egypturnash: (HGA)

This is the entire layer structure for pages 18/19 of the Mixolyne side of Parallax. It is pretty average for the number of layers per panel.

I threw together this quick composite screenshot due to a post on the Illustrator subreddit where someone questioned a statement that “most designers don’t use layers”. I am neither “most designers” nor am I “a designer” but layers are super useful.

Mirrored from Egypt Urnash.

sizing

May. 22nd, 2019 03:30 pm
egypturnash: (HGA)

I spent a while today and Monday doing something I’d been putting off for a good while: resizing the styles for the Mixolyne mechs. See, I’d drawn them super-huge originally, and a lot of the graphic styles I’d built out of those drawings performed poorly when I tried to use them at the right size. I’d been resizing them on an ad-hoc basis every time I pulled the styles into a new page, but last Monday I pulled up the first of several rough pages where Kirt and Noa will be spending a lot of time running around in their mechs, emoting at each other through body language, and I just really did not feel like rescaling these styles for every page individually like I’d done for the first few pages.

A few weird Illustrator hangs later, I’ve generated a feature request for folders in the Graphic Style palette, decided to do an ugly organizational kudge in the meantime of blank styles serving as separators to help me find stuff in the giant sprawling pile of styles I’ve ended up with, and created sets of styles for these mechs in both their shiny, healthy versions and the “dehydrated” versions they started the story in.

This took me a few hours but it should help a lot when I start actually drawing these pages; by doing this I’ve piled up a bunch of cool effects and taught Illustrator how to do them for me, and now I can just mindlessly re-use all of them at high speed.

Mirrored from Egypt Urnash.

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Margaret Trauth

October 2020

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