As you approach a design that needs to be built in vector form, you must have your rules of creative engagement thoroughly defined. This means knowing what specific type of build method will work best for your design so that your final art will be both precise and professional.
In chapter 5, we covered two shape surveillance techniques: The Clockwork Method (TCM) and Prime Point Placement (PPP). In this chapter, we'll leverage both techniques as we build art using another technique I have developed: the point-by-point method. As mentioned in chapter 5, TCM gets your points in the right neighborhood, and PPP gets them to the right address. The point-by-point method builds the actual structure.
In this chapter, you'll also learn another construction technique: the shape-building method. The shape-building method does just what it advertises: It builds shapes (with points conveniently already in place) using familiar Illustrator tools.
For the majority of the vector artwork that you'll build, you'll need to use both the point-by-point method and the shape-building method. They work together like an artistic tag team in building vector shapes. How do you know when to use which method? It depends on the shape that you need to create.
• You'll use the point-by-point method to create any shapes that are free-flowing and organic. Any form that has a lot of curvature to it that requires complex Bézier curves will utilize this method (FIGURE 6.1).
• You'll use the shape-building method to create any shapes that are more geometric or iconic in nature. Simple forms that can be built using 90-degree angles or that contain circular or square shapes are ideal for the shape-building method (FIGURE 6.2).
By the way, when you're drawing out your concepts and your design requires a circular shape, or another type of basic geometric form, don't worry about getting it perfect in your refined sketch. You can use the shape-building method to get that job done quickly later on.
Before you begin to build in vector form, do your best to determine what parts will require a point-by-point method and what parts will require the shape-building method in order to create them. The more you utilize both of these build methods to create your vector art, the easier it will be to determine which one to use.
Like wine, your ability to discern what method to use and when to use it improves with age.
In chapter 4, I focused on the good, the bad, and the ugly attributes of anchor points, and in chapter 5, we thoroughly defined how to discern where to place anchor points.
The point-by-point method that I'm introducing in this chapter takes the rough forms you created with TCM and PPP and transforms them into polished final art. Here's how it works.
When it comes to vector building, there is nothing more fundamental than building your shapes one anchor point at a time—hence, the name ”point-by-point.” It defines the modus operandi that most people use when working with vectors. I've created a four-step method that will help you optimize the process. The four steps are:
1. Rough Build: Using TCM and PPP (see chapter 5), you'll place your anchor points in their correct locations to roughly form the shape you want to build (FIGURE 6.3). If an anchor point needs to be smooth, pull the Bézier handles out just enough so you can easily grab them later (in step 4). Don't try to refine the shape too much now; all you want to focus on is the correct anchor point placement.
2. Shape with Xtream Path: With your anchor points and their corresponding paths in place, you'll now use the Segment Direct Edit tool, which is part of the Xtream Path plug-in (covered in chapter 2). Simply grab anywhere on the path (between any two anchor points) and push or pull it to form the desired shape (FIGURE 6.4), adjusting the Bézier curves as needed to match the vector path with the underlying drawing (FIGURE 6.5). Don't worry about breaking your smooth anchor points; we'll fix those in the next step and dial it in even more.
3. Smooth Anchor Points: Now, using the Direct Selection tool, select all of the anchor points in your design that should be smooth—not corner points (FIGURE 6.6). Once you have them all selected, from the Control panel, using the right-most button of the Convert option, click ”Convert selected anchor points to smooth” (FIGURE 6.7). At this point, your vector art is ready to refine. (For more information about anchor points, see chapter 4.)
4. Refine Shapes: It's time to focus more closely on the Bézier curves and pull their handles out to refine the path shape. Notice in FIGURE 6.8 how the Bézier handles are parallel where necessary to ensure precise curves. You'll also want to re-scrutinize your anchor point locations and make any small PPP corrections necessary in order to form an accurate vector shape. (Review Prime Point Placement in chapter 5.)
At first, these four steps might seem laborious if you're not used to building your vector artwork this way, but over time all of the methods that I cover in this book will become second nature to you. Once you get used to them, you won't consciously have to think about each step of the process. It will all just be part of your natural workflow. Use these methods consistently in your work, and you'll soon see your vector build times lessen and your level of precision increase.
So no whining: Stay consistent and expect to struggle through this until it becomes your new normal. You won't be sorry.
When you create any Bézier curve in your design, you'll need to analyze the length of that curved path and determine how many anchor points you'll need to form it precisely.
Getting your anchor points right is a balance between using just enough to get the job done accurately and not adding too many, which makes it harder to control the form of the vector path. We discussed this tangentially in chapters 4 and 5, but since it's a core aspect of the point-by-point method, we need to focus on it more specifically now. In FIGURES 6.11–6.13, I show how to find the balance between too many and not enough anchor points. Keep TCM and PPP in mind.
The shape-building method that I describe in this section is ideal for creating geometric shapes. Creating your artwork with one continuous path, point-by-point, isn't always practical, nor is it an efficient use of your time.
This is where the shape-building method comes in. It's a simple and fast way to build precise shapes using one or all of the following tools in Adobe Illustrator: the Rectangle tool (M), the Ellipse tool (L), and the Pathfinder panel (Shift-Command-F9 or Shift-Control-F9). It's faster to build simplified geometric shapes using the shape tools because they will form the entire shape needed with all of the anchor points in place automatically. So it takes less time and will be more precise than manually trying to position each anchor point on a path and then adjusting multiple Bézier curves.
To demonstrate the shape-building method, we'll create a palm leaf in three easy steps.
1. Basic Vector Shapes: Using the refined sketch as our guide, choose Rectangle > Tools > Ellipse (L) and create six circle shapes that match the contour of the refined sketch shown in FIGURE 6.14. (See chapter 2 for more information about this tool.)
2. Pathfinder Panel (Shift-Command-F9 or Shift-Control-F9): Select the two circles that make up the shape of the palm leaf design and click the Intersect button in the Pathfinder panel (highlighted in red in FIGURE 6.15). This will create a new shape that is formed by the area where the two original circles overlap. To form the other four circular shapes that make up the stem and the notches of the leaf, select any two shapes and click the Minus Front button (highlighted in green) in the Pathfinder panel to form the shapes you'll need to punch out of the base shape (Figure 6.15). (See chapter 2 for more information on Pathfinder functions.)
3. Final Shape Building: Once you have all the necessary shape assets in place (stem and notch shapes) to form your final art, as shown in FIGURE 6.16A, you'll select them all (V-Shift) and then click the Unite button (highlighted in red) within the Pathfinder panel (Shift-Command-F9 or Shift-Control-F9) to form one compound path (FIGURES 6.16B–6.17).
The palm leaf is just part of the overall design shown in FIGURE 6.18. The majority of the design relied heavily on the use of the point-by-point building method, but when I got to the palm leaves it made more sense to use the shape-building method instead.
Knowing when to use the shape-building method or the point-by-point method depends on the type of shape you're trying to create. Rarely, if ever, will you build your entire project using one or the other. For the majority of your projects, you'll start building your vector art via the point-by-point method, and sometime during that build process, you'll get to a specific part of your design that will lend itself to the shape-building method.
It's all about discerning the shape you need to build at any given moment and realizing that in one case it would be far easier and more precise to create a certain shape using the shape tools, and in another case it would be better to manually place anchor points and adjust Bézier curves. Let's take a look at a design that requires both methods (FIGURES 6.19–6.24).
Using both vector build methods will help you master the creation of any shape. Don't let a complex shape intimidate you. Instead, approach it with creative confidence, knowing you can tag-team any vector challenge.
When you use the shape-building method, you'll create certain shapes for no other reason than to move another shape further along in the build process. These sacrificial shapes are important, but they will never appear in the final art (FIGURES 6.25–6.26).
When you create your art using the shape-building method, your final shape might need some additional refining. The BetterHandles plug-in by Nineblock Software can help get that job done.
As I griped in chapter 2, Adobe Illustrator contains a bug within the Pathfinder panel that creates redundant points in your artwork. This means that one point literally sits on top of another. When you select a shape, it might look normal, but these redundancies can cause problems later.
The BetterHandles plug-in contains a function called Remove Redundant Points that can remove all such duplicate anchor points with a path. Let's take a closer look at how this plug-in works (FIGURE 6.27).
Sometimes when you build vector art, whether by the point-by-point or shape-building method, you inevitably add extra points to your vector paths. Or maybe you decide later that you simply don't need one or more of the anchor points you initially placed.
You can use BetterHandles' Smart Remove tool to remove extra anchor points from a path and still retain your art's shape. Let me show you what I mean (FIGURE 6.28).
The phrase ”E Pluribus Unum” can be found on United States coinage. It's Latin for ”Out of many, one.”
This saying can also apply to our creative process as it relates to building vector designs. As you create your vector shapes using either the point-by-point or the shape-building method, you can also benefit by dissecting your design into more manageable individual shapes and then combining them later into the final shape you need.
We touched on this vector building method in chapter 3, and you'll notice it within many of the other images throughout the book as well.
A variety of complex shapes can make up any design. When it's a custom logotype, for example, the shapes also have to be consistent and precise in order to keep the letterforms readable.
A project like this is made far easier by dissecting your design into smaller individual shapes. This allows you to focus on each part and render it accurately.
By dissecting the shapes shown in FIGURE 6.29 into smaller parts, it helped me maintain the continuity of my content. For example, if you look at the letter H in the word Church in Figure 6.29, I used the horizontal width of its shapes to guide my building on other letterform widths such as the B, U, and R. If I would have tried to build each letterform as one single path, it would have taken a lot more time and effort on my part to pull it off with precision (FIGURES 6.29–6.34).
Whether you're building your design using the point-by-point method or the shape-building method, dissecting your design will work well within a systematic creative process.
There's one additional build technique that can be used, in combination with point-by-point and shape-building, that can really speed up your work: working symmetrically.
When you create symmetrical artwork, you only have to build half of the art (top left in FIGURE 6.35). From that you'll be able to create the entire finished piece by simply cloning the shapes you need and flipping them using the Reflect tool.
Here's how:
1. Create your vector art based on your refined sketch. Select your vector shapes (V-Shift). (See the top left of Figure 6.35.)
2. With your vector shapes selected, take the Reflect tool (O) and position it on one of the center anchor points (circled in red). With the Shift key held down, drag the cursor to the left to flip the art. (The flipped vector art is colored green in the top right of Figure 6.35.)
3. Now that you have all of your shapes in place, you'll combine them using the tools in the Pathfinder panel to build your final shape. Just select the various shapes and click the Unite button (if you want to merge shapes) or Minus Front button (if you want to eliminate shapes) to create all of the final vector forms needed for your design (bottom left of Figure 6.35).
The symmetrical character art used the point-by-point method, the shape-building method, and symmetry to create the final design shown at the bottom right of Figure 6.35. The more you're able to combine the various build methods covered in this book, the more productive your workflow will become (FIGURES 6.36–6.45).
I've isolated my various build methods in this chapter so that I could walk you through each one individually. I then explained how to use the methods together in the greater context of a systematic creative process.
But the creative process isn't always as orderly. Many times a project will require you to go back and forth, utilizing earlier methods and applying them later in the creative process in order to arrive at the final vector art needed.
A good example of this back and forth was documented in FIGURES 3.34–3.36. The same will be true in your own projects as you begin to use the point-by-point method and the shape-building method we covered in this chapter.
A healthy creative process should be flexible, adaptable, and open to the use of any method needed at any given time in order to improve the final result.
As we covered earlier in this chapter, dissecting your vector building into smaller, more manageable shapes makes the whole process of forming your art easier and leads to faster build times, especially when you're creating complex designs.
In this section, I've gathered together a few of my more complex designs so you can see how I diced each one up. In each design, I dissected the whole into smaller pieces that were much easier to handle.
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