Graphic Arts (Period 1,3,6) Assignments
- Instructors
- Term
- 2013-2014 School Year
- Department
- (f) Visual and Performing Arts
- Location
- 230
- Description
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Prepare to take over the world!
And by "take over the world" I mean learn Graphic Design and other cool digital art stuff...And maybe for a mid-term we'll take over France!
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Upcoming Assignments
No upcoming assignments.
Past Assignments
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Winning class gets... Something!
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You will create a SECOND Typographic SELF-Portrait using the following steps. This is the SECOND in a series from which you will choose an image to be displayed during Humanities Week.
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You will create a Typographic Portrait using the following steps. This is the first in a series from which you will choose an image to be displayed during Humanities Week.
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YOUR FLASH FINALS ARE NOW LATE!
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- 4 Complete Characters (Left, Right, Front, Back)
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Simple Guide to Basic Cinematics in Adobe Flash
Once you have defined your “space,” that is your stage, you need to know where your “safe” areas are.
Title Safe and Action Safe Areas
YOur computer screen will show you every pixel that is within the displayed image. Your tv screen, however, will not. This is due to overscan. You will lose approximately 10% of the image, all the way around, due to overscan. There will be variations due to varied makes and models, but you get the idea.
To make up for this loss, producers came up with the Title Safe and the Actions Safe areas. Title Safe is approximately 20%in from the edges of the screen thereby allowing titles to be displayed without loosing them.
The Action Safe area is much larger and represents, in a general way, the areas where the average tv screen will crop the image.
You will be provided with a template that, when opened in you Flash document, you can use to ensure that your Titles and Action are well within the areas generally regarded as “safe.”
When it comes time to it, we can discuss adapting your animation for a HDTV.
Three Cinematic Terms You Probably Already Know But Let’s Make Sure
Frame. Shot. Scene.
Frame. A single still image, also, 1/24th of a second of “film.”
Shot. Whatever the camera is looking at, at a particular point in time. It is an uninterrupted view filmed by one camera (or from one perspective). Once the viewpoint changes, the “shot” changes.
Scene. A scene can be made up of a long continuous shot or multiple shots. A scene defines the place or setting where the action takes place.
Camera Shots
The three most common camera shots are: the Long Shot, the Medium Shot and the Close-Up.
Long Shots and Close-ups can have extremes, such as the Extreme Long Shot and the Extreme Close Up.
EXTREME LONG SHOTS (ELS): shows the vastness of an area or a setting. Think of a movie that takes place in a specific city, say Batman, and how there will be am establishing shot of the city skyline. ELS isn’t about distance from the camera to the subject but the relative SIZE of the subject in the viewfinder (or on your stage).
LONG SHOT (LS): is used to frame the action. It usually shows the character, the place, and the action. The actions could take place on a street, with the character taking up about 1/3 of the height of the frame and seen from head to toe.
MEDIUM SHOT (MS): frames the character from the waist or knees up - NOT full bodied, but NOT real close either. You get just enough of the overall background to help establish setting (where the scene is taking place).
CLOSE UP (CU): a characters head and shoulders dominate. This lets viewers see and hopefully feel any emotions your character shares. It visually invites the audience to become part of the story.
EXTREME CLOSE UP (ECU): this is used to focus attention on whatever is significant in the shot or in a characters facial reaction.
Sometimes another character is used as framing as in an OVER THE SHOULDER SHOT (OSS). This kind of shot uses a second character to show them reacting with another, usually during dialogue.
So, to help you remember it:
LONG SHOT: Frame the setting.
MEDIUM SHOT: frame the action.
CLOSE UP: Frame the emotion.
One of the last things we will concern ourselves with - for now - is camera movements.
Camera Movements
Shots can also be defined by movements of the camera. Camera movements are used to focus the audiences attention and involve them in the scene they are watching.
Pan (P): A pan shot rotates the camera horizontally from left to right or right to left. Just like moving your head from right to left or vice versa.
Pans are used for establishing shots when a camera moves across a desert landscape or across the horizon.
A pan can also give the feeling of searching for something within a shot.
Pans are used minimally.
Ch 6 (01_HorizontalPan)
Tilt (T): is a vertical pan (up-down or down-up), It is used to reveal a tall building or person.
A Tracking Shot (TS): when the camera travels from one place to another within a single shot it is called a tracking shot. In this kind of shot both the camera and the character, or subject, move. The camera literally TRACKS, or follows, the subject.
A tracking shot can also be when the subject stays in one place and the camera moves either TOWARDS it (called a truck in) or AWAY from it (called a truck out). This kind of tracking adds depth to the shot.
DO NOT confuse tracking with zooming!!
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http://www.devilsgarage.com/tutorials/easy-walk-cycle/
(notice: Images do not show up, click the WORD document attached for the images)
Walk Cycle
A walk cycle is a series of illustrations drawn in sequence that loop to create an animation of a walking character.
This tutorial covers the basics on how to construct a 4-frame walk cycle using Flash. A walk cycle can be broken into four key poses. These key poses are the defining points of a walk cycle:
- Forward Contact Point
- Back Contact Point
- Passing Pose 1
- Passing Pose 2
Since the leg of the character changes shape, we’ll employ guides to help maintain the volume of the leg. To help us maintain a steady size ratio, we need a reference point. Just to make sure we’re all on the same page, listed below are the publishing settings I used.
Dimensions: 585×400 pixels (width x height); Frame Rate: 6 FPS.
To start off, the first thing we’re going to do is get the leg animation nailed down correctly so that the four key frames look something like this:
The leg is defined by the highest point (pelvis) and the lowest point (indicated by the guide line).
There are many ways of going about animating a walk cycle. This method is one of the better methods I use since it’s easy and has the quickest turnaround time. I’ve broken up this tutorial into three steps:
- Step A: Understanding walk cycle and animating the two legs
- Step B: Rigging the character
- Step C: Animating the character
When I create a walk cycle, I make it a point to have the registration point at the lowest center of gravity (CG). Therefore, I set the registration point to coincide with the pivot point of the character. This isn’t a rule, but from all my experience as an animator I know this works best because you never know when you’ll need to skew or rotate the symbol.
Our first step is to create a graphic symbol which has its registration point set at the lowest CG of the character. Then we’ll go ahead and animate one of the legs using a copy-paste method, and animate the second leg too.
Step A: Animating the Legs
- Draw a line on the work area
- Select the line and convert it to a graphic symbol. Make sure to change the registration to the the lower-center-bottom spot (as indicated in the image below).
The registration point acts as the pivot to that symbol. For easy animation, we reposition the registration points so that we can pivot or skew that symbol in our favor when animating the character.
- Enter the symbol, delete the line and drag a guide line to that registration point. The guide now serves as reference for the ground.
- Create two layers, namely “pelvis” and “leg” and stretch the timeline from one frame to four frames so it looks something like below.
- Draw the pelvis on the first frame of the “pelvis” layer. Drag two guide lines to the top and center of the pelvis. Lock the pelvis layer and convert all frames on the “leg” layer to blank keyframes.
- With the pelvis and guide line as reference, draw the Forward Contact Point on Frame 1 in the “leg” layer. Switch on the Onion Skin feature to help you draw the rest of the frames.
- Draw the Back Contact Point on Frame 3
- Draw the Passing Pose 1 on Frame 2
- Draw the Passing Pose 2 on Frame 2
Now that we have one leg of the walk cycle nailed down properly, the other leg is more or less a copy-paste job.
- Create a new layer between “leg” and “pelvis.” Rename the layer “leg2″
- Convert all frames on “leg2″ to blank keyframes. Looking at the “Breakdown of Walk Cycle” image at the beginning of the tutorial we can observe a pattern the legs follow. When the first leg (black) is at the Forward Contact Point, the second leg (blue) is at the Backward Contact Point; or when the first leg (black) is at the Passing Point 1, the second leg (blue) is at passing point 2. Thus, it can be said that the second leg (blue) is two frames ahead of the first leg (black).
- Armed with the above knowledge, we can copy:
Frame 1 of “leg” ——paste to——> Frame 3 of “leg2″
Frame 2 of “leg” ——paste to——> Frame 4 of “leg2″
Frame 3 of “leg” ——paste to——> Frame 1 of “leg2″
Frame 4 of “leg” ——paste to——> Frame 2 of “leg2″
Now that we have our foundation walk cycle, the next set of steps is rigging the graphic symbols so that we can start animating the remaining body parts.
Step B: Rigging the Character
Now that we have our foundation walkcycle by animating the two legs, the next set of steps is Rigging the Graphic Symbols so that we can start animating the remaining body parts.
- Let us first download the character in profile view since we shall be rigging this setup considered here.
Download the CharacterProfile.fla file from the “U-Drive” or the write-up on the class website. RESAVE the file with YOUR NAME in YOUR FOLDER or YOUR FLASH DRIVE.
We are going to select each group in the fla file and convert it to a graphic symbol and reposition its registration point.
- Open the FLA file
- Select the head and convert it to a Graphic Symbol called ‘head’. Make sure the registration point is at the lower-center-bottom spot (as indicated in the image below).
- Select the hand and convert it to a Graphic Symbol called ‘hand’. Make sure the registration point is at the upper-center-bottom spot (as indicated in the image below).
- Select the collar and convert it to a Graphic Symbol called ‘collar’. Make sure the registration point is at the center spot (as indicated in the image below).
- Select the body and convert it to a Graphic Symbol called ‘body’. Make sure the registration point is at the lower-center-bottom spot (as indicated in the image below). Let us ignore the ‘leg’ as we are going to replace it with our animated leg. At this stage, the Graphic Symbol ‘Body’ will overlap the Graphic Symbol ‘hand’.
- Now select all the symbols and convert it to a graphic symbol called ‘charTotal’ Which stands for Character Total. Make sure the registration point is at the lower-center-bottom-spot.
- Go into the symbol ‘charTotal’, select all the content in the symbol and ‘Distribute to Layers’ (Modify/timeline/Distribute to Layers). Rearrange the layers like shown in the image below.
- Drag layer 1 below layer 6. Layer 6 will contain the drawing of the ‘leg’ that has not been symbolized. Layer 6 is going to be used as our reference leg, which we shall delete later.
- Open the 4-frame-walk-cycle-source-2legs.FLA file and copy ’leg01′ Graphic Symbol. Go back to character-profile.fla, select layer 1 and paste the ‘leg01′ Graphic Symbol.
- The next step is to make sure all the registration points are moved to the pivot point. To do this select the ‘Free Transform Tool’, Select the ‘head’ Graphic Symbol and double click on the registration point. The registration point will jump to the pivot point of that symbol. Repeat this process for all the other Graphic Symbols.Do remember that on double clicking on the registration point for the ‘collar’ Graphic Symbol, there will be no jump of the registration point as the pivot and registration point are both at the center of the symbol.
Watch the video below to see a demonstration of the same.[flashvideo file=wp-content/uploads/2010/06/change-reg-point.flv width=480 height=559 controlbar=over image=wp-content/uploads/2010/05/change-registration-point-in-flash.jpg /]
- Delete the reference ‘layer 6′ which contains the leg in standing position.
- Extend the timeline for all the layers to frame 4.
- Select the Graphic Symbol ‘leg1′ and ‘Distribute to Layers’ (Modify/timeline/Distribute to Layers). Delete the now empty ‘layer 1′.
- Select all the Symbols on the work-area and in the properties bar, Change the Graphic Symbol from ‘Loop’ to ‘Play Once’ from Frame ’1′
- Scrub the time line to see only the legs animated.
- Get back to the main timeline. Using the ‘Free Transform Tool’ select the Graphic Symbol ‘charTotal’. Double click on the registration point so that it jumps to the pivot point of the symbol.
- Extend the time line on the main timeline to 4 frames.
The assets are ready to be animated. Let’s move on to the last set of steps.
Step C: Animating the Character
- Select all the frames in all the layers and convert them to keyframes (right click/Convert to Keyframes)
In Frame 1 and Frame 3 ( Front Contact Point and Back Contact Point, respectively) the Pivot is at its lowest point, this means that the character will dipdown a bit. In Frame 2 and Frame 4 ( Passing Pose 1 and Passing Pose 2) the Pivot is at its highest point, this means that the character will rise up a bit.
- Select all the layer in Frame 1, Using the ‘Free Transform Tool’, squash the character approximately 5 pixels downwards.
- Select all the layer in Frame 3, Using the ‘Free Transform Tool’, squash the character approximately 5 pixels downwards .
- Go into the ‘leg01′ symbol. We are now going to change the pivot color from red to black and fill the legs with white color.
From Walk-Cycle studies, it is observed that when the left legs goes forwards and reaches its Front Contact Point, a Frame later the Right hand will reach its Front Contact Point, thus the swaying of the hands always has a one frame delay as compared to the legs. Thus using this principle lets animated the right hand. We really dont have to animated the left hand because its hidden behind the big body of the character.
- In the ‘charTotal’ Symbol, at Frame 2 on layer ‘hand’, select the hand and using the ‘Free Transform Tool’, incline the hand slightly forward. At Frame 4 on layer ‘hand’, select the hand and using the ‘Free Transform Tool’, incline the hand slightly backwards.
- Test the movie (Ctrl + Enter) to see the character’s walk cycle
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once upon a time, this game was AWESOME! And, believe it or not, it can still be somewhat challenging...
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Beautiful PONG
This is the PONG
My only PONG, the PONG
Of our elaborate PONGS, the PONG
Of everything that PONGS, the PONG
No safety or PONG, the PONG
I'll never look into your PONGS...again
Can you picture what will PONG
So limitless and PONG
Desperately in need...of some...stranger's PONG
In a...desperate PONG
Lost in a Roman...wilderness of PONG
And all the children are inPONG
All the children are inPONG
Waiting for the summer rain, PONG
There's danger on the edge of PONG
Ride the King's PONG, baby
Weird PONGS inside the gold mine
Ride the PONG west, baby
Ride the PONG, ride the PONG
To the PONG, the ancient PONG, baby
The PONG is long, seven miles
Ride the PONG...he's old, and his skin is cold
The PONG is the best
The PONG is the best
Get here, and we'll do the PONG
The blue bus is PONGIN' us
The blue bus is PONGIN' us
Driver, where you PONGIN' us
The PONG awoke before dawn, he put his boots on
He took a PONG from the ancient gallery
And he PONGED on down the hall
He went into the room where his PONG lived, and...then he
Paid a visit to his PONG, and then he
He walked on down the PONG, and
And he came to a PONG...and he looked inside
PONG, yes son, I want to PONG you
Mother...I want to...WAAAAAA
C'mon baby,--------- No "take a chance with us"
C'mon baby, take a chance with us
C'mon baby, take a chance with us
And meet me at the back of the blue bus
Doin' a blue rock
On a blue PONG
Doin' a blue PONG
C'mon, PONG
PONG, PONG, PONG, PONG, PONG, PONG
This is the PONG
Beautiful PONG
This is the PONG
My only PONG , the PONG
It hurts to set PONG free
But you'll never PONG me
The end of PONG and soft lies
The end of PONG we tried to PONG
This is the PONG
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Don't get excited, there's a catch.
You wll need to go through the code and make changes to the variables such as speed, jump height, etc. as well as the environment like ladders positions, blocks (size and number and location, etc).
The changes must be obvious and visible and the game will still need to function. You will also HAVE TO make the follow additions:
* Type SCORE in the upper left hand corner. You may get a Output message about embedding font when you test it, this is okay.
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With the second partof our AIRPLANE project we are going to explore the wide, wonderful world of...
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- Keyframes and the Timeline
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When completed, let me know an I will grade it at your desk, you DO NOT need to turn this in as we are still try to conserve space.
THERE ARE NO LATE SUBMISSIONS OF THIS WORK (except for absences).
It's due Thursday (1st and 3rd periods) or Friday (6th period) and those days ONLY.
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No worry if your other fishy swam away, you are going to further explore the drawing tools in Flash and create a brand new fish, smarter, faster, stronger.
Dare I say, an uber Fish?
Remember: Fish are friends, and made in Flash!
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Part I - The Drawing and Selection Tools
You will start by creating and modifying shapes and things you draw “freehand” and get some selection tool work in as well.
1. Go FILE > Open and open the fl0102.fla file that is locate in the FLASH FILES folder on the “U” drive.
2. Go FILE > Save As; in the dialogue Save As dialogue box type YourName_workfile.fla, then save it to your flash drive.
3. Select the Selection Tool.
4. On the stage, click once on the fin above the fish’s body and drag it downward until it joins the body.
5. You will make a copy of this fin to use on the bottom of the fish. The easiest way is to clone it, or drag a copy from the original.
To do this, click the top fin once to select it, then, while holding Alt, click and drag a copy away from the original.
6. Because this new copy will be a bottom fin, you will need to flip it around so it’s pointed in the proper direction. Click once to select the new fin copy, and then go
Modify > Transform Flip Vertical to get it pointed in the right direction.
7. Still using the selection tool, click and drag the fin copy to the bottom of the fish’s body and leave it selected.
8. You need to resize the fin. Go Window > Transform.
9. With the new fin selected, type 60 in the Horizontal and Vertical Scale at the top of the panel and hit Enter or Return.
This will reduce the size of the fin to 60% of its original size. You may need to reposition the fin. Do so with the Selection Tool.
(Selecting the Constrain button in the Transform panel allows you to apply onenumber, the other will fill in automatically).
10. Give your fish the gift of sight: to create the eyeball, select the Oval tool (it may be nested under the rectangle tool).
Select black for the fill color.
11. You can further manipulate your shape in the Oval Tool Properties panel. In the Property Inspector you will want to add a 50 for the Inner Radius. Hit Enter or Return.
12. Select Layer 1 in the Timeline, activating the layer then click and drag in the front of the fish (by the “nose”) and draw a small oval, the “eye”, then deselect.
Part II - Gradient and Color Tools
Now we are going to add some depth and vibrant color to your little “Nemo.”
1. Grab the Select tool, click inside the fish, you should see the dots (“chicken pox”) that would indicate that the shape is selected.
2. Click on the Fill color swatch at the bottom of the Tools panel. In the Swatches panel, choose the yellow-orange gradient at the bottom of the panel to apply it to the selected area.
Deselect the fish.
3. You will use the Eyedropper tool to select color from the body and apply it to the fins. Hold the Shift key and click each fin once to select both and then click once on the body to sample the color.
4. Use Edit > Deselect All.
Click and hold on the Paint Bucket icon and select the Ink Bottle. The InkBottle will allow you to change the stroke color of an object. You will use the
Property Inspector to set the stroke color and style.
5. In the Property Inspector, click the Stroke color swatch type #FF6600 (orange) in the hexadecimal field in the top left corner of the of the panel and then hit Enter or Return.
6. Click on the Style menu that appears below the color swatches. Choose the ragged style from the drop-down menu. Click on the edge of the fish body to apply the new stroke and style.
7. Click on the edge of the remaining fins and the gill line to apply the same color and stroke to all three. Choose Edit > Deselect All.
8. Using the Selection tool, place it just to the right of the gill line without touching it. You will see a small curve appear below the pointer.
Click and drag slightly to the right.
This will curve the gill.
9. Click the Oval tool in the Tools panel and select the Oval Primitive tool. Click the Fill color swatch at the bottom of the Tools panel and choose a light Blue color #6699FF.
Click the Stroke color swatch and select No Color.
Set the Inner Radius to 50 in the Property Inspector.
10.While holding down the Shift key, draw several ovals in front of the fish to create bubbles.
11. Choose File > Save, and save your work.
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Demonstrate MASTERY of the skill, get 100%.
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Take text Tool and type your first name on stage. To do the shape tween we need to convert this text into a shape.
Step 2
Right click on text and select break apart once and break apart again. Now text is converted to shape.
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Now delete your first shape. And lets type your last name and convert it to shape by using break apart twice.
Step 4
Right Click any where between your starting and ending frame
Step 5
From properties pannel select use Tween Drop down and select Shape
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If you see an arrow line on your time line, You are done.... Good Job
Step 7
Now test your movie by click on Control Menu and Test Movie
You can also test your movie By using Key board keys Ctrl with Enter
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Flash Fade In Fade Out Tutorial
Step1: Create an object by using an oval tool
Step2: Righ Click on your object and select Convert To Symbol
Step3: Select Movie Clip and press ok
Step4: Right click on any empty frame from time line and select insert KeyFrame
Step5: Click on your last keyframe and then click on your object, from properties pannel Select Color and from Dropdown select Alpha change the Alpha to 10%
Step6: Right Click any where between your starting and ending frame and select Create Motion Tween
Step7: If you see an arrow line on your time line, You are done
Step8: Now test your movie by click on Control Menu and Test Movie
Step9: Now lets make Fade out Effect, Right click on any empty frame after your last frame and select insert KeyFrame on time line
Step10: Click on your new last keyframe and then click on your object, from properties pannel Select Color and from Dropdown select Alpha change the Alpha back to 100%
Step11: Right Click any where between your starting and ending frame and select Create Motion Tween
Step12: If you see an arrow line on your time line, You are done
Step13: Now test your movie by click on Control Menu and Test Movie
Step14: Yahaaaa, Good job. Now you can see your fade in and fade out effect using Flash
We can use the same effect on an image or text
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Follow the tutorial presented bellow.
Save it as YOUR NAMECUT-UP.
- Open the image in Photoshop, change the Image Size to an even number (if you want to make the Math easier for yourself). Go Image > Image Size, deselect the Constrain Proportions box, round the size up (from 11.3 to 12 inches for example). You don’t have to do this, it will just make it a little easier when you create your guides.
- Select white as the background color in the tool box, and under the Menu Bar choose Image > Canvas Size and increase both the width and height by one inch. Click on the centre box to ensure our white border is placed evenly around the image.
- Now map out the areas that you are going to copy in order to keep the image looking balanced. From the menu bar select View > Rulers which will put a ruler around the image on two sides. Units of measure are irrelevant. Click on the side of the ruler and drag the lines out to mark our cutting grids. Your Grid (Guides) will be no smaller than 3x3 – that is three rows and three columns of boxes.
- Select the Rectangular Marquee tool (short cut M on the keyboard), and from the top corner of the image you will drag the marquee downwards until it just overlaps the first grid.
- To copy the selection use the Edit > Copy or press Ctrl C command then paste our selection Edit > Paste or Ctrl V. Try using the short cuts as they are much quicker. You will find that Photoshop has pasted in the selection as a new layer. Repeat this process until we have copied all the sections in the grid - but make sure when copying a selection you are working on the background layer.
- With the background layer ‘active’ click on the Create New Layer icon, this will put a new empty layer above the background layer. Fill the new layer with white using the Edit >Fill command. The new white layer will hide any of the original background image.
- Select one of the new layers and from the menu bar Layers > Effect > Drop Shadow set the distance to around 15, but try experimenting with the settings as the effect is added to all the layers. Why not try changing the order of the layers to give an 'overlapping' effect? In the layers palette click on the layer you want to move and drag it on top of the other layers.
- We can also alter the angle of our new layer by calling up our Transform command Edit > Free Transform or Ctrl T. This puts a frame around a section of the image and by using the grab handles enables us to alter the angle.
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RE-DO FOLDER!! If you re-work an assignment, place it IN THIS FOLDER. Work that is being turned in a second time is not over writing the original files. PLEASE turn your work in to this file so that you can get your CREDIT for re-doing it! If your assignment is merely LATE and hasn't been turned in before, turn it in to the CORRECT folder!
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The wattle will be red.
Once complete, save your file, open it in Photoshop, crop as needed and then SAVE IT AS A JPEG.
Files NOT labeled correctly (TURKEYSTRATOR) will NOT be opened.
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We are going to make our version of the iconic Shepard Fairey Obama political campaign poster. We are NOT going to be making any political statements with our posters, we are going to A) learn the process and B) apply it to a pop-cultural or historic figure.
You will be REQUIRED to do ONE (1) image. You MAY do TWO (2). This process gets easier the more you do it, however, do NOT use "excess" time doing a second if you need to re-work/re-submit or complete another assignment.
You can always turn in a second prior to the end of the semester.
KEEP IN MIND THAT You are NOT to use Hitler, Stalin, Pol Pot, Charles Manson, Richard Ramirez, etc. (no mass murderers, despots, or dictators).
When in doubt, ASK! (Genghis Khan was allowed, Saddam Hussein would NOT be allowed. Difference between distance from a historical stand-point. Obama or GW Bush - no thank you, try harder... Maybe Andrew Jackson or Aaron Burr?
This exercise will bridge Photoshop and Illustrator.
Enjoy!
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Keep it simple, just give me the basics (don't steal mine!):
"My film is about a MAN separated from the family loves he by events out of his control and his journey to reunite with them. This film takes place after a collapse of societal conventions: financial, educational, and judicial. Into this gap, many states and counties broke into “clans” united by geography and a common need to protect each other. Our MAN must travel from the lawless Bay Area around San Francisco to the Sierra Nevada foothills to join his family."
After the paragraph, you will give me AT LEAST 3 possible scenarios for your poster:
"Possible Scenes depicted in my posters:
1. Destroyed Bay Area with MAN walking out of it.
2. MAN, family behind, dark skies, trees
3. MAN walking through an ominous forest
4. MAN traversing an unidentified destroyed cityscape"
You will turn this in separate from and BEFORE your posters.
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From the "U" drive, using only the provided images and your knowledge thus far, create an original horror movie poster.
Deadline is today.
Requirements:
Title
2 images at least
credits (full)
Layer effects / styles
Blending mode changes
Masks
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Due to our wacky-schedule, we are going to have a little bit of fun with text. This should help give you a break from all the poster-work and help CHARGE you up for your final!
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You will find here the write-up for a Western Style movie poster, 7 types of fonts, and two images.
THIS IS DUE FRIDAY 10-25-13
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Don't worry, though it's involved, it won't bite!
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This is NOT in lieu of ANY work you may have YET TO COMPLETE but in ADDITION.
It has a later due date and is meant to add a little levity while teaching some more handy Photoshop skills.
This is NOT to be done if you have ESSENTIAL work (MUST DO work) still remaining.
GO TO THIS LINK FOR THE LOGO:
http://werenotsorry.files.wordpress.com/2013/07/batman-logo.gif
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YOUR FOLDERS, FILES, ETC WILL BE CHECKED PERIODICALLY.
Everything you see can and does, influence your development as a visual artist. If you see an image in a magazine, an ad that strikes you.
Grab it. Put it in your file.
A nice card.
Put it in.
An interesting pattern.
Yup, put it in.
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Due:
Assignment
Due:
Assignment
Use your own words and express the ideas in complete thoughts.
Save the document and turn it in under the "Submit Homework" tab.
Due:
Assignment
Due:
Assignment
They key is: PORTRAIT.
You will select an appropriate image of an individual, one preferably with a little tonality to it, though you will soon get rid of all of that.
You will need the three additional files with this lesson.
You will find them to the right of this entry. RIGHT CLICK with your mouse and "Save Image As..." and save it to your desktop, your Documents or Pictures folder or save it to your Flash Drive.
You will use all three.
DO NOT take forever finding an image.
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Assignment
Instructions are posted on the class web page and I will go over it with the classat our next meeting.
As always, you may begin, early.
Due:
Assignment
Due:
Assignment
Due:
Assignment
I will need this number to VERIFY your account. Furthermore, this allows you to SEE what you have submitted.
WE NEED THIS DONE THIS WEEK!