figure 1 : The finished 'Console'
Creating a Web Console in PhotoPaint 10
by Clifford Anderson
This idea of a 'console' for the web is an interesting
graphic for understanding the use of paths as well as a general use of brush
strokes. It purports to be a graphic to house stuff like navigation (hence, our
use), but I've seen similar graphics for scrolling news items and stock reports.
The original idea for this exercise and its initial design first appeared in
Scott Kelby's book, "Photoshop 6 Down & Dirty Tricks" (New Riders
Publishers: 2001, pp.160f.). Our objective is to repurpose the exercise so that
you'll know how to do it in PhotoPaint 10. The key elements of this exercise are
1) to use a brush to created shadows and highlights and 2) to delve into one of
PhotoPaint's native plugin filters : KPT's ShapeShifter.
The overall make-up of this 'Console' is : the
'console' element, complete with shading; the black 'panel' on the right; then
the lines, text, and buttons front and center.
OK, enough talking, let's get to it. Have the following
Dockers open and ready : Objects, Channels, Paths, and Brush Settings.
Also have a color palette and the defaults set for the color wells in the status
bar.
figure 2 : The Path for the Console Shape
Open a new document :
300 x 500 (w x h), white background.
Select the Path Tool and generate the path according to figure 2 (I started
at top-left, working clockwise).
From the Paths Docker, set the Path to a Mask and hide the Path from view.
From the Channels Docker, create a channel from the mask, rename it 'original
console'. Finally, from the Objects Docker, create a New Object.
Press 'F' to select the Fill Tool, right-click 50% black from the palette and
fill the new object. Remove the mask and rename the object, 'console'.
Save your work. We're almost ready to use the brushes, so prepare yourself!
But first, we'll create another object to serve one of our brush
strokes.
figure 3 : Clipping an
Object to a 'Parent'
Create another object via the Docker and 'clip' it to the
'console' (figure 3).
If you've not used this feature before, it is known as 'Clip to
Parent'. What it does is it becomes a 'child' to the object below it in the
docker and whose pixel information is made visible by the non-transparent
element of the 'parent' (here, the 'console' object). Therefore, when we use a
brush on this clipped object, the stroke will be visible according to the
'parent'. Very helpful for softening or 'faking' an edge, like we're doing
here.
(I suggest you resize your document window to be about 1/2" larger of all
four sides for doing the strokes.)
Below are the settings for the Paint Tool (F5) | Art Brush, as well as the
beginning and end stroke to get the first round of 'shading'.
figure 4 : Art Brush
Settings for the
Black Stroke
figure 5 : Beginning of Brush Stroke
(Click once)
figure 6 : End of Brush Stroke
(Alt-click once)
figure 7 : Console After Black Strokes
If you're not accustomed to using a brush and/or using a
mouse to commit fluid strokes, PhotoPaint has a nifty addition, namely, using
the 'alt' key to get nice straight lines. As you can see from the figures,
above, it is simply a matter of picking a spot on the object, clicking once to
create a 'point A', then moving the mouse to 'point B' and alt-clicking.
Because of this two-step process for creating a single brush
stroke, consider using the Undo/Redo Docker or setting your 'levels' of undo to
2+.
To stroke this console with some level of precision, I have intentionally
asked to set the size of the brush nib to 60. From figures 5 & 6, above, you
can see that the nib size is half 'on' and half 'off' the console. Keep that in
mind when doing the rest of the console.
Use half the brush size to shade the top, left, and bottom of the console (of
course, you'll need to freehand the curves at the bottom). But, when you get to
the right hand side of the console, only place a quarter of the nib's width onto
the console to shade it (figure 7).
figure 8 : Adding two
additional objects and
clipping them
figure 9 : Spray Can
Settings for the
white stroke
Now to add the white strokes. As you can see, there are two
objects that make up the white shading : one is for a general shade that serves
to 'curve' the shape; the other is a more sharp contrastive element to define
the light bouncing off the top-left and bottom-right corners. Each of these will
be independent objects, both using Clip-to-Parent. Rename them 'white strokes'
and 'small_white_strokes' (figure 8).
figure 10 : After all Brush Strokes
have been Applied
Let's start with the 'white strokes' object. This time we'll
use the Spray Can according to the settings in figure 9. Click on 'white' for
the paint color and use the 'click...alt-click' procedure we had done for the
black shading, above.
For this stroke use the top-left corner as 'point A' for both the vertical
and horizontal strokes. What is more, use the inside edge of the black stroke to
center the placement of the nib for the white stroke. This will ensure a nice
blend transition from black shade to white shade.
Moving on to the 'small_white_strokes' object, reduce the nib size to '18'
and stroke the top-left corner, then reduce to '14' and do the bottom-right
corner. For a tip, stroke it as though you were (carefully) erasing a small area
on a piece of paper. Save your work.
At the end of our exercise there is going to be a small section
devoted to touching up the console. One element I decided to 'touch-up' is the
long white strokes, and to do so with a Gaussian Blur. We could change it now
but I think it's more appropriate to do so when we have all the components in
their place to more accurately determine how much blurring is necessary, if at
all.
figure 11 :
The Initial
Mask Rectangle
figure 12 :
The Initial
Mask Rotated
Clockwise
We're now going to create the black 'panel' that is on the
right-hand side of the console. To do this, we need the 'console' object
selected.
Press 'R' for the Rectangle Mask tool, click and drag a selection like the
one in figure 11. Press 'M' for the Mask Transform tool, click inside the mask
once to change it to 'rotate', and rotate it clockwise (figure 12). Double-click
inside the mask when you're finished rotating.
Double-clicking outside of a transformation will remove it;
double-clicking inside will commit it.
Before we make an object from this selection, let's use it to update our
existing channel, 'original console'. Right-click 'black' to set the fill color,
click on the channel and press 'delete' (it will fill with black).
Now click on the 'console' object again and Ctrl Sh UpArr to cut out a new
object. Name this new object 'black panel right' and move it below the 'console'
object.
figure 13 : Objects
Docker with Shadow
Objects in
Place
figure 14 : The Console's Current Condition
with Shadows
Intact
Let's make 'shadows' for each of these objects and adjust
the black panel a bit.
In the Objects Docker, select the 'console' object and shift-select the
'black panel right' object. 'Ctrl D' to duplicate them and rename them according
to figure 13. Once done, adjust their respective positions (figure 13).
Enable 'Lock Object Transparency' at the foot of the Objects Docker, select
the 'console shadow' object and fill it with black. Select and do the same for
the 'black panel shadow' object.
Select the 'console shadow' object, go to Effects | Blur | Gaussian Blur...,
set the radius to 4.0 and commit it. Select the 'black panel shadow' and press
'Ctrl F' to repeat the blur.
Ctrl-select the 'console shadow' in the Objects Docker, switch the Merge Mode
from 'Normal' to 'Multiply' and reduce the Opacity to '80%'.
Wouldn't it have been easier to use the Interactive DropShadow
tool? In a word, Yes. My personal opinion is that PhotoPaint's drop shadow tool
needs a better feather transition (the gaussian blur effect) and the ability to
change the Merge Mode of the shadow. Until it acquires those two elements, I
prefer making shadows the old-fashioned way (I simply wanted to make you aware
that my stubbornness need not be your methodology).
Finally, select both the 'black panel' and its shadow then use your 'arrow'
keys to nudge them 'up' and 'left' of their current position. The result will be
something like figure 14. Save your work.
figure 15 : Console with
Text in Place
Up to this point, we have taken care of the bulk of the
Console's 'look'. Outside of a few issues of touching it up with color and
blending the shading elements, it's a done deal.
What we will do now is create the attributes to make it both functional (text
and lines) and colorful (buttons!). We'll start with the text, then add some
lines, and move on to some very interesting buttons to go with these.
Press 'F8' for the Text tool and from the property bar, choose the
following : Kabel Ult BT, 24pt and click 'white' for the paint color. Click
on the document and type 'home'. Continue to click and type the words of figure
15, then select the Object Picker.
To quickly distribute the text elements, the following : Place both
'home' and 'contact' where you will want them. From the Objects Docker, select
the top-most text then shift-select the bottom-most. Press 'Ctrl A' to bring up
the 'Align and Distribute' dialog box. Align should have the 'left' checkbox
checked with the 'To Active' radio button selected. Distribute should have
vertical 'spacing' 'to extent of selection'. In other words, if you have the
'preview' eye selected, your text will be justified left and spaced evenly.
Click OK.
Any necessary last minute tweaks to the text should be done now. Whatever the
case, once you are done, select all the text elements again. Combine them (Ctrl
Alt DnArr), duplicate them (ctrl D), and nudge them up and left, 1 pixel each
direction. Right-click on 'black', go to Edit | Fill..., click on 'Lock' then
click OK. Result? Black text on top of offset white text. True? Good. We move
on, then.
figure 16 : Creating a Line
Between the Text Elements
figure 17 : Console with
Distributed Black & White Lines
Now comes the lines that go between the text elements. There
will be only a small deviance when creating the lines based on how we created
the text.
Click on 'white', press 'L' on the keyboard for the Line tool. From the
property bar, set the 'shape width' of the line to '1' and enable 'renders the
shape to an object or selection'. Click and drag a white line that extends
beyond the console (figure 16).
A Clip Mask will remedy the extra length while giving us the
flexibility to adjust the lines whenever we want; it will be covered below.
Press 'O' on the keyboard and position the line so that it is between 'home'
and 'products' then 'ctrl D' 5 times. Ctrl-click and drag one of the lines down
between 'login' and 'contact'. Select all the lines in the Objects Docker. 'Ctrl
A' for the Align and Distribute dialog and distribute the lines to the extent of
the selection. With that out of the way, tweak the spacing between the lines as
necessary before you combine them (next).
From the Objects Docker, select all the lines and press 'Ctrl Alt DnArr' to
combine them. Finally, 'Ctrl D' to duplicate the whole array. Rename the
objects, 'black lines' and 'white lines', respectively.
With the 'black lines' (top object) selected, fill with 'black' (don't forget
to lock the transparency of the object). Use the UpArr key to nudge 'black
lines' up 1 pixel. Save your work.
figure 18 : Console Lines After the
Clip Masks have been
Applied
Great. What follows now is the need to remove the extraneous
elements from the lines all the while keeping the appearance of contiguity with
the lines and the edge of the console (figure 18). Our best bet to do so is with
a couple of Clip Masks.
Go to the Channels Docker and load 'original console'. From the Objects
Docker, select both 'black lines' and 'white lines', right-click on one of the
their thumbnail icons (important!) and choose Create Clip Mask | From Mask.
'Ctrl Sh R' to remove the mask.
This technique ensures that the contour of the console is going
to be used to accurately 'clip' the visibility of the lines. What's great about
using Clip Masks in this context is the lines are still available for editing.
So, if you wanted to shift them to the left a bit, you could without a
problem.
figure 19 : Adding an Ellipse
for ShapeShifting!
(gray
added for emphasis)
After working in gray all this time we finally come to the
point where we will be adding some color. Likewise, this is the point where I'm
able to introduce to you one of PhotoPaint's built-in plug-ins, KPT
ShapeShifter.
Begin by adding a new object to the Docker. Press 'J' for the Ellipse Mask
tool. From the property bar, change the Mask Style to 'Fixed Size' then set the
width and height both to '24'. Click to the left of the 'home' text as in figure
19. 'Ctrl H' to hide the mask.
figure 20 : One of the
KPT ShapeShifter
Output Dialogs
Go to Effects | KPT5 | KPT5 ShapeShifter.... When the
initial interface kicks in, go straight for the favorites icon (it looks like a
heart, bottom-left) and choose 'Basics', 'Glass (Blue)', then click the 'check'
mark to return to the interface.
If this interface is new to you then it is no small thing to take it all in.
I'd like to spend just a few sentences dissecting one of its output screens and
have it serve as an overview for manipulating the rest of the outputs (according
to figure 20).
- Clicking to the right of #1 will open the extra white area (#4); the white
area is there to inform you of the current setting (#6), and allows you to
more precisely set the percentiles relative to it (#5) while giving you the
numeric reading (#7).
- The text of #7 is according to that which is selected under #3. When the
text under #3 is in play, it will be 'white'. Using the sliders in this area
will change the percentiles by whole numbers, whereas using the slider of #5
will add decimal values.
- Finally, #2 (in this example) is a color chip by which you may click and
drag along the black/white and/or hue/saturation values at will. Many of the
dialogs do have a color chip but not all. Keep in mind that, in this same area
there are some dialogs that will have an 'eye' opened or closed (see the
'Glow' or 'Shadow'); clicking on this 'eye' will simply turn 'on' or 'off' the
output's effect.
Now, with this overview, what follows are a set of lists to (try to) make it
easier to put in the correct input and not confuse you in the
process!
figure 21 :
The 'Main Shape' Output
For the 'Main Shape' input (figure 21), the following :
- Bevel Masking = 'checked'
- The first of the three 'levels' buttons will be used (it is probably
selected by default)
- Bevel Scale = 8
- Bevel Height = 42
figure 22 :
The 'Glow' Output
For the 'Glow' input (figure 22; make sure the 'eye' is
open!), the following :
- Color = Black
- Transparency = 40%
- Glow Softness = 2%
- Glow Offset X = -2%
- Glow Offset Y = -2%
figure 23 :
The 'Shadow' Output
For the 'Shadow' input (figure 23; make sure the 'eye' is
open!), the following :
- Color = White
- Transparency = 60%
- Shadow Softness = 1%
- Shadow Offset X = 1%
- Shadow Offset Y = 1%
figure 24 :
The '3-D Lighting' Output
The 3-D Lighting is a little more adventure-some,
to say the least. One tip regarding this output...see the light bulb with the
'+' sign (for adding lights)? Use the 'Alt' key to change it to a '-' to remove
lights.
For the '3-D Lighting' input (figure 24), the following :
- Ambient Glow = 0% (you'll get this option by clicking on the actual
'marble')
- Center Light Source :
- Light Brightness = 56%
- Highlight Sheen = 0%
- Highlight Spread = 100%
- 9:30 Light Source :
- Light Brightness = 56%
- Highlight Sheen = 13%
- Highlight Spread = 97%
- 11:00 Light Source :
- Light Brightness = 50%
- Highlight Sheen = 50%
- Highlight Spread = 87%
Just as we grabbed a preset to begin this trek, so likewise
can we add this current setup as a preset. Simply click on the 'heart' and
choose 'add preset'. Nifty!
figure 25 :
Console With All the Buttons
Back to the Console.
'Ctrl H' to make the mask visible again. 'Ctrl Sh R' to remove it. Press 'O'
and make sure the newly created button is selected. If so, 'ctrl D' 6 times (for
each text element), ctrl-click and drag one of the buttons down to 'contact',
then shift-select all the buttons to distribute to the extent of the selection
('ctrl A'). Finally, make any last minute adjustments to the position of the
buttons.
To add the large button at the bottom of the Console (figure 25) will take
only a couple of tweaks to our existing settings.
Add a new object and press 'J' for the Ellipse Mask tool. Change its
properties to read 40 x 40 for the width and height and create a single mask in
the appropriate place.
We could 'ctrl F' to repeat the KPT ShapeShifter settings, but I want to
tweak one setting to accomodate the larger ellipse. Therefore, open the
ShapeShifter again, visit the 'Main Shape' output dialog and change the Bevel
Scale to '16'. Click OK. Remove the mask and adjust the button accordingly. Save
your work.
figure 26 :
Finished Console
with Additional Tweaks
How about we color the console and touch-up the relationship
of the shading elements to the console?
I mentioned above that the 'white strokes' object was too strong in character
from my perspective. But I waited to change it in order for us to have a look at
it with the text and buttons now in play. To get the look found in figure 26,
select the object, open the Gaussian Blur filter and set it to 6.0 pixel radius.
Likewise, in the Objects Docker set the Merge Mode to 'Add' and the Opacity
slider to 40%.
Take the 'black strokes' object and change its Merge Mode to 'Overlay' at
'80%' Opacity.
Select the 'white lines' object and shift-select the 'white text' object,
then choose 'Add' for their Merge Mode and '40%' for their Opacity.
Finally, select the 'console' object itself, go to Image | Adjust | Channel
Mixer and add the following settings :
- Color Model = RGB
- Output Channel = Red
- Input Channels : Red = 140; Green = 0; Blue = 0
- Output Channel = Green
- Input Channels : Red = 0; Green = 90; Blue = 0
- Output Channel = Blue
- Input Channels : Red = 0; Green = 0; Blue = 90
This concludes the work for the 'Console'. The key players
that really gave some punch to the project were the use of brush strokes and
KPT's ShapeShifter tool. The controls alone warrant their own study and were
only touched upon, here, to get the user up and running with the actual
project.