description of the commonly used depth cues.

Interposition Relative height

It is the partial blocking It brings out the difference


of a distant object by a in height based on the
nearer object. distance of the objects.
Depth
Relative size Cues Texture gradient

It brings out the difference in size It brings out the smoothness in


depending on the placement of the texture as the object goes far away
objects. from the viewer.

Figure 2.5: Depth cues

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Graphics and Illustration Fundamentals

2.3 Perspective Drawings

Perspective drawings express distance. Such drawings are commonly used by architects and
commercial artists. On a broad level, perspectives are of three types - one-point, two-point, and
three-point.

Refer to Table 2.1 for a brief description of the three types of perspectives.

Perspective Description
The lines in this perspective recede into a single
vanishing point.

It occurs either when the projection plane is parallel


to the principal axis or when the projection plane is
perpendicular with any one of the principal axis.

It is used for viewing the inside of a room.

The lines in this perspective recede into two vanishing


points.

It occurs either when the projection plane is parallel


to the principal axis or when the projection plane
intersects exactly with the two principal axis.

It is used for architectural renderings.

The lines in this perspective recede into three


vanishing points.

In this perspective none of the principal axis are


parallel to the picture plane.

Table 2.1: Perspectives of drawing

2.4 Multiview Drawings

Drawings that contain all the three sides of an object are referred to as multiview drawings. A
surface that appears in its true shape in one view appears as a line or an edge in its adjacent view.
This arrangement of different views at 90 degrees to each other is referred to as Orthographic
projection. Refer to Figure 2.6.

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All About Drawing

Figure 2.6: Multiview drawings

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Graphics and Illustration Fundamentals

2.5 Recap

In this session, All About Drawing, you learnt:


 Drawing is a visual art associated with a variety of ways in which it can be
demonstrated.
 On a broad level, there are three types of drawings - objective drawings, subjective
drawings, and abstract drawings. Each type of drawing is distinct and is used for a
specific purpose.
 Drawing composition refers to the arrangement and placement of various objects on
screen. It aids in creating an illusion of depth and space in a drawing. It also adds an
element of interest to a drawing.
 Depth cues when applied to any image, add an illusion of depth. Interposition, relative
height, relative size, and texture gradient are the commonly used depth cues.
 All drawings are created with different perspectives. Perspective drawings are useful for
expressing distance.
 On a broad level, one-point, two-point, and three-point are the different types of
perspectives commonly used in any drawing. These perspectives are categorized based
on the number of vanishing points used in an image.
 Multiview drawing is another type of perspective drawing that contains all the three
sides of an object. The arrangement of views at 90 degrees to each other is referred to
as Orthographic projection.

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All About Drawing

2.6 Time to Test!

1. Objective drawings are associated with creating real concrete objects. From the following
options, identify the example that best describes the term objective drawing.
a. A family portrait
b. A company logo
c. Hard-edge paintings
d. Newspaper cartoons

2. Composition and depth cues go hand in hand. From the given options, identify the statements
that best explains this concept.

Note: This question has more than one correct options.


a. Composition is only associated with the choice of colors to be used in an image.
b. When elements are arranged in relation to its height and size, it creates an illusion of
depth.
c. An appropriate texture when applied in the correct manner gives a feeling of realism to
the viewer.
d. Depth cues are additional elements that add frills to an image.

3. The perspective in which the projection plane is parallel to one of the principal axis or the
projection plane intersects exactly with the two principal axes is referred to as _________.
a. One-point perspective
b. Two-point perspective
c. Three-point perspective
d. None of the above

4. Drawings that contain different views placed at 90 degrees to each other are referred to as
________.
a. Orthographic drawings
b. Perspective drawings
c. Multiview drawings
d. Stylized drawings

5. The partial blocking of a distant object by a nearer one is referred to as ____________.


a. Texture gradient
b. Interposition
c. Relative height
d. Relative size

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Graphics and Illustration Fundamentals
Solutions
Test

1. a

2. c, d

3. b

4. c

5. b

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Sketching Techniques

3. Sketching Techniques

Overview

To derive at a perfect sketch it is essential to adhere to the various techniques and rules that aid
in sketching.

At the end of this session, you will be able to:


 Explain sketching
 Describe the various sketching techniques

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Graphics and Illustration Fundamentals

3.1 Freehand Sketching

3.1.1 What is Sketching?


Simple drawings done without the use of any tools or measurements are referred to as freehand
drawings. Freehand drawings with minimum number of lines are referred to as sketches.

Sketching is an important aspect of an artistic development of students and professionals. It


improves an artist’s ability to focus. It allows the artist to come up with various ideas, and also
records the same for later use. Refer to Figure 3.1.

Figure 3.1: A sample landscape

3.1.2 Ground Rules


As a beginner, before you draw any sketch, it is essential to get the basics right.

Ground Rules
1. Attain proficiency in drawing basic shapes like lines
and circles.

2. Begin sketching with soft lead pencils like 2B, 4B,


and 6B.

3. While drawing, hold the pencil away from the tip


for a better control on the movement of the fingers
and the wrist.

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Sketching Techniques

3.2 Sketching Techniques

A good sketching technique not only helps in creating a variety of ideas in a short span of time but
also conveys the information correctly. Refer to Figure 3.2 to view the commonly used sketching
techniques.

Hatching

Smudging Bracelet
shading

Line and
Gradation
wash
Sketching
Techniques

T o n a l
Frottage
drawing

Highlighting Sfumatos

Figure 3.2: Sketching techniques

3.2.1 Hatching
Hatching is used to depict the shading effect in an image by drawing series of parallel lines of
varying length. Cross-hatching is similar to hatching. In this technique two or more than two sets
of parallel lines cross each other at an angle. Refer to Figure 3.3.

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Graphics and Illustration Fundamentals

Figure 3.3: Hatching techniques

3.2.2 Bracelet Shading


Bracelet shading gives a 3-dimensional effect to a 2-dimensional image. In this technique, while
shading, emphasis is laid on the contours of the image to give it a more realistic look. Refer to
Figure 3.4 that depicts a 3-dimensional effect of the hand.

Figure 3.4: Example of bracelet shading

3.2.3 Gradation
Gradation is the smooth transition of colors from dark to light. Refer to Figure 3.5 that depicts
the gradation effect.

Figure 3.5: Example of gradation

3.2.4 Frottage

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Sketching Techniques
Frottage is the act of rubbing to create the desired texture. The best example of this technique is
creating an imprint of a coin on a piece of paper. Refer to Figure 3.6 that depicts the impression
of a coin on paper.

Figure 3.6: Example of frottage

3.2.5 Sfumatos
Sfumatos is a technique wherein the sharp outline of the image is blurred by blending one or more
tones. It is mainly used to transition color into a smoky or hazy effect. Refer to Figure 3.7.

Figure 3.7: Example of sfumatos

3.2.6 Highlighting
Highlighting is a technique used to throw emphasis on specific areas of the image. Refer to Figure
3.8 where the highlighting technique is applied around the eyes for emphasis.

Figure 3.8: Example of highlighting

3.2.7 Tonal Drawing


Tonal drawings are realistic sketches. These drawings focus more on the shapes of values rather
than on the use of lines. They are paintings in shades of graphite without any lines around the
object. Refer to Figure 3.9 where this technique is used for drawing an outline of an image using
charcoal.

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Graphics and Illustration Fundamentals

Figure 3.9: Tonal drawings

3.2.8 Line and Wash


Line and wash is a technique used for drawing an outline of an image using watercolors. Refer to
Figure 3.10 where this technique is used for drawing an outline of an image using watercolors.

Figure 3.10: Example of the line and wash technique

3.2.9 Smudging
Smudging is used to depict a gradational tone effect that is applied either using the fingers or
cotton buds. Refer to Figure 3.11 where this technique is used to smudge the edges of the picture
of the child.

Figure 3.11: Example of smudging

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Sketching Techniques

3.3 Recap

In this session, Sketching Techniques, you learnt:


 Drawings without the use of any mechanical assistance are referred to as freehand
drawings. Freehand drawings with minimal use of lines are referred to as sketches.
 Sketching helps in the artistic development of an artist.
 To specialize in sketching, one has to be proficient with various sketching techniques,
namely, hatching, bracelet shading, frottage, sfumatos, highlighting, tonal drawing, line
and wash, and smudging.

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Graphics and Illustration Fundamentals

3.4 Time to Test!

Read the given clues and write the answers in the appropriate cells. You are given five minutes
for the activity. Discuss the solutions with your faculty.

Clues

Across

3. In hatching, ________ lines of varying length are used to depict the shading effect in an
image.

4. The __________ technique is used to bring out the variation in the density of the color.

5. The Monalisa sketch is a classic example of the ______ technique.

Down

1. A short descriptive summary of events created using very little detail is referred to as ____.

2. Technique used to lay emphasis on the contours of an image is referred to as ___________.

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Sketching Techniques

Solutions
Test

Across

3. Parallel

4. Gradation

5. Sfumatos

Down

1. Sketching

2. Bracelet shading

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It is only when we forget all our
learning that we begin to know.
Sketching Humans, Animals, and Cartoons

4
4. Sketching Humans, Animals, and Cartoons
Working with Flash Animation
Overview
– Part 2
There are a variety of ways in which you can draw and it depends on what is to be drawn.

Overview
At the end of this session, you will be able to:
Inverse kinematics is used to animate the objects connected to each other
with an articulated structure of bones. 3D space is a space in which you
 Describe figure drawings
create 3D effects to the objects.
 Differentiate between sketching techniques of humans, animals, and cartoons
At the end of this session, you will learn to apply inverse kinematics to
objects, and work in a 3D space. You will also learn the different types of
fonts and file export methods.

At the end of this session, you will be able to:


 Describe inverse kinematics
 Apply bones to symbols and shapes
 Describe editing in IK armatures and objects
 Describe binding of bones to shape points
 Describe adjusting IK motion constraints
 Create animation of an armature
 Describe 3D spaces
 Describe the angle of view of 3D movie clips by adjusting the
perspective angle
 Understand text and their attributes
 Describe file export

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Graphics and Illustration Fundamentals

4.1 Figure Drawings

Drawings that use depictions of the human form are referred to as Figure Drawings.

4.1.1 Sketching Human Figures


Unlike any still object, it is difficult to sketch human beings that are constantly on the move.
Following are the points to remember when sketching any human figure:

Before sketching
1. Capture the essence of the character’s pose with minimum number of lines.
the complete
human body, 2. Start with lightly sketching the shoulders, waist, knees, and hands.
watch out for 3. Finally, add a few lines to create a 3-dimensional effect.
the creases
and folds in the
clothes, the 4.1.2 Sketching Animals
underlying form,
Unlike humans, animals are always on the move. Hence, creating animal sketches is a very
and the different
challenging task. It involves a thorough observation and memorization of the postures and moves
positions of the
of the animals. Following are the basic steps involved in sketching any animal:
hands and feet.

1. Observe the animals closely.

2. Get a feel of their movement and natural posture.

Look around for 4.1.3 Sketching Cartoons


animals in your
Cartoons are unnatural characters that do not require too much of observation or attention to
neighborhood.
detail. It is the result of the artist’s imagination and requirement of the concept. Following are the
Memorize their
basic steps involved in sketching cartoons:
posture and
positions before
you can begin 1. Begin drawing the cartoons’ face with minimum number of lines. Remember, the hair and ears
sketching them. should be drawn at the end.

2. Once the initial lines are in place, darken the lines slightly.

3. When done, color the cartoon character.

4. After the colors have dried up, give the picture a final touch by lining out the lines with the
use of felt-tip pens.

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Sketching Humans, Animals, and Cartoons

4.2 Recap
In this session, Sketching Humans, Animals, and Cartoons, you learnt:
 Figure drawings involve drawing of various shapes and positions of the human body.
Here, the artist is expected to use the perfect anatomy and proportion to portray a
character.
 Figure drawings apply to cartoons, comics, and all other depictions of the human form.
 Unlike cartoons, human and animal figures are realistic. Hence, sketching humans
and animals are much more challenging than sketching cartoons. In such sketches the
essence of the character’s pose has to be brought out.
 While drawing animals, it is essential to bring out a sense of their movement and a feel
of their natural posture.
 Cartoons are unnatural characters that convey the artist’s emotions. It is customized to
fit the concept.
 On a broad level, while sketching any character, begin with light strokes and then move
on gradually to finalize it.

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Graphics and Illustration Fundamentals

4.3 Time to Test!

1. You are provided with three different hairstyles and eyes. With the same facial features, try
creating three different looks. Once you are done, discuss the activity with your faculty.

2. Observe the landscape around you. Derive at a basic sketch of the building or garden that
fascinates you most. Once you are done, discuss the activity with your faculty.

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Lab Session 1

4
5. Lab Session 1
Working with Flash Animation
Overview
– Part 2
In this session, you will create sketches using the basic perspectives for drawing.

Overview
At the end of this session, you will be able to:
Inverse kinematics is used to animate the objects connected to each other
with an articulated structure of bones. 3D space is a space in which you
 Apply create
your observation
3D effects and imaginative
to the objects. skills while drawing

At the end of this session, you will learn to apply inverse kinematics to
objects, and work in a 3D space. You will also learn the different types of
fonts and file export methods.

At the end of this session, you will be able to:


 Describe inverse kinematics
 Apply bones to symbols and shapes
 Describe editing in IK armatures and objects
 Describe binding of bones to shape points
 Describe adjusting IK motion constraints
 Create animation of an armature
 Describe 3D spaces
 Describe the angle of view of 3D movie clips by adjusting the
perspective angle
 Understand text and their attributes
 Describe file export

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Graphics and Illustration Fundamentals

5.1 Hands-on

Task 1: Observation drawing


You are provided with an image of a table lamp. Draw a sketch that resembles the image by
applying your observation skills.

Hints:
Observe the lamp thoroughly before you begin; pay attention to the minute details.

Task 2: Memory drawing


Look around and examine any object that catches your eye. Analyze it thoroughly for a minute
and create an impression of the object in your mind. Then, draw a picture of the object that you
just memorized.

Task 3: Still-life drawing


Create a still-life image of a fruit basket. Refer to the sample image provided below.

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Lab Session 2

4
6. Lab Session 2
Working with Flash Animation
Overview
– Part 2
In this session, you will sketch characters using your basic drawing skills.

Overview

At the end ofInverse kinematics


this session, youis used to animate
will be the objects connected to each other
able to:
with an articulated structure of bones. 3D space is a space in which you
 Apply your basic drawing skills
create 3D effects to the objects.

At the end of this session, you will learn to apply inverse kinematics to
objects, and work in a 3D space. You will also learn the different types of
fonts and file export methods.

At the end of this session, you will be able to:


 Describe inverse kinematics
 Apply bones to symbols and shapes
 Describe editing in IK armatures and objects
 Describe binding of bones to shape points
 Describe adjusting IK motion constraints
 Create animation of an armature
 Describe 3D spaces
 Describe the angle of view of 3D movie clips by adjusting the
perspective angle
 Understand text and their attributes
 Describe file export

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Graphics and Illustration Fundamentals

6.1 Hands-on

Task 1:
Sketch an image of a hand holding a cup.

Task 2:
Create cartoons of a pair of twins – one smiling and the other in a state of shock.

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Understanding Resolution

4
7. Understanding Resolution
Working with Flash Animation
Overview
– Part 2
Resolution refers to the amount of detail in an image measured in pixels per inch (ppi). Display resolution
refers to the number of pixels in each dimension that can be displayed in a monitor.
Overview

At the end Inverse


of this kinematics is used
session, you to be
will animate
able the
to: objects connected to each other
with an articulated structure of bones. 3D space is a space in which you
create 3D effects to the objects.
 Explain the term resolution
 At the
Describe end of this
resolution session,
in terms you will
of images, learnand
input, to output
apply inverse
devices kinematics to
objects, and work in a 3D space. You will also learn the different types of
 Explain the process of interpolated resolution
fonts and file export methods.
 Explain bit depth and the various types of graphic file formats
 Explain data
At compressing
the end of this session, you will be able to:
 Describe inverse kinematics
 Apply bones to symbols and shapes
 Describe editing in IK armatures and objects
 Describe binding of bones to shape points
 Describe adjusting IK motion constraints
 Create animation of an armature
 Describe 3D spaces
 Describe the angle of view of 3D movie clips by adjusting the
perspective angle
 Understand text and their attributes
 Describe file export

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Graphics and Illustration Fundamentals

7.1 Digital Images - An Overview

Digital images are electronic snapshots that create a realistic representation of the landscape on
the output device. Resolution in digital images is referred to in terms of pixels, where each pixel is
assigned a tonal value and is represented in a binary code. In a gist, higher the resolution, better
the image. Refer to Figure 7.1.

Figure 7.1: A sample digital image

7.2 Image Resolution

Image resolution is defined as the number of pixels displayed per unit of a printed length in an
image. It is measured in pixels per inch. Refer to Figure 7.2 that displays the resolution of the
image in megapixels.

An image with a higher resolution emits more detail, smoothness, and clarity as compared to an
image with a lower resolution. It also affects the file size of the image.

Figure 7.2: Image depicting the resolution in megapixels

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Understanding Resolution

7.3 Device Resolution

Device resolution:
 Is the resolution of output devices like the monitor or the printer.
 Refers to the number of pixels or dots per inch (dpi) that an output device can produce.
 Differs for each device; the monitor and printer have different resolutions.

7.4 Interpolated Resolution

Refer to Figure 7.3 to view differences in resolution between the monitor and printer.

Figure 7.3: Monitor and printer resolution

You will learn about interpolated resolution with the help of the following questions.

What is interpolated resolution?

Interpolated resolution (device resolution), is a technique used to enhance the quality of an image
using an application and making it appear as though it was scanned at a higher resolution.

How does it work?

In this process, a scanner turns a lower resolution scan to a higher resolution scan by

inserting new pixels in between the old ones.

Why is it used?

This technique is enhanced through software and used for certain tasks like scanning line art or
enlarging small originals.

Does it have any drawbacks?

Yes! Extensive usage of this technique can diminish the quality of the scan. This process is

best suited for scanning lines or similar images that have a single color or just black and

white at very high resolutions.

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Graphics and Illustration Fundamentals

7.5 Bit Depth

Bit depth is the number of bits used to represent information about each and every pixel in an
image. Bit depth is one of the aspect used to represent colors. The higher the bit

depth more the colors available for storage.

7.6 Scanning Images

Different scanners have different resolutions. To ensure high quality scan, predetermine the

resolution and dynamic range required by the image. Bit depth and system resolution also

influences the system performance.

Points to remember:
 Predetermine the scanning resolution
 Different scanners have different resolutions
 The scanning resolution should not be higher than the display resolution
 300 to 600 dpi is the best resolution to scan images that have to be incorporated in a
multimedia application

7.7 Graphic File Formats

Images can be saved in a variety of formats. Refer to Table 7.1 that provides details of the
commonly used file formats.

Formats Extension Description

Bitmap .bmp Bitmap:


 Is the commonly used file format
 Can save images up to 24 bits
 Stores images as a large grid of dots
T a g g e d .tiff Tagged image file format:
Image File  Commonly used for exchanging .bmp images between
Format application programs
 Is compatible with most softwares and is useful for saving
high quality images
Paint Brush .pcf Paint brush format:
Format  Is a low quality image file format
 Has only 256 colors in its palette
G r a p h i c s .gif Graphics interchange format:
Interchange  Is used for sending and sharing graphics with a 256 color
Format palette
 Is very adaptive
 Preserves transparency but does not support alpha
channels

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Understanding Resolution

Formats Extension Description

J o i n t .jpeg Joint photographic experts group:


photographic  Is used to save continuous tone images
E x p e r t s
 Compresses files without loss of color and other relevant
Group information
 Supports CMYK, RGB, and Grayscale color modes; does
not support alpha channels

Table 7.1: Commonly used file formats

7.8 Data Compression Techniques

Data compression is a technique of storing data in a format that requires less space than usual.
It is useful as it enables devices to transfer the same amount of data in fewer bits.

Data can be compressed in two types – namely lossless and lossy. In lossless compression, it
preserves the exact image throughout the compression and decompression process, whereas
in lossy compression, it eliminates some of the data in the image. Files compressed using the
lossy compression technique provides greater compression ratios as compared to files that are
compressed using the lossless compression technique. Refer to Figure 7.4.

Figure 7.4: Data compression

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Graphics and Illustration Fundamentals

7.9 Recap

In this session, Understanding Resolution, you learnt:


 Resolution refers to the number of pixels per inch in a computer generated display.
 Higher the resolution, better the image and greater the file size.
 Resolution affects images and output devices. The resolution of the output devices
vary.

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Understanding Resolution

7.10 Time to Test!

1. Each pixel in an image is represented using ______________.


a. Binary code
b. Realistic features
c. Higher resolution
d. Great detail

2. Which of the following statements are True?

Note: There are more than one correct option for this question.
a. Image resolution is measured in pixels per inch.
b. Image resolution refers to the number of pixels that an output device can produce.
c. Device resolution is an alternative term for image resolution.
d. The number of bits used to store information about each pixel in an image is referred to
as bit depth.

3. Which of the following statement describes the exact working of the technique,
Interpolation?
a. In interpolation, a scanner turns a higher resolution scan to a lower resolution scan by
inserting new pixels in between the old ones.
b. In interpolation, a printer turns a lower resolution scan to a higher resolution scan by
copying old pixels and pasting it in between the new ones.
c. In interpolation, a scanner turns a lower resolution scan to a higher resolution scan by
replacing new pixels with the old ones.
d. In interpolation, a scanner turns a lower resolution scan to a higher resolution scan by
inserting new pixels in between the old ones.

4. .bmp is ________________.
a. A low quality image file format.
b. Used for sending and sharing graphics with a 256 color palette.
c. Commonly used for exchanging .bmp images between application programs
d. A file format that stores images as a large grid of dots.

5. ________________ is a technique of storing data in a format that requires less space than
usual.
a. Image compression
b. Data compression
c. Quality compression
d. Interpolation

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Graphics and Illustration Fundamentals

Solutions
Test

1. a

2. a, d

3. d

4. d

5. b

40 Aptech Limited
Graphic Images

4
8. Graphic Images
Working with Flash Animation
Overview
– Part 2
Image file formats are standardized means of storing and organizing image files. These file formats
consist of pixels that are either in the raster or vector format. Raster files are also referred to as bitmap
files. Pixels that constitute an Overview
image are arranged as a grid. Each pixel consists of numbers that represent
magnitudes of brightness andInverse
color. kinematics is used to animate the objects connected to each other
with an articulated structure of bones. 3D space is a space in which you
create 3D effects to the objects.
At the end of this session, you will be able to:
At the end of this session, you will learn to apply inverse kinematics to
objects, and work in a 3D space. You will also learn the different types of
 Explain the types of computer graphics
fonts and file export methods.
 List the advantages and disadvantages of raster and vector graphics
 List the types of graphic programs
At the end of this session, you will be able to:
 Describe inverse kinematics
 Apply bones to symbols and shapes
 Describe editing in IK armatures and objects
 Describe binding of bones to shape points
 Describe adjusting IK motion constraints
 Create animation of an armature
 Describe 3D spaces
 Describe the angle of view of 3D movie clips by adjusting the
perspective angle
 Understand text and their attributes
 Describe file export

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Graphics and Illustration Fundamentals

8.1 Understanding Graphic Images

Graphic images are broadly classified into two types - raster and vector.

8.1.1 Raster and Vector Graphics - An Overview

Raster and vector are the two


main categories of computer
graphics. Refer to Figure 8.1
that brings out the difference
between the two file formats
when the images are zoomed in
to four times its original size.

Figure 8.1: Raster and vector images

8.1.2 Raster Images - Advantages and Disadvantages


Raster images are represented using a fixed number of pixels. Each pixel is assigned a specific
location and color value. These images are highly resolution dependant. Refer to Table 8.1 to view
the advantages and disadvantages of using raster images.

Advantages Disadvantages
 Easy to create using the existing pixel  Enlarging the image affects the image
data. quality.
 It is possible to modify pixel values.  Compression techniques when applied,
shrinks the pixel size.
 Can be easily used with output devices like  Quality is restricted by the original
CRT’s and printers. resolution.
Table 8.1: Advantages and disadvantages of raster images

8.1.3 Vector Images - Advantages and Disadvantages


Vector graphics are made of simple lines and curves and are defined by mathematical instructions.
It comprises geometrical description of objects and can be scaled to any size without affecting the
quality of the image. Refer to Table 8.2.

Advantages Disadvantages
 It is easy to store files comprising  Not suitable to store complex
geometrical 3D objects like images.
polyhedrons and wire-based
models.
 Vector images can be scaled to any  High dependency on the
extent without affecting the image application for the end-result.
quality.
 Vector files can be converted with  Reconstructing vector files
ease into any format. becomes a tedious task.
Table 8.2: Advantages and disadvantages of vector images

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Graphic Images

8.1.4 Raster versus Vector


Refer to Table 8.3 to view the distinction between the raster and vector file formats.

Raster File Formats Vector File Formats

Composition These files contain an These files contain mathematical


exact pixel-by-pixel descriptions of one or more elements
mapping of an image that that are used by the rendering
can be reconstructed by a application to construct a final image.
rendering application on
the display surface of an
output device.
These files use pixels to These files are consist of descriptions of
represent images. image elements or objects, rather than
pixel values.
Scalability The quality of these images The quality of these images is retained
is lost when scaled to a even when it is scaled to any size.
larger size.
R e s o l u t i o n These images are highly These images are resolution
dependency resolution dependant. independent.
Common Formats *.tiff, *.jpeg, *.gif, *.png, Encapsulated Post Script formats or their
and *.bmp native formats like *.aj, and *.cdr.
Table 8.3: Distinction between raster and vector file format

8.2 Types of Graphic Programs

A variety of softwares exist that allow an artist to create and edit all graphic elements in multimedia
titles. Refer to Table 8.4 that details the list of common softwares used to create and edit all
graphic elements in multimedia titles.

Graphic Programs Description


Drawing programs These graphic programs are used to create
draw-type graphics. They are also used in
creating designs where precise dimensions
and relations are important.
Paint programs These programs are used to create bitmap
images.
Image editing programs These programs are useful in making changes
to the appearance of images.
Presentation graphic software These programs are useful in creating images
for slide shows and reports.
CAD software These softwares are useful for engineers and
architects for drafting designs.
Desktop publishing These programs have a fine control over the
placement of text and graphics.
Table 8.4: Types of graphic programs

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Graphics and Illustration Fundamentals

8.3 Recap

In this session, Understanding Graphic Images, you learnt:

 Image file formats are used for organizing and storing data.
 Image file formats are broadly classified into raster and vector file formats.
 Raster images:

» Are represented using a fixed number of pixels

» Are highly resolution dependant


 In raster format, more pixels greater the detail.
 Vector images:

» Comprise mathematical instructions for making files

» Are simpler than raster formats

» Are resolution independent


 Raster file formats are used for creating photographs and complex illustrations.
 Vector file formats are used for creating logos and maps.

44 Aptech Limited
Graphic Images

8.4 Time to Test!

Read the given clues and write the answers in the appropriate cells. You are given five minutes
for the activity. Discuss the solutions with your faculty.

Clues
Across

1. Vector images are defined by _______, not pixels.

3. Adobe Photoshop is an _____ editing program.

5. Raster images are highly _____ dependant.

Down

2. These are made of simple lines and curves.

4. Resolution of a raster image is defined in terms of ________.

Solutions:
Test

Across:

1. Math

3. Image

5. Resolution

Down:

4. DPI

2. Raster

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The essence of teaching is to make
learning contagious, to have one
idea spark another.
Glossary

Glossary

A
Abstract drawings

Drawings that do not represent recognizable objects.

B
Bit depth

The term that describes the number of bits used in each and every pixel of an image.

C
Composition

Term used to determine the organization, arrangement, and placement of objects within a drawing
space.

Contours

Term used to describe the outline or silhouette of a drawing or sketch.

D
Depth cues

A collection of cues used to bring out the depth in an image.

Digital images

Bitmapped images that can be stored in any electronic device.

DPI

Dots per inch is the term used to measure the resolution of a digital image.

Data compression

Technique used to compress the total amount of data in turn resulting in lower file size.

F
Freehand drawings

A style of drawing made without the use of any measuring instruments.

Figure drawings

Figure drawings, also known as life drawings are sketches or portraits of human beings.

Aptech Limited 47
Graphics and Illustration Fundamentals

G
Graphic file formats

A file format used for representing graphical images.

Graphic programs

A collection of programs that comes with a lot of tools and features that enables you to work with
a wide variety of images and graphics.

I
Interposition

A depth cue used to bring out the distance in images by partially blocking a distant object.

Interpolation

Interpolation is the technique used while scanning images to enhance the quality of the scan.
This technique inserts new pixels in between the old ones, in turn increasing the quality of the
image.

M
Memory drawings

These drawings are also referred to as imaginative drawings, where bits of memories are put
together to exhibit something new.

Multiview drawings

Drawings that contain the top, side, and front view of an object are referred to as multivew
drawings.

O
One-point perspective

The perspective in which receding lines in a picture plane meet at a single vanishing point.

Orthographic view/projection

The means of projecting a three-dimensional object in a two-dimensional form.

Objective drawings

Drawings that bring out the reality of objects. For example, portraits.

P
Perspective

A manner of viewing certain situations or topics.

Portraiture

The skill of making portraits.

48 Aptech Limited
Glossary
Pixels per inch

Unit for measuring the resolution of an image.

R
Relative height

A depth cue used to bring out the difference in height depending on the size of the objects.

Relative size

A depth cue used to bring out the difference in size depending on the placement of objects.

Resolution

Resolution refers to the number of pixels in an image.

Raster format

Raster format or bitmap format refers to closely spaced rows of dots forming an image on the
computer screen.

S
Sketching

A freehand drawing with very little detail that acts like a preliminary drawing.

Subjective drawings

Drawings that convey the feelings or emotions in a cartoonic manner.

Space

The area in which objects are located.

T
Two-point perspective

The perspective in which receding lines in a picture plane meet at two vanishing points.

Three-point perspective

The perspective in which receding lines in a picture plane meet at three vanishing points.

Texture gradient

A depth cue that brings out the smoothness in texture as the object goes far away from the
viewer.

3Dimensional art

Sketches that are depicting in a life-seeing way instead of flat are referred to as 3dimensional
art.

Aptech Limited 49
Graphics and Illustration Fundamentals

V
Vector format

Vector format refers to the representation of images as an array of pixels.

50 Aptech Limited
Bibliography
Drawing for the Absolute Beginner: A Clear & Easy Guide to Successful
Drawing
- Mark Willenbrink & Mary Willenbrink

Drawing for the Absolute and Utter Beginner


- Claire Garcia
Learning without thought is labor
lost.
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