Transcripts
1. 00-01 Introduction: As Salam Maleku my
name is wide Motakin. I am an entrepreneur in
creative industry and also an academic lecturer in design and computer graphics. I teach graphic design, digital painting, architecture visualization,
three animation, web design, motion graphics, game development, and
many other topics related to computer graphics. Affinity is a free graphic
design application that is now owned by Canava. Although it is free, affinity is a professional
grade software comparable to Adobe
applications. What is great about
affinity is that it integrates all the graphic design features
into a single app. If you can imagine
Photoshop, Illustrator, and in Design all combined
into a single software, well, that is basically what
affinity is in its course. You will learn how to use affinities vector tools to design professional
logos and icons. Even if you have never used affinity or any other
graphic software before, there is no need to worry, as we'll start from level
zero or very basics. The curriculum is carefully crafted for
convenience and speed, allowing you to master
affinity quickly through an easy, fun
learning experience. Throughout the course,
you will complete a series of hands on projects, starting with simple icons
and gradually moving up to more challenging vector
logos and complex drawings. There are a lot of things that you are going to
learn in this course. It would be impossible
to explain all of them in detail in
this short video. But just for a quick preview, this online course consists
of eight chapters, excluding the
introduction chapter. In Chapter one, you will learn the essentials such
as DUI, navigation, creating parametric
vector objects, object transformations,
how to work with layers, duplicating objects, and so on. In Chapter two, you will
learn snapping and alignment. You learn how to use the
grade rulers guides, alignment with key objects, distribute objects, and so on. In Chapter three, you will start drawing and
editing vector graphics. You will learn different
types of vector nodes, tweaking handles and segments
using the node tool, learn how to use the pen tool, the corner tool, the
contour tool, and so on. In Chapter four, you will learn different techniques to
combine vector objects. You will learn the
Mokovskmn Wolanoperations, compound objects, the
Shape Builder tool, layer clipping, layer
masking, and so on. In Chapter five, you
will learn basic to advance techniques
related to vector stroke. You will learn how to create
these lines path brush, variable stroke
width, and so on. Chapter six, you will learn all the coloring techniques
available in affinity. You will learn how to pick colors using gradient
and gradient mesh, how to use a flood fill tool, using swatches and so on. In Chapter seven, you will learn different techniques related to text and managing vector assets. You learn how to use
the artistic text tool, placing a text on a path, warping vector shapes, using
the assets panel, and so on. In Chapter eight, you will
work on three final projects, including a candy logo, a laundry logo,
and a game title. So join the chorus now
and start creating beautiful logos and icons
using affinity Wala Malcom.
2. 00-02 Exercise files and conventions: Come to the course.
Before moving on, there are also important things I need to mention
about the course. First, it's about
the exercise files. You can load all the
exercise files for this course in the resources
section of this lesson. In case there is a
problem as a backup, you can also download the
files from the following link. Please pay attention to the capitalization
of the letters, as this link is case sensitive. You can download the
files one by one, but it will be easier
if you just click this download button to download them all
in one zip file. The text you see here depends on where you are or your
language preference. It says, download Smoa
because I am in Indonesia. You will see the text download
all if you are in the US, UK, or other English
speaking countries. As you can see, the
files are named based on lesson with additional
chapter code in front. Next, it's about the
structure of the course. I have carefully
crafted the curriculum so that everything is
placed sequentially. Each lesson you take
on one level will become the foundation of
lessons in the next levels. Therefore, it is
important that you take the course in order step by
step, not jumping around. If you take the course
by jumping around, most likely you'll get
confused at some point. The second thing I need to
mention is that you need to practice for each video. Please try out lesson
yourself at least once. The course is not just baterias. Most of the lessons
are practical skills. So again, you need to
practice if you really want this online course to
benefit you in this course, using a PC with a Windows
stand operating system. So every shortcut I mentioned in the video will be for
PCs and Windows OS. If you are using a mac computer, you will find some differences. I believe most Mac users
already understand that the command key
on a Mac is often used to replace the
control key on a PC. And the option key on a Mac is often used to replace
the out key on a PC. Essentially, if you
are using a computer, you may need additional
effort to check the menu or the online documentation for keyboard
shortcut references. The second thing that I
need to mention in terms of the computer hardware
is the input device. Although you can use a
trackpad when using laptop, I strongly recommend
that you use a standard mouse with a scroll
wheel when using affinity. Usually, if a mouse
has a scroll wheel, you can press down the scroll wheel to activate
the middle mouse button. We will use the scroll wheel and also the middle button a
lot for canvas navigation. You want to avoid using minimalistic mouse
products that do not have any scroll
wheel or middle buttons. Alternatively, you can also use a drawing tablet
if you own one. The third thing that I need
to mention is the software. You should always
download the Affinity app from its official
website at affinity dot s. Do not download the app from other untrusted
sources as it may contain computer
viruses or malware. As for the version,
throughout the course, I use the most recent version of affinity available when
recording the video, which is version 3.1 to 3.2. If you notice any differences
with the one you are using, such as NUI or shortcuts, you may be using a newer
version of affinity. If so, you may
want to check if I have published a newer
version of this course. Okay. Throughout the course, I may display images and videos. Some of these content
are not made by me. Please note that I
am using them merely as references or
for inspiration. I never claim that these images
or videos are made by me. If I can find the owner's name, I will credit him or her by putting their name on
top of the content. Otherwise, I will
display the image or video with the URL
link where I found it. As for stock images or videos, if I don't specifically state
that they are made by me, then the copyrights belong
to their respective owners.
3. 01-01 Starting out Affinity: In this lesson video, we will discuss the home screen, creating new blank documents, the difference between
artboards and pages, and finally an
introduction to studios. When you first open affinity, you will be greeted
by a floating window called the Home Screen. If you close the home screen, you can open it again by
clicking on this affinity logo. Here, you can see your
accounts information in a top left area, and then on the right, you
can find three big icons. The home icon activates
the home view, which is basically what
we are seeing now. While in the home view, you
can access your reason files. You can download the official
learning or example files. You can access your
template files, and you can also access
your favorite files. Currently, I don't have any template files
or favorite files, which is why they
are both empty. Next, this folder icon is used for opening
a file manually. You've seen the operating
system file explorer. So basically, this is
the same as going to the file menu and then
choosing the open command. Finally, this big plus button is used for starting
a new blank document. This is the same as opening the file menu and then
clicking on the New command. Okay? Affinity provides many different document presets
that you can choose from. These are common sizes or industry standards divided
into different categories, such as paper, photo, canvas, video, and
web, and the vices. Notice that besides the
thumbnail name and size, you can also see dotted colors. This indicates what color mode or color format the
preset is using. For example, this preset is in A four of size,
just like this one. But this one is in RGB mode, while this one is in Simik mode. You can easily switch the
presets orientation here. This is portrait orientation, and this is landscape
orientation. If you know the name of the
preset or at least part of the name or perhaps just the width
or the height of it, you can make use of
the search field at the top left corner. Say, you want to find
a legal paper of size or you want to find a
four K video resolution. Or maybe you only know
the height in pixels, such as 720 and so on. Now, if you cannot find the preset that you
need, don't worry. You can always input your own custom parameters on the right side
of this window. If you cannot see anything here, you may need to turn on
the togo switch up here. Here, you can specify the measurement unit
that you want to use. For example, you can use
pixels or millimeters. You can set the DPI value. You can also set the
width and height of document manually using
these two fields. You can set the color mode
or color format, and so on. If you use certain document
settings quite often, you may want to save them
as preset to do that, simply name the
preset in this field. For example, I'll name this
example and after that, click the Create preset button. If you do that, you
will be able to see the preset that you just created in the
preset list on left. I don't actually
need this preset, so I want to delete it
to delete a preset, simply right click on it, and then choose delete. Then choose yes. Okay. Two options that usually
confuse a lot of beginners when using affinity are the artboards and
multi page options. You see, affinity
provides two ways of creating multi page documents,
artboards and pages. They are not compatible
with one another, so you need to pick one
of these two options. There is why if you turn
on the artboards option, the multi page option low
is disabled automatically, vice versa, if you turn off the artboards option and turn
on the multi page option, the artboards option
becomes disabled. You cannot turn it on before you turn off the multi
page option first. So now the question is, when should we use artboards and when should
we use the pages? First of all, you don't
actually need to use any of them if you only want to work with a single page design. In such a case, you can leave
both options turned off. Don't worry. If you
need them later, you can always activate them. Okay? You want to use the artboards if you need to
design in different sizes, say one for a block
feature image, another one for an
Instagram post, another one for a
YouTube thumbnail, another one for
printing and so on. But if you are
designing hundreds of pages that are
identical in size, such as books,
magazines, ebooks, et cetera, then you should
use the pages instead. All right. For now, let's create a new document
using a full HD resolution. You can scroll down manually
to find the preset. Or you can search for it by
typing FHD in a search field. Select the preset to check
the details on the website. Currently, we don't need
artboards or pages, so just make sure both
options are turned off. Next, click on the
create Document button below to create a
new brand document. Or if you don't need
to check the settings, you can simply double click
on a preset thumbnail. And now we have a new
brand document with 1920 pixels in width and
1080 pixels in height. There are many Y elements
inside the affinity, but the most important
ones that you need to be aware of are for
buttons at the top. They are called studios. In other software, this feature is often referred to as oxpaces. Essentially, they are presets, dead hood or store
your UI preferences. Studios are important because
they define the whole UI. Changing the studio is
like transforming affinity from one type of software to
another type of software. By default, you will
see four studios. If you activate vector studio, you can easily access
all the tools and features related to
vector graphics. So this is transforming
affinity into a vector editing software
such as Rubi Illustrator, inscape, oral draw,
and the like. If you activate
the Pixel studio, now you can easily access tools and features related
to raster editing. This is like transforming
affinity into an image editing software
such as Ruby Photo shop, Gimp, Krita, and like. If you activate Layout studio, now you can easily
access all the tools and features that you commonly
find in Adobe in design, scribbles, and the like. Essentially, this
studio transforms affinity into a desktop
publishing software. The fourth studio
is called KanvaI. With this studio, you can access different AI features
provided by Canva. Please note that many of these features are
pro or paid features. So you need a Canva subscription plan in
order to use them. Now if you click on
this doted icon, you will notice that affinity actually comes with more
than just for studios. You can hide or show
these studios as needed because I won't be
using AI feature for now. I can hide the KVI studio by turning off its total switch. Now, we only have three
studios shown in the list. If you look down here, you can find a button that
says, create studio. So yes, you can create your own custom studio
if you want to.
4. 01-02 UI fundamentals: In this video, we will cover the UI or the user
interface of affinity. For now, let's activate
the vector studio, so we have the same UI to
work with in a top area, you can find the menus. This is perhaps the
most commonly we element that you can find in
all computer applications. Usually, it starts with the file menu and ends
with the help menu. In each of the menus, you can find different
sub menus and menu items for different
commands or features. Below the menu, you can find
a large horizontal bar. This is the tool bar. This is where you can find global options such as
the studio options, as well as tools, features, and or information that you may need to
access frequently. You can customize the two
bar to fit your needs, but we will discuss
that in a moment. Below the tool bar, you can find a smaller bar called
the Context tool bar. It is called context because the parameters you see in this
bar do not stay the same. They change
dynamically depending on the tool you are
currently using. Now, if you accidentally double click on an
empty area of this bar, it may become floating. In its floating condition, you can move and snap it to
six different locations. When you are moving
it across the canvas, affinity displays highlights
on all possible locations. Basically, there are
three locations in the top area and three
locations in the bottom area. Personally, I prefer to have the contact toolbar dock
at the top, as default. For this, you can
double click again on an empty area of the panel or on the header
area to play safe. So again, double
click to make it float and double click
again to dock it. Okay. On left side, you can see a long vertical bar where
you can access the tools. In infinity, this area is
simply called the tools. Notice that some of the
tools in the tools area have a small elbow or carat symbol at the bottom
right corner of the icon. This indicates that
the tool is not alone. It is grouped with
other similar tools. To access all the
tools in a tool group, you can either click on
a small card symbol. You can also click and
hold the mouse button. In this condition,
you can hover over tool you want to use and
then release the mouse, or you can just click to
activate the main tool. The tool group should show up
as a small floating panel, just like the context tool bar. You can also move the tool group to several possible locations. There are three areas on left, top center, bottom center, and three areas on right. Okay? The large area at the center where you can see the document is the canvas area. You can have multiple artboards or pages displayed in this area. Then on the right side, you can find the panels. These panels can be
grouped together. If they are grouped together, you can access each of
the panels like tabs. Unless but not least, you can find the status bar
at the very bottom of the UI. One thing that I like about
affinity is that UI is very customizable and to customize
the UI is quite easy. You only need to open a
window called customize. You can open this window in
at least four different ways. The first method is by going to the View menu and then
choosing customized tool bar. The second method
is by clicking on a tool bar area and then
choosing customized tool bar. The third method is by
clicking on a carrot icon in the top right corner of a
panel and then choosing panel. And finally, you can also
open it by clicking on the three dotted icon in
the tools area. All right. Inside the customized window, you can find three categories, tools, to bar, and panels. Let's first discuss how we
can customize the tool bar. To add more tools
to the tool bar, simply drag and drop
the tool you want from the customized window
to the tool bar area. If you want to remove a tool, you can click
direct the tool and release it outside
the tool bar area. If you want to reset the
tool bar to its default, simply click on
Reset bar button. Okay. Next, let's see how we can customize
the tools area. The Show field context
option up here is used to show or hide the active colors at the bottom of the tools area. If you turn it off and
then close the window, you will not see the active
colors. Don't worry. In this condition,
you can still access the active colors feature
from the color panel. Or the structures panel. Personally, I like having the active colors at the
bottom of the tools area. This way, when my mouse is
closer to the left area, I can quickly access
the colors without having to move the mouse
across the screen. Next, you can set the number of columns that the
tools area has. If you set these two
to, you can see it now, the tools are arranged into columns instead of one column. Let's turn this back
to one column for now. Just like the tool bar,
you can freely customize the list of tools
available in a tools area. Notice that affinity comes with so many different
tools that you can use. For example, currently, we
are in a vector studio, but we want to access Raster paintbrush tool
via the tools area. To do this, first, simply type paintbrush or just paint
in a search field, and here is the
tool that we need. We can direct this
to any location that we want within
the tools area. Besides in the main area. You can also drag and drop a tool as part of
the tool group. For this, first, you need
to select an existing tool. Then drag a tool from the customized window and rob it inside the
floating tool group. Now, if you close the
customized window, we have a paintbrush tool, and inside the tool group, you can find the
mixer brush tool. To make future lessons, less confusing, for now, we want to stick
with the default. So let's open the
customized window again and then press
the reset tools button. Okay. Finally, let's look at how we can
customize the panels. As you can see, affinity
provides a lot of panels. Can show or hide panels simply by turning these toggle
switches on or off. For example, currently, we have the appearance panel
shown up here. If you turn off the togo switch belonging to
the appearance panel, the panel now disappears. If we turn the switch back on, the appearance panel
shows up again. Now, if you turn on the panels that are
not grouped together, such as the assets, badge, and books, for example, these panels will show up
floating individually. You can easily group panels by dragging and dropping them
close to one another. When they are grouped,
you can move them around as if they
are a single panel. If you change your mind, you can take out a panel
from its group simply by dragging its name or
header out of the group area. Please note that you
can dog a panel or a panel group vertically to the right or the left
of the canvas area. For example, I can dock this
panel group to the left, next to the tools and dock
this panel to the right, creating a new column next
to the existing column. Besides closing the panels
via the customized window, you can also close a panel
by clicking on a card button at the top right and then
chooses or closed panel group. Or if it is a single
floating panel, you can simply
click the X button in the top right
corner to close it.
5. 01-03 Navigation: In this video, we will discuss navigation
methods in affinity. Please note that
the term navigation is different from
transformation. Navigation means that we are changing how
easy the canvas. The objects inside the
canvas itself do not change. For example, zooming and panning are all terms
related to navigation. On the other hand, the
term transformation is basically everything that is related to changing objects, position, rotation, and scale. We will discuss transformation
in later video. For now, we are focusing
on navigation, right? There are at least
seven methods that you can use in affinity to
perform navigation. I list these methods in order of their usability or how likely
you will be using them. So the top ones are the
ones I recommend using, while the bottom ones
are the ones I do not recommend using unless
you have no other choice. The first method is using the mouse or the mouse
well to be exact. This is the best
method if you are on a desktop computer and you
have access to standard mouse. What I mean by a
standard mouse is a mouse that has at
least a scroll wheel. If you press down and
hold the scroll wheel, this will trigger the
middle mouse button. In this condition, you can move the mouse around
to pin the canvas. Then to zoom in and
out of the canvas. You need to hold down
the Control key, and while doing so, rotate the scroll wheel, rotate up to zoom in, and rotate down to zoom out. Alternatively, you
can also just rotate the scroll wheel without
holding any keys to pin the canvas up and down or
rotate the scroll wheel while holding Shift key to pin the
canvas sideways. All right. The second method is by
using the spacebar key. To do this, you first need to press and hold the spacebar
key on your keyboard. While in this Cintan,
you can click and drag the mouse
to pen the viewport. To perform Zooming,
you need to hold the space bar first and
then hold the Control key. While in this Cinti,
click and drag with your mouse to the
left or to the right. If you prefer clicking instead of dragging to perform Zoom, you can hold Spacebar and Control and then
click to Zoom in. And you can hold Spacebar out
and then click to Zoom Out. Okay. Now, you may be wondering, who in the world wants
to use this method if using the mouse is
easier and faster well, you may prefer this
method if you are using a drawing tablet because
when using a drawing tablet, your right hand is
holding the pen, so you cannot use it to
rotate the most well. Of course, if you
are left handed, it is your left hand
that holds the pen. Nonetheless, your main hand cannot rotate the scroll wheel, but your other hand can still
access the keyboard, okay? The third method is
using your finger touch. Of course, this is only
applicable if you are using a touch based device such as a laptop with a track
pad or a touch screen. Some drawing tablets also
support touch input. Unfortunately, I don't have any of those devices when
recording lesson, so I cannot demonstrate it. But as far as I know, you can perform painting by touching and moving
your two fingers, and you can zoom in or out by performing a
punching gesture. All right. The fourth method is using the Navigator
panel by default. You can find the navigator panel in the lower right area of VY. The main usage of
the Navigator panel is to give you a general
overview of your document. It is like a minimap
of your Canvas. You can make the view jump
straight to a certain area simply by clicking on that location inside
the Navigator panel. And if you click and then rag
inside the navigator area, you are basically
performing Canvas spanning. To zoom in and out, you can drag the slider to
the left or to the right. The slider will snap to a certain common Zoom
values such as 100%, one 50%, and so on. You can also click on the
plus and minus icons. And you can also type in a percentage value in this
field if you want to. The fifth method is using
keyboard shortcuts, that is the keyboard keys, other than the space bar. You can zoom in by holding down the Control key and then
pressing the plus key. To zoom out, you can hold down the Control key and then
press the minus key. To quickly fit the
entire document, you can hold Control
and then press zero. And to see the document at 100%, you can hold Control
and then press one. If you ever forget
these shortcuts, just go to the view menu
and then just zoom here. You can see all the available
shortcuts for zooming. The sixth method of navigation is using
the navigation tools. At the bottom part
of the tools area. You can see two tools. The view tool or the one with the hand icon is useful
for penning the canvas. The Zoom tool or the one with the magnifier icon is
useful for zooming. While this tool is active, you can click drag
to the right to zoom in and click drag to
the left to zoom out. You can also perform zooming
by clicking if you want to simply click to zoom in and hold out and
click to Zoom out. Lest method of navigation
is using scroll bars. You can drag the
vertical scroll bar to pen the canvas up or down. And you can also drag the
horizontal scroll bar to pin the canvas left or right. Okay, guys, so those are the navigation techniques
that you can use in affinity. Again, to recap, you may want to avoid the bottomless
methods if you can, because they are not
that convenient to use. If you have a standard mouse, I suggest that you
use the first method. If you are using
a drawing tablet, I suggest you use
the spacebar method. And if you are using a
touch sensitive device, you may want to use the
finger touch method.
6. 01-04 Parametric vector objects: In this last video, we will discuss the basics of
vector objects in affinity. Because we are now focusing
on vector objects, make sure you set your affinity UI in a vector studio mode. And for your
information, currently, I am using the full
HD document preset as discussed in the
previous video, okay? There are many types of vector objects that you can
create inside affinity, but of them can be grouped into two main categories,
parametric and editable. Parametric means that
you can edit the objects appearance quickly and easily by tweaking their parameters. You can create
parametric objects by activating the
rectangle tool. Here, you can see
shapes like rectangle, ellipse, triangle, and so on. These are all parametric
vector objects. On the other hand, the
term eritable means that you can fully control its
shapes by editing their nodes. In affinity, editable
vector objects are often called curves or
sometimes polylines. You can create itable vector
objects using the pen tool, the pencil tool, or by converting parametric objects
into editable objects. In this video, we
will only focus on the first category or the
parametric vector objects. As I mentioned before, you can activate
rectangle tool to open the tool group in which you can access all the parametric
vector objects. Now, it would be too time
consuming and too boring if we discuss each
of these tools one by one to save time. We will only discuss
the general ways of accessing the parameters and
some of the common shapes. I believe that if you
understand the basics, you won't have any problem
exploring dress yourself. Let's create rectangle shape. Make sure the tool
is currently active. For now, turn off the snap feature so it
does not get in the way. We will discuss snapping
in lady lesson to create a rectangle simply
Android inside the canvas area. By default, affinity uses light gray color
as the fill color. You may want to
change this color so you can see the shape
better on the screen. In affinity, there are many
ways to control the colors. For now, just click on this box and change the color
to any color that you like. Just pick one that makes
the shape more prominent. Okay. Sometimes
we need to create a square or a rectangle with the same width
and height values. For this, you can use
the rectangle tool, but you need to
hold the Shift key when performing click dragging. As you can see, by
holding the Shift key, the width and the height
are always uniform. Another modifier
key that you can use in this process
is the control key. If you hold Control,
the first point you click with the mouse will be
the center of the object. This is without holding the Control key and this is with holding
down the Control key. You may also combine both the Shift key and the
Control key if you need to. For example, you want to create a perfect square whose
center is at this location. You can click Drag
from that point, but then hold the shift key
and also the Control key together and then release the mouse once you are
happy with the size. You need to remember
these basic techniques as they apply to all other
parametric shapes. For example, if you
use the Ellipse tool, clicking and dragging freely
will create an oval shape, but if you hold the Shift key, you will get a perfect circle. While in knian you can also
make use of the Control key. That is, if you want
to first p nucliq to be the center of the object, let's try these techniques
on a triangle tool. This is without
holding the Shift key, and this is holding
on the Shift key, and use it together
with the Control key. You can do this with
the diamond tool. The star tool, and
so on, all right? You can edit the parameters of a certain vector object
by for selecting it. To select an object, you can use this tool
called the Move tool. The shortcut for this tool is V. If you select a
parametric object, its parameters will
be shown in a context to r now in infinity, this is not the only way we
can tweak parametric objects. We can also make use of
the parametric nodes. But in order to see
these parametric nodes, you need to have the
node tool active or any of the parametric
object tools active. You won't be able to see them if you are
in the move toll. Just to prove this, if you select the star object
using the node tool, you can see these orange
nodes on a star shape. Notice that if you
activate the move tool, the orange nodes disappear. If you activate one of
the parametric tools, the orange nodes appear again. Although not as complete
as the contact tool bar, you can make use of these
nodes to tweak the shape. Notice that if I
break this node, the inner circle value
up here changes. If I break this node, the in radius value
up here changes, and if I drag this node, the outer circle value
up here changes. But notice that there is no node that can control how
many legs the star has. For this, you need to rely on a point parameter in
a context to bar. So to recap, you can edit
parametric vector objects into ways via the context toolbar or by adjusting the
parametric nodes. Use the Context toolbar if you need complete and
precise control over the parameters and use the parametric nodes for quick visual adjustments
on the object. Just remember to use
the node tool or any of the parametric tools in order to see the
nodes, all right. Now, let's take a closer look at the rectangle parameters. These parameters on left and these commands on right are
common to all vector objects, and we'll discuss them
in a later lesson. What is unique to rectangle objects are these
primeters at the center, which basically control
how the corners behave. For example, we can click
here and change the corner to round the type this
is the straight type, concave type and cutout type. For now, I prefer
the rounded type. You can control how deep or wide the corners are using
this field or slider. Again, you can also use the orange nodes to tweak some of the parameters
if you want to. Okay. The single radius
checkbox controls whether the corners are uniform or each can have
different setting. This is for the top left corner. This is for the
top right corner. This is the bottom left corner. And this is the
bottom right corner. If you have this turned on, then we only have one setting that applies
to all four corners. Next, this absolute
size checkbox controls whether we want to use percentage values or fixed values to define
the corner radius. If this is off, the
corner radius value is set in percentage, and if this is on the corner
radius is set in pixels. Whether we use pixels
or millimeters, et cetera, is defined by the
document unit setting, okay? Now, if you use certain rectangular
primeters quite often, you may want to save
them as preset. To do that, you can
click on this icon. Then click on the Sandwich icon and then click on the
Create preset button. You can name this preset
to any name you want. I don't actually want to save this preset, so I hit Cancel. As you can see, affinity
is already loaded with several rectangle presets
that you can use. All right. So objects such as the ellipse, do not have any parameters
that we can tweak. As you can see, it
only has two buttons. This button will convert the ellipse into a
doughnut object, while this one will convert
it into a Pi object. If you convert it into
a doughnut shape, now you can tweak
the whole radius. You start angle and so on. You can also save or load
parameters as presets, like the rectangle object. Okay guys. So those are
the methods that you can use to edit parametric
vector objects in infinity. By now, you should
be able to explore the rest of the parametric
objects yourself.
7. 01-05 Object transformation basics: In this lesson video, we will discuss basic object
transformation in affinity. As I mentioned before, the term navigation is different from the
term transformation. What we are discussing
now is transformation, meaning that we will
be dealing with object movement,
rotation, and scaling. First, we need some objects on a canvas so we can
practice the techniques. For this, we can create a rectangle object and
give it a reddish color. Next, create an ellipse object and give this one a green color. Finally, let's create
a triangle object and give it a blue color. All right. To perform
transformation, we can use the move tool. As a reminder, the shortcut
for this tool is V. With this tool active, you can click on an
object to select it, and when an object is selected, you will see the transformation
box around that object. To move the object,
simply click drag inside the boning box area without touching any of
these white nodes. You can also perform click drag or non
selected objects to quickly select and
move them in one go. Okay? Now, a lot of time. We want to move objects straight horizontally
or vertically. For that, we can make
use of the Shift key. Notice that by holding
the Shift key, I can move the
object vertically, horizontally, and
also diagonally. One thing that you need
to be aware of is not to confuse shift with control. Why? Because if you move
from an object but accidentally press
the Control key, you are moving the
object while at the same time performing
object duplication. We will discuss object
duplication in later lesson. For now, we will only
focus on transformation. You can delete the selected
object by pressing the delete key or
the backspace key on the keyboard, right? To perform rotation,
you can click and drag this node that is pointing
out of the bonding box. You can also perform rotation by first moving your mouse
cursor close enough, but not touching
the corner nodes. When you see the cursor change into a round or turning symbol, you can click and drag
to perform rotation. Okay? Now, when
rotating an object, you can also make
use of the Shifkey. If you press the Shifkey, the rotation will snap to
every 15 degree increment. This way, you can
easily rotate at 45 degrees or 90 degrees
or 180 degrees and so on. To perform scaling,
you need to click and drag one of the eight nodes
around the bonding box. By default, you can scale the object freely
in any direction. This can cause the object
to stretch or squash. If this is what you want, then it is totally fine. But if you want to maintain
the object size ratio, you need to press and hold the shift key while
scaling the object. This way, scaling happens uniformly in vertical and
horizontal directions. So no stretching or
squashing occurs. Now, notice that when you
drag a scale node on one end, the other end or the
opposite end will be used as the base point or the pivot
point of the scaling process. If you want to use the center of the object as the
pivot point instead, you can hold the control key
while scaling the object. In conclusion, the way the shift and control
keys work when performing scaling is similar to when we create parametric vector
objects. All right? One hidden operation related to transformation that you can do with the move tool is skewing, also known as sharing. To perform skewing, you can
move your mouth close enough, but not touching
the center nodes. What I mean by center nodes. Other nodes, other
than the corner nodes. Notice how the cursor
changes into two way arrow. While in this condition, you can click drag to perform skewing.
8. 01-06 Object transformation advanced: In this video, we will discuss advanced
transformation techniques, including the move
duplicate window, the distant angle technique, and finally, the
point transform tool. The first technique is using a special window
called move duplicate. To access this window, first, you need to have at least
one object selected. If you don't have any selection, then this one work. Let's say that I select this
Oval or Ellipse object. Next, you need to use
either the move tool, the node tool, or any of the
parametric object tools. I'll use the move tool for now. After that, press the
enter key on the keyboard. You will see the
duplicate window open. Here, you can precisely input the horizontal value or the vertical value in
pixels to move the object. As a reminder, whether
you are using pixels, millimeters or other
measurement units depends on the document setting. Let's say you want to move the object exactly 200
pixels to the right. For this, you can type 200 in a horizontal field
and then press Enter. As you can see, the object moves to the right
by 200 pixels. If you revise the value
to -200 pixels instead, now it is moving to the left. The same concept applies
to the vertical movement, but in reverse to the standard
cartesian coordinate, meaning that if you
input a positive value, the object will go down. Vice versa, if you
input a negative value, the object will
move up, all right. Now, besides tapping
in the value, you can also increase or
decrease the value gradually. To do this, you need to
hover the mouse over the field you want to adjust and then scroll the most well. Scroll up to increase the value and scroll down
to decrease the value. If you think the value
is changing too slowly, you can hold the shift key
while scrolling the mouse. This way, the value
is changing at a faster rate or per
ten pixels to be exact. On the other hand, if you think the value is
changing too fast, you can hold the Control
key while scrolling. This way, the value
is changing on a smaller scale or per
0.1 pixels to be exact. Please note that this scrolling technique
with the chef and control keys applies to all
fields inside affinity. So this is not unique to just
remove duplicate window. Within this window, you can also perform rotation in scale. You can type in the exact
value if you want to or use the most
scrolling techniques that we just discussed. Notice that for rotation,
Improving negative values, we rotate the object in
a clockwise direction, while improving positive values, we rotate the object in a
counter clockwise direction. As for scaling, 100% means that the object is at its
original or initial size. Scale values larger than 100% mean that the object
becomes bigger, while values smaller than 100% mean that the object
size is shrinking. For now, let's reset all the values by pressing
this reset button, right? One alternative method
of moving an object in affinity is using the
distance and angle values. Essentially, instead of defining horizontal and vertical values, this method defines the movement using an angle value
and distance value. You can set the two values here. So again, these two
values work hand in hand. If you have the
distance set to zero, any angle value you set
here does not matter, just to show you how it works. Let's say we want to
move this awful shape as far as 300 pixels in
its diagonal direction. Please note that in affinity, the zero line is this
way to the right. So this is 45 degrees. This is 90 degrees and so on. In our case, a
perfect digon line to the top left direction
should be at 1:35 degrees. So type 135 in the angle field, and then press Enter. After that, type 300 in the
distance field and hit Enter. And this is the result
after the transformation, and its bounding box is
its original location. You may already
notice that you can also create duplicates
using this window, but we will discuss
duplication in another lesson. For now, if you are happy with the result and want to
confirm the changes, you can click on
the Okay button. Otherwise, if you've
changed your mind, just hit the cancel button. Another method of
transforming objects is by using a tool
called point transform. Essentially, this tool
allows you to pick any point as the pivot point when performing a
transformation. By default, the tool is available in a tool group
together with the node tool. While the tool is sective and you have an
object like that, you will see these
nodes on the object. In this condition,
all the vector nodes belonging to the object
become grabbing nodes. In addition to that, you will also see a pivot point node. The node looks different as it resembles a
sniper scope symbol. You can click and wreck the pivot point node to any
location that you want. If you move it close enough
to one of the grabbing nodes, it will snap to that node. After you specify the
pivot bon location, you can then start
rotating or scaling the object by dragging one
of the grabbing nodes. Notice that affinity will use the pivot in node as the
center of the transformation. Notice also that racking
the grabbing nodes not only triggers rotation
but also scaling. If you only need to perform scaling and don't want
to rotate the object, you can hold the Shiv key. As you can see,
by holding shift, the object's rotation
stays the same. On the other hand,
if you only need to perform rotation and don't
want to scale the object, you can hold down
the Control key. Now the object only rotates while the
size stays the same. Finally, if you need to
perform rotation while at the same time snap the rotation
to a 15 degree increment, you can hold both the shift
key and the Control key. Okay, guys, so that's how you use the point
transform tool.
9. 01-07 Layer basics: In this lesson video, we will discuss layer
features inside Affinity. Just like with any other
todo graphic software, Affinity also supports layer. By default, you can
access the layer features using layer panel located
on the right side. Long story short layers are like transparent slides where you can draw on them or place
images on them. Layers are essential to
the computer graphics, as they allow us to stack
graphical elements on top of each other to create
complex compositions. Now, if you are accustomed to layers in other
vector software, you may find layers in
Affinity a bit different. In other graphic software, a single layer can contain
multiple vector objects. However, in affinity, every vector object will be represented as a single layer. So again, one vector object
equals one vector layer. That is why in our case, because we have three
vector objects in Canvas, we also have three
layers in layer spanel. Let's discuss some of the fundamental features
of layer spanel. One useful feature of layer spanel is for
object selection. Since each layer in layer spinel represents
one object in a canvas, you can use layer spanel
to select objects. As you can see,
selecting an object in Canvas has the same effect
as selecting the layers. You can use the standard
modifier keys found in five browsers to
select multiple layers. That is, you can hold Control to select additional
layers in random order. Or you can use the Shift key to select multiple layers
from one end to another. Okay? Using the R panel, you can hide or show objects. For this, you need to
click on these icons. You can quickly hide several
objects in one go by clicking and ragging with your mouse on the icons like SO. And you can also quickly show them using the same
technique like SO. Sometimes when working on
complex artworks or designs, you need to lock
certain layers to protect them from any
accidental changes. For this, you can use the log layer feature to lock layer, you
can select layer. Then click on a padlock
icon at the top. Or another way to do
this is by clicking on this empty spot just to
the left of the eye icons. Notice that if the
layer is locked, you cannot select the
corresponding object in a canvas. You can still select it
via the layer panel. But even though it is selected, you cannot perform any
transformation on it. To unlock layer,
simply click again on a visible padlock icon on the right or the padlock
icon at the top. Through the layers panel, you can also control objects
transparencies to do that. First, select layer
you want to adjust. And then at the top
area of the panel, you can see the opacity field. Essentially, the term opacity is the inverse of transparency. 100% opacity means the object
is fully solid or opaque, while zero opacity means the
object is fully transparent. Now, besides using the slider and typing in the
value in the field, you can also control
the opacity value using keyboard shortcuts. To set the opacity value to 10%, you can press the number
one key on the keyboard. To set the opacity to 30%, you can press three
on a keyboard. To set the opacity to 50%, you can press five and so on. If you want to set it to
a fall opaque or 100%, you can press the number zero
key on the keyboard, okay? Now, you may be wondering, what if we want to set the
opacity to digit value, say, 25 or 75, for example, well, for this,
you need to press the number of keys
quickly in correct order. So to set the
opacity value to 25, you need to press two
and then five quickly. To set the opacity to 75, you need to press seven, then five quickly. All right. The last thing that
I want to discuss is naming the layers or objects. By default, Affinity
automatically names objects or layers using generic names
based on the object types. What is unique about these names is that they are dynamic, meaning that
Affinity will rename them automatically if
you change their type. To show you what I mean, if you select deletes object and then change its type
to a doughnut shape, Look what happened to
the name of the layer. Now, it is not ellipse
anymore, but rather do not. Again, this is the
default behavior of layer names in Affinity. However, once we change
the name to a custom name, the layers name will
no longer be dynamic. For example, let me undo
the less object convulsion. So now we have the
ellipse object again. Notice that currently
the layer name also refers to ellipse. To change a layer's name, simply the BullclikOnm area. Then type in the new name. Let's say we name
this layer egg. Feel free to give it any
custom name that you want. Press Enter when you are done. Now, if I change the object type from an
ellipse to a doughnut shape, the name does not
change to doughnut, although the object
type is now a doughnut, it stays as egg or any name
that you put in before.
10. 01-08 Object arrangement: In this lesson video, we will discuss
how we can arrange objects in affinity
or in other words, manage their stacking order. If you use the move tool, and then drag these
vector objects, so they are close
to one another. Sold rectangle is at the bottom. The ellipse is above it, while the triangle
is at the top. So as you can see, the
objects stacking order is basically the same as sold
layer stack up in layer panel. At the top, we
have the triangle. In the middle, we
have the ellipse, and at the bottom, we
have the rectangle. Please note that by default, affinity will place
newly created objects just above the active
layer or active object. For example, if we
select rectangle layer, then we create a new vector
object, say star shape. Let's give it an
orange color so we can see it clearly
against the other shapes. Notice that the new
star shape layer is placed above the
rectangle layer, not above the triangle layer. Okay. Now, what if we want
to move the star object to the top or move it to the bottom of the stack?
How can we do that? Well, in infinity, you can
control object arrangement using at least five different
methods using layer panel, using keyboard shortcuts,
via right click menu through the layer
menu and finally, using the buttons into bar. Let's say that we want
to move the star object so that it is on top
of all other objects. If you want to use
the layers panel, you can simply click drag the
star layer up until you see the horizontal
highlight just above the triangle layer
and then release it. Now the star is blocking
the other object because it is in front of or
on top of all other objects. If you prefer
keyboard shortcuts, you can hold the
Control key and then press the opening bracket key to move the selected object or layer down one level at a time. If you hold Control and then press the
closing bracket key, layer will move up
one level at a time. To move layer
directly to the top, you can hold Shift
and control at the same time and then press
the closing breakup key. To move an object
directly to the bottom, you can hold Shift and control, and then press the
opening breakup key. The third method of
arranging objects is by right clicking and
then choosing range, as you can see, these are all the shortcuts
we just discussed. This will bring the object
directly to the top. This will bring the
object up one level. This will move the
object down one level, and finally, this will move the object directly
to the bottom. Next, you can access all the
range commands via the menu. That is by opening
the layer menu range, and then choosing move. Again, these are
all the commands we just saw in right click menu. Finally, you can access the same commands by clicking
on this button into bar. Somehow the or of the commands
is inverted in this list. This will bring the object up to the top and this will move
it down to the bottom. I don't know why the commands
are inverted in this list, but that is just how
it is in a version of affinity I am currently
using. All right. Before we move on
to the next lesson, there is one important thing
that I need to mention in terms of ragging
layers in layers panel. If what you want to
do is ornge layers, you need to make
sure you rag and release the layer in
between other layers. You should see a thin
horizontal highlight like this. You do not want to
release the layer exactly on top of
another layer like this, as this will create
a clipping mask, and if you release it on top of a group layer or
a container layer, the layer drag will go inside
that group or container. We will discuss the
clipping mask group and container features
in future lessons. For now, just try
to avoid dropping a layer exactly on
top of another layer. But if that happens
unintentionally, you can press Control Z to perform or you can also expand
the mask or group layer, and then click and
drag the layer out. Again, make sure it is spaced in between other layers, okay?
11. 01-09 Group and container layer: This lesson video, we will discuss the group and
container layers. When our design becomes complex, we often have dozens or even hundreds of objects
that we need to work with. In such conditions, we may
want to group some objects together or use container layers so we can manage the
objects more easily. Now, to group objects
together, first, we need to select
them because of this, let's briefly discuss how we can select multiple
objects in affinity. As a reminder, we have discussed selecting multiple objects
via the layers panel. Now, I want to
focus on selecting objects inside the canvas
using the move tool. You can start by clicking
on one object to select it, and then to add more
objects into the selection, you can hold the Shift
key and then keep clicking on the other
objects you want to select. Be careful not to click on an already selected object as that will
deselect it instead. Deselect everything,
you can simply click on an empty
space in Canvas. Another way to select multiple
objects is by clicking and rigging in an empty area to create a selection
bonding box. All objects that are touched or inside the bonding box
will get selected. You can combine this
bonding box technique with safety technique. So if you hold the Shift key and then click drag to create
a selection bounding box, all objects inside
the bounding box or touched by its border
will get selected. But if the object is
already selected before, doing that we'll make
it disected instead. Okay? If you prefer
keyboard shortcuts, you can select all objects
by pressing Control A, and you can dissect all
objects by pressing Control D. If you ever
proget the shortcuts, you can always open
the edit menu. Here, you can find the slack O and the select commands along with their shortcuts, right? Now that we understand how
to select multiple objects. Let's discuss the grouping
feature in affinity. Let's say that we want to group rectangle object and
is object together. For this, you can
select both objects, then to group them together, there are at least four
methods that you can use. First, you can right click
inside the selection area, and then choose group. As you can see here, the shortcut for the
group command is Control G. So this is the second method. Let me undo it for now. The third method is by going to the layer menu and
then choosing group. And for the fourth method, you can go to the
layers panel and press this fold
richn at the bottom. If you do any of these
four methods correctly, you will get a new layered
group in this condition. If you select one
of the objects, the whole group gets selected. You can move, rotate, or scale these objects as if
they were a single object. You can also show or
hide the group layer, and all the objects inside
it will be affected. As with any other layer, you can give a group layer a
custom name if you want to. Okay. When you group
objects together, you can still access them. You can do this via the canvas
or via the layers panel. For example, we want to rotate only the rectangle object
and leave the ellipse alone. For this, we need to go inside the group and then select
only rectangle object. You can do this easily by double clicking
in the group area. Now, we can select and edit the rectangle and ellipse
objects independently. If you are done, you can simply click on empty area
to exit the group. Now you can select the group
object as a whole again. So there is how you can edit the objects inside the group
directly in the Canvas. If you prefer to use
the layers panel, you can easily access the
members or the children of the group layer by clicking on the scarred icon on the left, this will basically expand
or collapse the layer. When it is expanded, you can click on any of the
child layers to select it. As you can see,
it is the same as double clicking on a
canvas and then selecting the member objects
what is so cool about the group feature in affinity is that you can create
nested groups, meaning that you can create
a group inside the group, which is inside the
group and so on. Just to give you an example, you can select this group
object called Shaft, then select this star object, and also this triangle object, or you can also just press
Control A to select. In this condition, if
we press Control G, all of these objects are
now a single group object. We can move or perform any transformation as if
they were a single object. But notice that if we double click to enter
the group object, we are now inside the first
level of the group hierarchy. While at this level, we can select and move the triangle and star
shapes individually. But if we try to
select the ellipse, the group object of these two objects gets
selected instead. We can clearly see the
condition in the layers panel. Basically, we are
inside this group now. But inside it, we
have another group that contains dictangle
and ellipse objects. You can double click again in Canvas to select
dictangle or the ellipse. Or you can also do that via the layers panel by first expanding the second or
the inner group layer. In affinity, you can
easily move objects in and out of a group layer simply by dragging
them in layers panel. Let's say that we want to move the star object so that it is inside the inner group object. We can do so by dragging the
layer and then releasing it exactly on top of the group layer or in
between the member layers. Now, the star layer is inside
the inner group layer. To move layer out
of the group layer, we can drag it out of the group hierarchy and place it in any
location that we want. Okay? If you don't need
the group anymore, but still need the
objects inside the group, you can break up the group
using the ungroup command. Let's say that we
want to ungroup the main group that contains
all of the objects. To do this, you can click on a group object and
then choose group. As you can see here, the shortcut for this command is Shift Control G. If
you do that correctly, now you can select
the star object and the triangle
object directly. But notice that rectangle and ellipse are still
inside a group. This is because ungroup command only breaks the group
layer one level at a time. In this condition, you can
repeat an group process. That is by rod clicking and
then choosing ungroup again. Another way to do
this, let me undo it. So we have the main
group as before. If you have complex
NSA groups like this and you want to break
all of them in one go, you can use the
ungroup OL command. The method is
basically the same as the group command.
You can right click. But then instead of clicking
on the ungroup option, you want to click
the ungroup option. And here's the result. All objects are back to their individual
state, all right. Another feature in
affinity that is almost like the group feature
is the container layer. Essentially, a
container layer is like an empty layer that can hold
other layers inside it, just like the group layer. You can also create
nested container layers. To create a container layer, you can click on this icon just to the left
of the group icon. As you can see, a new layer called layer one
has been created. If you want to place objects
inside this container layer, you can do so by dragging
the layers and dropping them exactly on top of
the container layer. However, if it already has
member layers and is expanded, you can place the new layer on top of or between
the member layers. Okay. Now, what makes container
layers different from group layers is that the objects inside the container layer
are still independent. So you can select and move
the objects individually without having to perform double clicking as you
would in group layers. But if you do want to select all objects inside
the container layer, you can do so quickly simply by selecting the container
layer in layers panel. If you want to delete
the container layer, but maintain the
objects inside it, you need to first move the
objects out of the layer. Only then can you safely delete the container layer by
clicking on this trash icon at the bottom right
corner or simply by pressing the delete key or the big space key
on the keyboard?
12. 01-10 Artboards: In this lesson video, we will discuss the artboards. As I mentioned, in
earlier lessons, affinity provides two
different methods of creating multi page designs,
artboards and pages. They are not compatible
with one another, so you need to
choose one of them. Ideally, you should choose artboards if you need to
design in different sizes. But if you are designing something that has
similar sizes, such as a book, then you
should use pages instead. For now, we will focus
on the artboard feature. Use the Yardboard feature, you need to activate
YarboardTol. While this tool is active, you can create new artboards, delete them, and also edit them. Now, if you only have
one canvas like this, affinity does not
consider it artboard. If you have at
least two of them, only then does affinity
activate YardboardFeature. To create a new artboard, there are three ways
to go about it. The first and easiest method is to duplicate
the existing one. For this, you can simply click Hoplus nodes that show up
around the existing artboard. For example, if I
click R plus node, affinity will create a new artboard just
to the right of it. It will use the same
size as its original. Now for example, if I click
on this bottom plus node, affinity will create a new identical sized
artboard just below it. The second method to create an artboard is by clicking and ragging in an area outside
the existing artboard. This method will create custom sizes depending on
how you drag the mouse. Remember, you do
not want to drag the mouse inside an
existing artboard, as that will move the
artboard instead. Less method of creating new artboard is wide
the context tool bar. With this method, you can precisely define the
width and height of the new artboard and also the gap from the
existing artboard. Let's say that we want to create a 500 pixels by 500
pixel artboard. You can type here 500, then past type twice. Then type 500 again. After that, you need to click
on Insert Artboard button. As you can see,
with this method, affinity creates a new artboard at the right side
of less artboard. A size of this artboard is
precisely 500 by 500 pixels. Now, you may notice that
there is also a drop down list up here where you can
select presets for the size. Unfortunately, there is a bug in the current version of
affinity that I am using. That is selecting
the preset does not automatically change the width and height
values in these fields. But don't worry. Although
these values do not change, when you press the
Insert artboard button, affinity will add a
new artboard with the correct size
based on the preset. It's a minor bug. Nonetheless, I hope this gets fixed by the time
you watch the video. Okay, guys, so those are
the three methods that you can use to create new
artboards. All right. To delete the ntboard first, you need to select the artboard
using the artboard tool. Then you can pass the delete key or the
backspace key on the keyboard. Or if you notice, the artboard will show up as a special layer in Layers panel. And so you can also delete
the artboard via layers panel by selecting it and then passing the trash icon
at the bottom right. Now let's discuss how we
can edit the artboards. To edit an artboard, the technique is similar to how we turn some vector objects. That is, you can click on
Artboard to select it. You can move it by dragging
inside the boning box area. Can resize Snortbard by dragging the small nodes that exist
around the bonding box. You can make use of the shift key to
maintain its proportion, and you can also use the control key to
make the center of dboard the pivot point
when resizing, all right. Now, if you need more precision, you can access the parameters
inside the transform panel. You cannot just do
location by changing the X N Y coordinate values. You can change the
weight of dboard here and you can change
the height of yboard here. Remember that in affinity, when scrolling the mouse to change the values
inside the field, you can hold the
Shifkey to make it go faster or go by tenth values. What is unique about adjusting the upwards via the
Transform panel is that you can also change the rotation and share
values in this panel. Although I doubt anyone would
want to use these features as all paper and media sizes
are basically straight. So you may want to keep both of these values to zero, okay? Now, the way artboards
work in terms of layers panel is that they are almost similar
to container layers. So you can move objects from one artboard to another by
wagging and dropping layers. Yes, you can do this, but I don't recommend
doing this, as the object may
become invisible. What I recommend doing when
you need to move objects between artboards is to do
that directly on a canvas. For this, you need to use the move tool, not YardboardTol. For example, I want to move this star object
to Aboard two. I can just dig the
object and rope it inside the area
of artboard two. As you can see, in layers panel, the star object automatically becomes the child
of Aboard to layer. A example, I can direct this triangle object
to the third artboard. Again, it will
automatically become the child layer of the
third outboard layer. If you want to rename not board, you can just double click
its name in Lawyers panel. Or you can also do that by double clicking on its name
directly in Canvas view, type in a new name and then
click the OK button, right. There is one last feature
that I want to explain in terms of editing objects
inside an artboard. If you are editing objects inside this artboard,
for example, you can self select and edit other objects that exist
inside other artboards. If you want to constrain your selection and editing
only to this artboard, you can activate
this small icon at the bottom left corner
of Layers panel. It may not that obvious, but the icon will have a darker background
color when it is active. With this icon active, you can only select objects
inside the current artboard. You cannot select or edit
objects on other artboards. If you want to switch
the active artboard, you can simply
select the artboard that you want to edit
in Layers panel. Now, you can only
edit the content of this artboard and
not the other artboard. If you prefer to
be able to selack everything and not be
constrained by the artboards, just turn this icon off again. Now, you can selack objects across Adwords just like before.
13. 01-11 Duplicating objects: In this lesson video, we will discuss how to
duplicate objects in affinity. There are at least
five methods that you can use to duplicate
objects in affinity. First, is by using the
Control key or the key. Second, is by pressing Enter or using the
move duplicate window. Third, is by using the
conventional Capen paste method. Four is by using the
duplicate select man. And finally, using
the arrow keys when creating new
vector objects. Let's discuss each of
these methods one by one. The first method is quite easy. Essentially, you need to hold the Control key when
moving an object. You can hold the
Control key first, and while holding the Control
key, you move the object. Or you can also move
the object first. And while not releasing
the most button, you hold the Control key. Any of these
techniques works fine. Now, you can also duplicate objects by holding
down the alkey, but you need to hold the alke first and then move the object. If you move the object first
and then hold the alkey, you are not duplicating
the object. Instead, you are just turning off the snapping
feature tempor rally. We will discuss snapping
in later lessons. For now, you just need to know that I don't
recommend using the alkey to perform
duplication in a canvas area. However, if you want to duplicate objects using
the layer spanel, you can use the l key method. Notice that, if I hold out
and then drag a layer, affinity will create a
duplicate of that layer. In conclusion, you can use the Control key to duplicate
objects in Canvas, and you can use the alkey to duplicate layers in
layer spenel but you do not want
to use the key in canvas as they can conflict
with the snapping feature. The next method is by using
the duplicate window. You should already
know that you can open this window by pressing the
enter key on the keyboard. We have discussed most of the parameters in this window except the duplicate features. Let's say that we want to duplicate this
triangle object three times to the left for
200 pixels first. You can activate the
duplicate checkbox and then type in three in
a number of copies field, and then type -200 in
the horizontal field. This basically
gets the job done. We have three duplicates and a distance between one to
the next is 200 pixels. Of course, movement is not the only thing that
can be duplicated. Feel free to play
around and experiment with the distance angle. Rotation and scale values, as you can see, you can quickly create interesting layouts
with this technique. Last thing that I want to
explain is these two buttons. Basically, if this is active, the duplicate layers will be placed above the
original object layer. But if this is active, the duplicate layers
will be placed below the original object
layer. All right. The next one is using the conventional copy
and paste method. I believe that all of you
already know the shortcuts. You can press Control C to copy and press
Control V to paste. If you are on acomputer, you can replace the Control
key with the Command key. In infinity, if you
have objects like that, then you press Control C, then Control V. The
duplicate object will be pressed exactly on top
of the original object. So at a glance,
nothing has changed. But when you see
the layers panel or when you try to
move the object, you realize that you now have two identical objects stacking
on top of each other. Next method is duplicating an object using the
Control J shortcut. If you ever forget the shortcut, you can open the edit menu, then duplicate and
then selection. As you can see, the
shortcut is Control J. So if you select an object
and then press Control J, you can see that affinity
creates a new duplicate and places it exactly on top
of the original object. Until it point, you
may be wondering. So what is the
difference between using the duplicate method versus
using the cap in past method? They both duplicate objects
exactly at the same location. Well, you may not see any difference if you
only have one at board, but if you have
multiple artboards, you can make use of
the copy and paste method to duplicate
objects across artboards. You cannot use the Control
J method as it can only create duplicates
in the same Atbard now, the way affinity handles
duplicate objects via the coping piece
method is that it will try to use the original
objects coordinate. In other words,
the distance from the top left corner
of the artboard to show you what I
mean if you select this rectangle object and then
open the transform panel, hold sheath and
scroll the mouse. So the coordinate value
is at 300 pixels. And why value is at 200 pixels? In this condition, we can
press Control C. Now, let's activate the
right artboard. If you are using the move
tool besides violet spanel, you can quickly activate artboards by clicking
on their names. While this artboard is active, if we press Control V, the new rectangle
object will have the same coordinate
values as the original, but if the artboard
size is different, let's say that this one is smaller in width and
longer in height. If you select this triangle, for example, and then
press Control C. Now, let's go back to this
artboard and then press Control V.
Notice that affinity, we try to place the
duplicate using the original coordinate
as much as it can. It uses the same Y value
because it is possible. But because the X value
is impossible to use, it places the duplicate
at the center of the artboard instead, okay? The last technique
that I want to discuss is not actually
a duplication technique, but rather a vector object
creation technique. I discuss this
technique together with the duplication
techniques because it generates multiple objects. You can use this technique
with parametric vector tools. Essentially, while creating
a parametric object, you can press the arrow keys. Just for example, we want to create a grid of diamond shapes. So activate the diamond tool and then create a diamond shape by clicking and
dragging in Canvas. Now, without releasing the
most button in this condition, if you press and release the right arrow key
on the keyboard, you are adding more diamonds
along the horizontal grid. Pressing left arrow key
will reduce the number. If you press and release
the down arrow key, you are adding more
diamond shapes vertically, and if you press
the up arrow key, you are reducing the number of diamonds in a
vertical direction. Because you are still
holding the most button, you can still make use of
the shift key to create square diamond shapes or use the Control key to
center the pivot point. If you're happy with the result, release the most button
to confirm the creation. As you can see, as a result, we get multiple diamond shapes
across multiple layers. One last step when using the arrow keys method is adding
gaps between the objects. You can add gaps by pressing
and holding the arrow keys. So when you click and
drag to create a shape, without releasing
the most button, pressing and releasing
the right end down arrow keys will add
more duplicates. But if you press and hold
the right arrow key, the objects start to move
away from each other. If you press and hold
left arrow keys, the gap will get
smaller and smaller, and eventually you are
flipping the grid direction. You can also do the same
with the down arrow key, and the up arrow key. If you hold the keys, you can control the gaps. If you are done, you can just release the
mouse to confirm.
14. 01-12 Pixel layer vs Image layer: In this test and video, we will discuss two types of
raster layers in Affinity, the pixel layer,
and in each layer. You need to know the
difference between these two, as they tend to confuse
a lot of beginners, especially users from
other graphics software. Now, because we will need to
use the pixel based tools, make sure you have
the pixel studio active and at the vector studio. Okay? Let's first
discuss the pixel layer. In Affinity, the
default rusterayer type is the pixel layer. In general, it is the same
layer type that you can find in other RusorGraphics
applications such as Photoshop, Gimp, Krita, and so on. To create a pixel layer, you can do one of the
five following methods. First, you can
click on this icon. It looks like a checker
pattern in Layers panel. As you can see, that creates
a new empty pixel layer. The second method is to open a pixel menu and then
choose new layer. Notice that the shortcut for this command is Control ShefN, which is the third technique
list to create pixel layers. The fourth technique is to let Affinity create the pixel
layer automatically. This can happen if we have
a vector layer selected, and then we try to use the
paintbrush tool on top of it. For example, we can
select a rectangle layer, which we know is a vector layer. If we activate the
paintbrush tool and then try to paint on it, Affinity will not pin
directly on rectangle layer. Instead, it creates
a new pixel layer on top of it and then applies the brush
strokes on the layer. The fifth technique
is to convert other layer types into a pixel layer using
the rasterize command. For example, we can select
this Ellipse vector layer. If you right click on layer, then just rest trice. Now, this layer is no
longer a vector layer, but a pixel layer. We can try using the
paintbrush tool on it. As you can see, Affinity
allows us to paint on it without creating any
new pixel layer on top of it. The second type of frost
layer is the image layer. An image layer is basically a representation of an image
file inside the Affinity. This image file can be
embedded or linked. We will discuss the difference between embed and link
in another lesson. For now, you just need to know
that you need to bring in an image file into Affinity
to create an image layer. There are two ways that
you can go about it. First, you can use
the Place Command, or second, you can
simply drag and drop the image from an
external file browser. To use the Place Command. You can open a file
menu, then choose Place. Select an image. Then
click on the Open button. Next, you need to click on a Canvas to define
the image location. As you can see,
Affinity just created a new image layer for the
image you just imported. Now, let's see how we can use
the drag and drop method. You can open the file explorer. Find an image and then
drag and drop the image on top of the Affinity app
inside the Canvas area. Just as before, Affinity created a new image layer for us to contain the image
file we dropped in. Again, the ones with the checker icons
are the pix layers, and the ones with the
rectangular image icons are the image layers. Up to this point, you
may be wondering. So what is the
difference between the two types other
than just the icons? Well, what makes an image
layer different is so Affinity protects or
preserves the data inside it. The advantage of
this is that you can always reset an image layer
to its original state. But the downside of this
protection is that you cannot perform all of roster
editing features on it. That is, if the editing features are considered to
be destructive. To give you some examples, if you select an image layer, and then you scale it down quite small or scale it up very large, you can always revert the image to its original size by going to the Context to bar and then clicking on the
original size button. Again, you can do
this because Affinity remembers the original
state of the image file. Notice that if you select
an ordinary pixel layer, you won't see any button
to reset its size. Now, if you are
on a pixel layer, you have total
freedom to edit it. For example, you can select
any part of it and then move the pixels inside the selection or perform other
transformations. You can also use
the pin Brush tool to add any color that you want. If you don't like the
image in a pixel layer, you can remove it using
the eraser tool and so on. Again, these are all
considered to be destructive editing as the original pixel
information changes. If you try to do any of these
edits on an image layer, Affinity will prevent them. You can create a
selection like so. But when you try to move it, the whole layer moves instead, not just the pixels
inside the selection. If you try to paint on an image layer using
the paintbrush tool, Affinity will create
a new pixel layer on top of it instead. And if you try to erase
part of an image layer, Affinity will add a
mask layer instead. We will discuss the mask
layer in later lesson. Long story short.
The original image in the image layer
is not affected. You can show or hide
this mask layer. And even deleted without affecting the image
layer, right? So what if we want to perform destructive editing on
an image layer then? Well, you need to convert it first into an
ordinary pixel layer. To do that, you can use
the austerize command that we used before to convert a vector layer into
a pixel layer. So you can right click on an image layer and
then choose Rusize. Now that it is an
ordinary pixel layer, you can perform all kinds
of editing features on it, including ones that are
considered to be destructive.
15. 01-13 View modes: In this video, we will
discuss the view modes. Essentially, view modes
are methods of how affinity display
graphical objects inside the canvas area. In this file, I have
several vector layers, a pixel layer, and
an image layer. You can use the file I
provided to follow along, or you may also set your own file like this
one if you want to. The two most important view
modes that you need to know are the pixel view mode
and the vector view mode. You can access or switch between these modes using these two
buttons at the top to a bar. This is the vector view mode, and this is the pixel view mode. In vector mode, affinity will try to display
graphical data as if without mapping it to the pixel grid belonging
to the document. Because of this, all vector
objects will look sharp, even if you zoom in very close. As you can see, the curve at the Ellipse border still looks sharp even when
we are disclosed. Other vector shapes
also still look sharp and not only
the vector layers, the effect is also
true for image layers. That is, if you scale down an image layer to a
very smooth size, we can still see the picture inside it clearly
when we zoom in. Again, this is because
affinity still remembers or stores the
image layers original state. Now, notice if we change
the view mode to pixel, if we are far away
or zoomed out, we may not see the difference, but once we zoom in very close, we start to see pixelation
on vector objects. And the picture inside an image
layer is very noticeable. This happens because
in a pixel view mode, all graphical data is mapped to the pixel
grid of a document. Currently, the document is
in a full HD resolution, meaning that all
the vector layers and image layers are all mapped to 1920 pixels in width
and 1080 pixels in height. The only layer that
is not affected by the pixel view mode
is the pixel layer. Why? Well, pixel layers already hold graphical data based
on a document pixel grade. So even if we switch to
the vector view mode, we will still see pixelation on pixel layers when zooming in. Again, this is because that is exactly how affinity
stores their data. Now, you may be wondering. So why do we even want to use the pixel mode if you get
uglier vector and image layers? Well, if you are in the process of editing
vector objects, you'll gain more control and precision if you stay
in vector view mode. But from time to time, you may want to switch
to pixel mode to preview your work because if you publish your work as PNG or GPA files using the
document resolution, your work will be
transformed into pixels. Okay? If you prefer to
use keyboard shortcuts, instead of going back and
forth to the toolbar, you can press Control out Y to switch between
the two modes. But there is a small bug
when you use the shortcut, you see if you press Control out Y to switch to
the Pixel view mode, the pixel icon will be darkened indicating
that it is active. However, if you press Control O Y again to switch to
the vector view mode, the vector icon does
not look active, even though we are
currently in vector mode. I hope this bug gets
fixed in the future, or by the time you
watch the video, Okay? Now, if you right click on a view mode buttons
and then oe Advanced, affinity will display
two additional modes. This is the retina pixel mode, and this is the X ray mode. You can Right click
and use Advanced again to turn off the
Advanced mode if you want to. Basically, the Xray mode
displays all vector objects and image layers as semi
transparent colors or pictures with back borders. This can be useful when you have a complex design with multiple
objects stacking on top of each other and
you want to set a certain object that is being
blocked by other objects. For example, if this star object is behind the image layer, you cannot see it or may
not realize that it exists. That is, if we are in a
vector or pixels view modes. But if we use the X ray mode, we can easily spot the
star object behind the image layer because you may need to use
this mode often. Affinity provides a
shortcut for this, which is Control Y. This shortcut works as a total. So pressing Control Y once
activates the X ray mode. Pressing Control Y again, activates the vector
mode, all right? The retina pixel
is a mode that you can use if you need
to simulate how your image will look on Apple retina display devices or other high DPI
display devices. Basically, affinity will double the amount of pixels used
to display the document. As you can see, when retina
pixel will be more effective, affinity uses smaller
but more pixels than documents
default resolution. Again, this only
affects the vector or image layers and
not the pixel layers. So up to this point, we have already discussed
four different view modes, which can be accessed
through the toolbar. You need to know that
affinity actually provides more than
just these four modes. You can access the
other modes by going to the view menu and
then choosing modes. We have discussed pixel, retina, and vector modes. We have also discussed
the X ray mode. Now, the offline
and headline modes are basically the same. I honestly don't know why affinity makes these
two separate modes. If you read the documentation, it says that the
headline mode works just like how at
software renders lines. For me, though, the
only visible difference that I can tell is that the headline mode
is slightly thicker than the outline
mode, and that's it. Perhaps in the future, one of these modes will get more distinctive
features over the other. Who knows we will see. Besides the modes, affinity also provides several viewing
features that we can use. First is the graceful option. Essentially, this option will desaturate all the
colors in our document. We may not see any difference if we are still in the
headline or outline mode. But if you activate the other modes such as
vector or pixel modes, we can see how all the colors turn into a gray scale spectrum. To bring back all the colors, we can simply click again on a gray scale menu item
to turn the feature off. Next is the height
effect option. As the name suggests, this will hide all the
effects from the canvas. I know we haven't
discussed the effects yet, but just to give you an insight into how this option works, if you select the
rectangle layer and then click on the effects, we can activate the
Gaussian blur effect, for example, not
rectangle becomes very basically the
rectangle object now has an effect
attached to it. Now, if you activate the
height effects option, the rectangle is back to its original state without
the effect being applied. Just like the gray scale option, you can turn the height
effects option on or off simply by clicking
the menu item again. One of the cool features in affinity is the ability
to split screen. You can do that by clicking on the split view menu item or simply by pressing the
ma key on the keyboard. This is using the split view, and this is just
using a single view. So how can we make use
of this feature then? Well, you can click on
these small tags or rectangles to activate
left or right view. Let's say that we want left
view to be in the X ray mode. Make sure you click left tag. Then click on the
Xray view mode. As you can see, the
Xray view mode is only activated on left view
and not on the right view. As for the right view, say that we want to use
the vector mode. But we want it to
be in gray scale. Next, you can drag this bar to the left or to the right
to compare the two modes. Feel free to play around with other modes and settings
if you want to. After you are done,
you can simply press the Kama key again to deactivate
the split view feature.
16. 02-01 Snapping basics: In this video in the next, we will discuss the
snapping feature. To turn on snapping, simply click on a magnet
icon in the top tool bar. This is a Togol button, so you can click to turn it on and click again
to turn it off. Notice that with the
snapping turned on, I can easily align one
object with another object. If you need to
tweak the settings, you can click on a carrot button just to the right of
the snapping button. As you can see,
affinity provides a lot of options and parameters
related to snapping. To make it easier to manage
all these parameters, you can make use of the presets. Notice that as I switch
between these presets, the parameters below are
changing accordingly. For now, let's first use the page layouts
with objects reset, so we have the same snapping
settings to start with. The first important
parameter that you need to be aware of is the
screen tolerance. Basically, it defines the
minimum distance between objects before affinity starts
applying snapping to them. The value is based on
pixels displayed on screen. If you set it to a
very low number, the snapping will be
less aggressive as the objects need to be very
close to trigger snapping. Vice versa, if you set the
screen tolerance very high, the snapping will
become very aggressive as it can be triggered even
if the objects are far away. For now, let's set
this to ten pixels. The next thing that I want to discuss is the snapping colors. Affinity displays
different colors on the screen based on the type
of snapping that occurs. If your object snaps to
another object horizontally, you'll see red colored lines. If it snaps to another
object vertically, you'll see green colored lines. You'll also see other colors
such as yellow and purple, but we will discuss this later. Now, even with the
snap feature reactive, sometimes you just need to move objects in control
without any snapping. You do not want to turn
off the snapping icon, as you still need the
feature for other objects. In such a case, you
can make use of the al key or reaction
key if you are on the MC. For example, if I move
ster Object around, we can see the snapping
lines here and there. But if I hold down the key, affinity temporarily turns
off the snapping feature. If I release the alkey snapping feature
is reactive again. Please note that
you need to hold the alkey after you move
the object, not before it. Why? Because if you hold the alkey before
moving the object, affinity will duplicate
the object instead. We have covered this
issue before when discussing object
duplication, okay? Next, let's discuss the
snapping candidates. Basically, the term
candidates in affinity are objects that will be taken into account when affinity
calculates snapping. If you set this
to candidate list and you set the
maximum value to six, this means that
affinity will only care about less six
selected objects. Other objects will be ignored. If you set this all
the way to one, now, only less selected
object is taken into account. For example, if you select the rectangle object and then try to move
the star object, it will only snap to
the rectangle object and ignore the ellipse
and the triangle objects. Another example, if we change
the maximum value to two, then we select the
triangle object, and then the star object, if we now try to move the
ellipse object around, it will only snap to the triangle and star object ignoring the rectangle object, so again, the larger
the maximum number is, the more objects are taken
into account when snapping. I usually just set
this to five as I really need to snap more
than five objects at a time. The second snapping
mode that I want to cover is the option
called all layers. As the name suggests, this will basically take
into account all objects or all layers in a file
without any restriction. The last two modes that
we need to discuss are the immediate layers and
immediate layers in children. Please note that these two
modes are special because they are actually designed
to work with vector nodes instead of objects. I know we haven't discussed
vector editing yet. The purpose of this lesson
is to give you insight into how the snapping mode behaves and not about how to
edit vector shapes. We will discuss vector editing in greater detail
in later lessons. Long story short,
the immediate layers mode detects candidates that are on the same level of the chron object and are
on a direct paren layer, while the immediate layers and children detects candidates on the same level on its direct paren and also
on the subordinate layers. So to truly see how
these two modes work, we need to create objects or layers with parent
child hierarchies. For this, I again put
rectangle inside the ellipse. Let me move rectangle
so we can see it. And then I put the star
inside the rectangle. Don't worry. We will discuss clipping mask in lady lesson. Now, ellipse is the parent
to the rectangle object. The rectangle is the child of llipse and also the parent
of the star object. Well, the star object is the
child of rectangle object. Now, because having
objects in hierarchy like this will clip them or
constrain their visibility. I need to change
the view mode to the X ray or the outline mode. This way, we can still
see the lines clear next, I can turn off all of these options and only turn on the object
geometry option, lastly, I can select the rectangle object and then
convert it into a curve. This way, I can select and
move the nodes freely. Okay. Now, if I set the
snapping mode to immediate layers and then try to move this node in
the rectangle object, I can snap it to other nodes belonging to the same object
or the rectangle object. I can also snap it to the paran object,
which is the ellipse, but I cannot snap it
to the star object, which is the child
of the urn object. Now, if I change the snapping mode to immediate
layers and children, not only can I snap the
node to the nodes of the same object and
of the paren object, I cannot snap the
node to the nodes or lines belonging
to the star object. So there is the difference
between the two modes. Before I end the video, you may notice that affinity now uses yellow as
the snapping color. Please note that
this yellow color indicates geometric snapping. Again, this is because I turned on the geometry option before.
17. 02-02 Pixel and grid snapping: Let s continue our discussion
on snapping features. In this video, we will discuss the pixel snapping
and glt snapping. For now, make sure you set
the view mode to vector. First, let's discuss the
pixel snapping feature. This feature is important. If you want to
create designs that snap perfectly to
the pixel grade. For example, when you want to create pixel artworks
for to the games, to clearly see how this works, let's turn off the page, any object snapping options, and also let's turn off
this option for now. To see the pixel grade, you need to zoom in very close. You need to go above 1,000% like 2000 or 3,000 present depending on your
monetary resolution. You may not see the grid
clearly in a video, but you should see subti
grid lines on your monitor. Again, this is the pixel grid or the grid lines that indicate
the pixel position. Now, if you zoom in this clause, but still cannot see
the pixel grade, this may be due to the pixel grid option
being turned off. To toggle the pixel grid, you can use the shortcut
control out single code. So this is on and it is off. If you ever forget the shortcut, simply open the view menu. Then show and then
ooePixelGrad, okay? Now, let's see how the
pixel snapping works. While the first pixel alignment
option is turned off, when you move objects
or nodes, affinity, will not try to snap them to the pixel grade if you
turn the upper option on, but the bottom option off, and then try to
scale is rectangle. For example, the node will precisely snap to the
pixel grade, all right? The bottom option
is used when you only want to move
objects or nodes, per tixel but not necessarily
snap to the grade. I don't understand why
we ever need to do this, but the option is here
if you ever need it. To see the feature, clearly, if I move a scale node and then hold out to turn off
snapping temporarily, I can move this halfway
or off the grade. Then if I try to move the scale node again
without the alkey, the movement will snap
by one pixel distance, but it does not snap
to the grid lines. Again, most of the time when
dealing with pixel artworks, you do want to have the
first option turned on, but the second
option turned off, you make sure the objects
we create or move are aligned with the documents
pixel grid, all right? Next, let's discuss a
snapping feature that is inside the page snapping
category called snap to grid. For now, let's turn off the pixel snapping and also
keep the object snapping off. Basically, all snapping is off except the snap
two grid option. If the Snap two grid
checkbox is on the object or the node that we drag in
Canvas will snap to the grid, please note that what we are discussing now is
the standard grade, not the pixel grade. By default, the grid
itself is invisible. You can toggle its visibility by pressing single
code on a keyboard. Or if you forget the shortcut, you can open a view menu, then open the show sub
menu, and then grade. As you can see, shortcut
is control single code. Notice that, if I try to direct these scale nodes belonging
to the ellipse object, the nodes will snap to
the nearest grid lines. Okay. Now, you may be wondering, so what are these
grid lines based on, and how can we control them? Well, you can control the
grid lines by going to the view menu and then choosing
the grid axis menu item. By default, affinity uses
your aromatic grid system. Basically, this will
create grid lines per tenth of a
pixel dynamically. What I mean by dynamic is
that if you zoom in or out, it will recreate the grid by dividing or multiplying
the grid size by ten. So with the automatic method, you always have a grid
shown in the canvas. Second type of grid
is the basic grade. As you can see here, you can set your own
measurement for the grid size. If I've set this to 40 pixels and set this
to four, for example, we now have a grid with a size of 40 pixels in
width and height, and it is divided into four lines horizontally
and vertically. What differentiates
the basic grid from the aromatic grade is that
if you zoom in or out, affinity will not
recreate the grid lines. If you still see a
smaller grade like this, this is actually not the standard grade that
we are discussing. This is the pixel grade. So let's turn it off for now, so it does not get in
the way. All right. Besides the square grade, affinity also supports
tilted or isometric grades. We can access these grade types using the advanced mode
and the cube mode. In your advanced mode, you can choose the
isometric grade, which is very useful for
creating orographic artworks, such as for interactive maps
or two D over the top games. There is also due two by one ratio isometric grade and one called
diametric and so on. There are just so
many options that you can tweak on each of
these grid types. It will be too long
and too boring if we have to discuss all
of them in this video. So I urge you to
explore them yourself. Less grid mode is the cube. This is basically an
isometric grid type built on steroids. Essentially, with
this grid type, you have greater control
over how the grid behaves through the use
of TD cube simulation. You can rotate the cube horizontally by
clicking and ragging in this area and also rotate the cube vertically
using the slider. You can control the size
of the grid and so on. Again, I won't go into too much detail as that
will take too much time. Feel free to play around with
the settings if you like. For now, let's activate the default automatic
mode and then click close because the video
is already quite long, we will continue discussing other snapping features
in next lesson videos.
18. 02-03 Baseline grid: In this lesson video, we will discuss the
next grade feature called the baseline grade. If you open a view
menu and show, you can see that affinity
supports three types of grade, the standard grade
or just grade, the baseline grade,
and a pixel grade. We have discussed the
grade and pixel grade. Now we are discussing
the last type of grade called the
baseline grade. So what exactly is a baseline
grade in the real world? If you look at a blank notebook, you can see subtle
horizontal lines usually they are colored in
light gray or light blue. Well, these lines are
basically a baseline grid. Long story short, we use baseline grids for
aligning texts. That is why they
are very common in the stop publishing software or where we need to
work with books, magazines, and the like. In affinity, we can also
use the baseline grid for snapping objects so they can be aligned easily
against text content. By default, the baseline
grid is hidden. To show and to
tweak its settings, you can open a view menu. And then use baseline grade, then you need to activate
these two checkboxes. As you can see,
the baseline grade only has horizontal lines
and no vertical lines, just like the lines we see
in physical notebooks. Now, if you open
the snapping panel, you will also see the snap
to baseline grid option. So what is the difference between this option
and this option then? Well, this use
baseline grid option is for aligning text content, while this snapping to baseline grid is for
snapping objects. So their functions
are quite different. One thing that you need
to keep in mind is that the snapping feature depends on the use baseline grid option, meaning that if this is off, the snapping feature will
not have any effect, right? Let's discuss how objects
snap to the baseline grid. To see the snapping
effect clearly, make sure all other
snapping options are turned off except the snap to
baseline grid option. In this condition, if we drag the scale nodes
of the triangle, for example, it will snap to
the nearest baseline grade. This only applies to the
top and bottom scale nodes. When we try to drag left
or right scale nodes, nothing happens
because there are no vertical lines in
the baseline grade. Please note that even if you
hide the baseline grade, the snapping effect
still exists. But if you turn this option off, then it does not matter whether you have the
snapping option on or off the object or node that we drag will not snap to
the Baseline grid. Again, this is something
that you need to remember. Next, let's discuss how text content snaps to
the Baseline grid. For now, we can turn
off the snapping icon, so we can focus only on the text content and
ignore object snapping. Now, I know we haven't
discussed text editing yet, but to understand
how this works, we need to create a
frame text object. To access it, we can click on the Artistic text tool and then choose the frame text
tool in a two group. We need to use the
frame text object as the baseline grade does not work with the
artistic text object. Okay. Next, change the font size to 20 points so that later, we can see the text better. Then click Reg in
a Canvas like so. For practice purposes, you can type some random letters
in this text frame, but affinity provides a
more elegant solution for creating dummy text. To do that, you can
go to the text menu, then insert and then choose
Inset filler text or simply by Rod clicking on text area and then choosing
Inside filler text. Now we have some texts
to practice with. Notice that this is not an ordinary text that
you can select and edit. If you try to delete
letter inside it, affinity will delete
the whole text instead. Okay. Now, see if we try to
move the frame text object, the text content inside it will always snap to the
nearest baseline grid. If you turn this option off, now the text will just follow the object without any snapping. Let's turn this back on. If you try to move one of
the scale nodes up or down, you can see that these
nodes do not snap to the baseline
grade. Why is that? Well, this is because the nodes are considered to be
objects, not text. So you need to turn on the snapping icon for it to
snap to the baseline grade. All right, let's turn off the snapping
icon again for now. Next, let's discuss these
parameters in detail. The stop position value determines the position
of the first grade line. Increasing this value will create a larger gap
in the top area. The relative to option defines what page feature we want to use as the base for
the start position. We will discuss margin
in the next lesson. As for spread and page, you should already
know what a page is. This white rectangular
shape is a page. If you only have
one page like this, the terms spread and page
are basically the same. But if you have a book layout with left and we facing pages, a spread is a combination of two pages that are
facing each other. We will discuss this
in greater detail, perhaps in another course that focuses on affinity
layout studio in Shallot. Next, the grid
snapping parameter is probably very obvious. This is for adjusting the
gap size between grid lines. Then you can change
the grid color here, and you can change the grid transparency
using the slider. All right. Next, the show
baseline grid checkbox here will hide or
show the grade. Switching this checkbox
is basically the same as going to the view show, and then clicking on the
baseline grid menu item. The display threshold value here determines at what zoom level the grade
will be displayed. If you set this to 70%, it means that Zoom levels lower than 70% will
hide the grade. Just to prove this, if you
use the navigator panel or if you activate the Zoom two and then wreck this zoom
slider to the left. Once it passes lower than 70%, the baseline grade disappears. If the zoom value
is larger than 70%, the baseline grade
shows up again. Okay, guys, so that is how you use the baseline
grade in affinity.
19. 02-04 Spread and Rulers: In this lesson video, we will discuss the
spread snapping feature and rulers feature. First, let's discuss the
spread snapping features. As we discussed in
the previous lesson, the term spread is
commonly used to define two connected pages or pages
that are facing each other. We see this type of layout in
book and magazine designs. If you only have
one page like this, then the terms spread and
page are basically the same. To clearly see the
spread snapping feature, make sure you turn off all
other snapping options except for the Snap to spread
and spread points options. In this condition, if we
move an object or a node, it will snap to the left
border of the page. The top border,
right, and bottom, you can also snap
objects or nodes to the center of the page
horizontally and vertically. All right. Next, let's discuss the rulers
feature in affinity. By default, the
rulers are hidden. To toggle the
rulers feasibility, you can press Control
R on the keyboard. So these vertical
and horizontal bars with numbers are
called the rulers. Basically, just like the ruler we found in the real world. If you ever forget the shortcut, you can always open view menu, then show and then choose rulers one alternative
method that you can use to show or hide the
rulers is by clicking on the outer empty area and
then choosing Show Rulers. I forgot to mention this technique in the
previous lessons. That is, you can also use this technique to show
or hide the grade, pixel grade, baseline
grade, and other stuff. Okay. Please note that the numbers you see
in the rers are based on a document setting because I set the
document unit to pixels. The rulers are not
based on pixels. If you open a document menu, then set up and then
use document setup. As you can see, currently, the document unit
is set to pixels. If I change these 2
millimeters, for example, and then click Okay,
now the numbers displayed in rulers are in
millimeters, not pixels. We can press Control Z to change the rulers
back to pixels. If you need to switch
back and forth between different measurement units
instead of going to the menu, you can right click
this corner area and then chooe whatever
unit you want to use. Just remember that changing
the unit here will also change the unit setting
in a document setup window. By default, the 00 value or the origin point
of the rulers is at the top left
corner of the spread. If you want to move the origin
point to another location, you can do that by
clicking and wagging from this corner area to any
location in Canvas. Notice that now, 0.0 coordinate or the origin
point is here, not here. To reset the origin back
to its default location, you can simply double
click in its corner area. As you can see, now the origin point is back to the top left corner
of the spread. Up to this point, you
may be wondering, what if we want to
move the origin point to a certain location
or distance precisely? Let's say that we want to
move the origin point, 200 pixels to the right and 100 pixels to the bottom.
How can we do that? Well, we can do that by going to the view menu and then
opening the guides window. Here, you can see the
spread origin parameters. You can set this X
value to 200 pixels, for example, then turn
off this chain icon. So you can set the Y
value independently, say 100 pixels, press Enter. You can see right away
how the origin changes. It is now at 200
pixels by 100 pixels. To reset the origin, you can type in
00 in its fields. But again, you can quickly do that by double clicking
on its corner.
20. 02-05 Guides, Columns, and Margins: In this video, we will discuss more features
related to snapping. They are guides,
columns, and margins. First, is the guide feature. To clearly see the
guide snapping effect, make sure all other snapping is off except the snap
two guides option. Okay? So what is a guide? Guides are basically
horizontal or vertical lines that can be used as
snapping targets. Guides are custom made. Meaning that we need to
create guides manually. There are two methods to
create guides in infinity, either use the rulers or
use the guides window. If you have the rulers
shown or visible, you can click and drag from the ruler area into the canvas
area to create a guide. If you drag from the
horizontal ruler, affinity will create
a horizontal guide, and if you drag from
the vertical ruler, it will create a vertical guide. Feel free to create as
many guides as needed. Because we have the guides
snapping up Shenton Don, you can snap objects or
nodes to the guides. Okay, you can toggle
guides visibility by pressing Control semi colon
or by going to the view menu, show and then guides. Or you can also do that quickly by clicking on the
Outer or Empty area, and then choosing show guides. Please note that even if
you have the guides hidden, the guide snapping effect,
you'll still be active. That is, if you have the
snapping icon turn on, essentially, hiding guides does not actually remove guides. Once you have created a guide, you can hover over it and then
click Androg to move now, when you try to move an object, you may accidentally
move a guide instead. This can happen often if you have a lot of guides
in your design. To avoid these accidents, you can use the guide
looking feature. For this, you can
open a view menu again and then use lock guides. In this condition,
whatever we do in Canvas, the guides will not be moved. Let's turn off the
lock guides option, so we can move them again. If you want to remove a guide, you can simply drag the guide so it is outside of
the Canvas area, or you can hover
over it and then click and then choose
clear Selected Guide. If you want to remove
all guides in a Canvas, you can click on a
guide just like before, and then choose
clear all guides. Okay. The second method of creating and managing guides is through the guides window. We used this window before when we adjust
despite origin point. Basically, to open
a guide's window, you can go to the View menu
and then choose guides. Another way to open a
guide's window is by clicking on one of guides
and then choosing guides. Or an even faster way to do this is by doblo clicking
on one of guides, provided that you do
not lock the guides. Managing guides using the
guides window is very easy. This box lists all existing
horizontal guides. While this box lists all
existing vertical guides. The numbers shown here are the location based
on current rulers. If, for example, I want to make this guide exactly
at 200 pixels, I can simply the block click on the number in type
200 then enter. You can also do this with horizontal guides
if you want to. To create a new guide, you
can click on this icon. Notice that by default, affinity will create a
new guide exactly at the center horizontally or vertically to the little guide, make sure you select
the one you want to remove and then click on
the trash icon below. Another method of controlling
guides positions is using percentage values instead of
pixel or millimeter values. To do that, you need to
turn this option on. Notice that now these
values are in percentages. This can be helpful
in certain scenarios, such as when you want
to divide the page into several sections without
calculating the pixel values. While you are in
the guides window, you can also control
the columns and margins of your spread or page. If you increase the columns
value to three, for example, you will see three column guides indicated by three
subtle gray boxes. If you also increase the
rows value to three, you will see the
previous gray boxes divided into three
sections horizontally. If you don't like how
these guides look, you can change their
visual appearance. Using these two primeters. You can change the color here. You can also change the mode to outline if you don't like
the default field mode. Again, these options only affect their visuals,
not their behavior. Next, is the margin guide. Essentially, margins
are white spaces or gaps around the
border of the page. You can create margins,
using these primeters. This is draft margin. This is the top margin,
white and bottom. Currently, changing
one value will change all values because we have
this lock icon ton down. If this is off, you can change each of the values
independently. And you can change the margin
color here if you want to. Okay. Please note that these
column and margin guides do not automatically
create column or white spaces
for text objects. So this is very different from common word processing
app such as Microsoft board or
LibreOffice Writer, for example, we will discuss text objects in ano
lesson or course. For now, you just need to
know that in affinity, these column and
margin guides are simply used for
snapping targets. To use these guides, make sure you have the
snapping on turned on and then make sure you set this snap to margin
option turned on. Optionally, you can
also have this option active if you also want to target the midpoints
of the guides. Again, although these
options say margin, they also affect
the column guides. We can test the snapping
effect by moving objects close to the margin
or the column guides. As you can see, the objects snaps to these
guides as expected.
21. 02-06 Object snapping: In this lesson video, we will discuss various snapping options in
the object category. To see the snapping
effects more clearly, make sure you set the
page snapping category off and return on
the objects netting category by now because you already know most of the
snapping features in affinity, I will discuss the
objects netting features briefly or not as in depth
as the previous lessons. Okay? First option in the list
is probably very obvious. If you turn it on, affinity only cares about the visible
objects when snapping. All objects that are
hidden will be ignored. Next, these three options are
for bonding box snapping. Bonding boxes are
imaginary rectangles that wrap around objects. Notice, if I have the
first option turned on and move this triangle
object to the left, the bonding box
of the circle and the bonding box of the
triangle will snap. If you turn on the
second option, this will let you snap to the mid points or center
lines of the bonding boxes. Okay. Now, the third
option is unique. If you turn it on, affinity
will detect gaps between bonding boxes and then
use the distance as additional reference for snapping to show
you what I mean, let me hide the star
object for now. If I place the circle here
and in the triangle here, currently, affinity
already detects the gap between these two
objects, bonding boxes. Now, if I move the rectangle to this area and move
it left or right, at some point, it will snap to the same existing gap
between circle and triangle. So you can use this teacher
to easily distribute or spread objects within uniform
distances, all right. The next snapping target that we can use is the shapkey point. Essentially, shapkey
points are points defined by affinity developers to make creating
diagrams easier. Most of the time,
the shapekey point is located at the center
of a vector object. I know we haven't discussed
the pen tool yet, but to see the shapekey
let's activate the pen tool and then try to create a polygonal
shape using it. Notice that as I hover
over this ellipse object, finity display yellow node
at the center of the shape. Well, this is the shape
point of illibs object, and this is the shape
of the triangle object, and this is the shape of
the rectangle object. Okay. Please note
that only primitives or parametric vector objects
have shapekey points. Once you convert them into
ordinary curve objects, they will lose their
shapkey points. Just to prove this,
if I click on this rectangle and then
choose convert to curves. This object is now an ordinary curve that we can
edit using the node tool. In this condition, if I try
to use the pen tool again, it will not show
the node as before. Again, this is because this object is no longer a
parametric vector object, so it does not have a
shape key point, right? The next option is snap
to object geometry. I believe this is
also quite obvious. Basically, this
option will let you snap to points and curves
of vector objects. Notice, if I have this option active and then I
use the Pentl again. Whenever I hover over the points or curves
of a vector object, I'll get these
yellow highlights, indicating that the point
I'll be creating using the Pentl will snap to the
geometry of the target object. Will use this feature a lot when you are
editing vector shapes, especially when you need to perform precise
operations, okay? Finally, the bottom option is for snapping to
pixel selections. To see this feature in action, you may also want to activate
the boning box option, so you can snap between objects, boning boxes and
pixel selections. Now, to create a
pixel selection, you may need to activate the pixel studio
first and then use one of the pixel selection tools such as the rectangular
Markey tool. Just click Androg to
create a pixel selection. In this condition, if
you use the move to move one of the vector objects
near the selection area, you'll see that the object
snaps to the selection border. To clear the pixel selections, you can press Control
D on keyboard. Okay, guys, so that
is how you can use the object snapping
features in affinity.
22. 02-07 Alignment and Key Object: In this lesson video, we will discuss how
to line objects, and after that, discuss the key object
concept in affinity. We can access the line features by clicking on this icon
in the toolbar area. Please note that if you don't
have any objects selected, the line icon will be disabled. So again, you need to select at least one object to
access the line features. Besides via toolbar, you can also access the features
via layer menu. Orange and then line. But as you can see,
using the menu is not as convenient as
clicking the line icon. Now, before we discuss the
features inside this panel, notice that the line icon only exists in a vector
and layout studios. It does not appear
in a pixel studio. You might be thinking that
the line features only work on vector layers
and not on pixel layers. Well, it is not the case at all. The alignment features
affinity work on both vector and pixel layers. Personally, I prefer
to have the line features easily accessible
also in Pixel studio. For this, you can
customize the tool bar. We have discussed how to
customize the UI before. Basically, you can
right click on a too bar and then choose customize you can use
this large icon block, which has all the six
basic lineman features, or you can also use one of these individual
icons if you want to. If you prefer to have the same line panel as the
vector or ayo studios, then what you want to use
is this one called lineman. Notice that now, you can also access the line tunnel
from the Pixel studio. Again, personally, this is how I want the tool
bar in the Pixel Studio. But if you don't like it, you can always right click and then open a customized
to bar window again and just drag the alignment icon out from the tool bar
area to remove it. For now, we can focus on a vector studio to access
the alignment panel, right? To line objects, you first need to select the objects
that you want to line. Let's say that we want to
align these four objects. After that, you can open the line panel by
clicking on the icon. On that we can line objects
horizontally or vertically. Both methods are
basically the same. The only difference is the
direction. This is right. This is center, left, top, middle, and bottom. Now, if you click on left
Line button, for example, what you are seeing now
in the Canvas is actually just a preview of what will happen if you click
Dply button below. If you click again
on left button, affinity will turn
off the preview and bring back your original
state of the objects. This basic concept applies
to all other line buttons. Click to preview it and click again to bring
back the original state. If you decide that you
like how it looks, you can click the Apply
button to confirm. Otherwise, you can press
the cancel button. Okay. By default, when you
select multiple objects, affinity will use
the bonding box of all selected objects as the
basis of the alignment. So if you click the line
center button, for example, the center of the bonding box is used to center all
of these objects. Can control this behavior
using the line two option. As you can see, it is currently
set to selection bonds. If I change this
option to spread, now the alignment is based
on the whole page instead. We learn how to set
margins before. If you have some
margins on your design, you can also use
those margins as the alignment basis by
choosing the margin option. Then you can also use the first selected object or less selected object as
the alignment basis. See an example, let's
say that we want to align all of these objects
to this one object. We can select that
one object first and then hold Shift and click
Select the other objects, or you may also
hold Shift and then click drag to select
rest of the objects. Now, if we try to center align all these objects using
the first selected option, notice how these
objects are centered on the center line of the first
selected object, right? Affinity, there is also a
concept called the key object. It works almost the same as the first selected object
concept that we just discussed. The advantage of
using the key object is that it gives you
more flexibility and visual clarity
of which object is being used as the
basis of the operation. Let's say that we select
this object first, and then while holding Shift, we can click on this
object, then it's object, and so on until all
of them are selected. Currently, this object is
the first selected object, but we change our minds. We want this object to be the first selected object
instead of this object. Well, we don't need to redo
the whole selection process. We just need to hold the Al key and then click on
the center object. Notice how affinity makes the object selection highlight
thicker than the rest. This is because this object is now considered
the key object. In this condition,
if you perform any of the alignments using
the first selected option, affinity will not use the
first selected object. It will use the key
object instead. So again, this is something very important to
understand and remember. The first selected option is unique because it uses the
first selected object, but only when there is
no key object defined. If a key object exists, it will use that key object as the basis of the
alignment instead.
23. 02-08 Space Distribute and Make Same: In this last video, we will discuss the distribution
features in affinity. They are space, distribute,
and make shame. First, is the space feature. Essentially, the space feature will distribute objects
horizontally or vertically using uniform
distances between their bonding boxes to
access the space feature. First, you need to have at
least two objects selected. You cannot use this feature
if nothing is selected, or if you only have
one object selected, let's just select
office objects, and then you can open the
line panel from the two bar. This is the space
horizontal feature, and this is the space
vertical feature. You can also access these
features by going to layer menu range, and line. Again, this is the space
horizontal feature, and this is the space
vertical feature. The downsides of using the menu, besides it takes
longer to access, is that you cannot use a
specific number for distance. It always uses an
automatic value. Now, if you open the
line panel and then click on the space horizontally
button, for example, besides using the
automatic value, you can specify custom value for the gap distance using
a spacing field. For this to work,
you need to turn off the Auto distribute
checkbox and then type in a value here or use the mocroel to increase
or decrease the value. As a reminder, you can hold
the chivey while doing this to make the value
snap to portend values. Again, this value defines the gap between
objects bonding boxes. I think we can see this better if we turn on
the middle alignment. If we set this to 100 pixels, it means that the
distance from here to here is 100 pixels. From here to here
is 100 pixels also. And from here to here
is 100 pixels also. Just to proof l, you can
click the Apply button for now and then click on
the Ellipse Object. If you hold the
Control key and then hover cursor over the
rectangle object, you can see how affinity display the gap
value in the Canvas. We can also measure
the distance to the triangle object and so on. All right, up to this point,
you may be wondering, what if you want to
measure the distance between objects based
on the central points, not based on the
gaps between them? Can we do that in affinity? Yes, we can. To do that, we need to use the
distribute commands. Essentially, the
distributed commands are almost similar to
the space features. But instead of measuring
the gap distance, it only cares about the central
positions of the objects. To access the
distributed commands, you can open layer menu, range, and then line. This is the distribute
horizontal command, and this is the distribute
vertically command. Let's try to distribute
horizontal command for now. The changes are almost unusable because our objects have
almost the same width. Let's just widen the triangle object a bit so we can
really see the difference. Let's move things
to the right a bit. Now, you can try using the
distribute horizontally again. As you can see, it is possible
for the objects to have varying gaps when using a distribute command as it only curs about
the center lines. The last feature we want to
discuss is the maxim feature. This feature is actually not an aligned or
distribute command. But because it exists
in a line panel, it still makes sense that we
discuss this feature now. Basically, this feature allows
us to make objects look more uniform in terms of
their sizes and rotations. To use this feature, of course, you need to have at least
two objects selected. And then this is important. You need to make sure that the object you want
to reference is selected first or at least you need to
make it a key object. Let's say that we want these
three objects to follow the star object to make
the changes more obvious. Let's first scale
down the star object, and then also rotate it a bit. Okay? Now, that's like
all of these objects, but then hold out and then click on star object to make
it the key object. After that, open the line panel. And down here, you can
find the maxing feature. This will make the width of the objects follow the
key objects width. This will make them
the same height. And this will
rotate the objects, so they have the same
orientation as the key object. Now, if you are working with
logos or people's photos, you don't want graphics to be distorted when scaling them. In such a case,
you should turn on the maintain aspect ratio
checkbox. If this is on. You can make the objects
width or height uniform, but they will always
maintain their proportions. Again, this is important
if you are working with sensitive graphics such as company logos or
people's photos.
24. 02-09 Transform origin and circular distribution: In this lesson video, we will discuss the
Tsome origin feature and how to create a circular distribution inside
the affinity. First, let's create a tear shape object
using the tear tool. Like so, change the field
color to another color such as green so we can see
the shape better, okay? Let's say that we want to
duplicate this three object, so we have a total
of six objects, but in circular
motion, currently, if we try to rotate the object, affinitive uses the center of the object as the
default rotational axis. This is where we need the
transform origin feature. Essentially, with this feature, we can specify a
custom center point for transform missions. To activate the feature, make sure you have
moved to active, then you can click on Garcon
on the contextual to bar. And then turn on
this option that says, enable transform origin. If this is on, you
should be able to see a small circle with a dot at
the center of the object. Well, this is the
transom origin point. You can move this point to
any location that you want. For now, we need to move
this up straight vertically. For this, while we drag it up, you need to hold the shift key. Moving to about here. Now, if we try to rotate
the object again, notice that instead of using
the center of the object, it now uses the
transform origin point as the rotational axis. So there is basically how we can use the transform
origin feature. If you don't need
the feature anymore, you can turn it off the
same way you turn it on. That is by going up here and then clicking on the
transform origin option. We need it for now, so do
not turn off the option yet. Next, we need to tackle
the duplication. For this, there are two
methods that you can use. First, the duplicate
selection command or the Control J shortcut, and second, using the
move duplicate window. My favorite method is less, but let's for C the
Control J method. Make sure the
object is selected, and we have the move to active. Press Control J ones to
duplicate the object. Currently we have two objects
at the same location, but only the new
one is selected. Rotate the new object. You can hold shift
while doing this, so the rotation easily
snaps to a 60 degree angle. After you release the mouse, do not do anything
else right away, press Control J again to
create another duplicate. What makes Control J unique
is that it remembers the last transformation
and then uses the transformation for
the next duplicate, press Control J again. So we have five duplicates or
a total of six the shapes. Okay, guys, so there
is the first method. Let me delete all
these objects for now. The second method, which is my favorite is using the
move duplicate window. After we have the transform origin point at the
correct location, simply press the enter
key on the keyboard. We have discussed
this window before, so I'm sure you are
already familiar with the primeersT create duplicates, you need to turn on
the duplicate option. And because we want a
total of six tier shapes, we need five duplicates. Next, we need to define
the rotation value. Remember, it is the
rotation value, not the angle value. The angle value works with distance value to move the
object in a certain direction. It is not for
rotating the object. Now, we already know
that we need to input 60 degrees to distribute six
shapes in a circular motion. But let's say that
you need to create a certain number of
duplicates, not just five. If you are in a hurry, you can actually use the rotation field to
perform a calculation. You can type in 360 then
the fourth slash symbol, then the number of objects. In our case, it is six or five duplicates plus one the original.
Then press enter. As expected, we get 60
degrees as a result. With the same method,
if you want to have ten objects in
total, for example, you need to type nine in the
number of copies filled, and then in the rotation field, type in 36010 then enter. So use whatever
number you have in this field at one and use
that as the division. I am sure you get the idea. If you are happy
with the preview, you can click on
the Okay button, and here is the result. So as you can see, you have more controls and more forgiving workflow
when using the move, duplicate window compared
to the control J method. One technique that is
often used together with the circular distribution is the mixing rotation alignment. Basically, you can
use this command to set the orientation of
multiple objects at once. This can be a time cipher. For example, when you need to create a watch dial
or o' clock dial. Let's say that,
you need to create the numbers in
o'clock dial 1-12. First, you can
create a text using the artistic text
tool set the phone to bolt and set the alignment to center and rack
on canvas like SO. And then just type
zero for the text. We will fix the text later, activate the move tool, as we discussed earlier, to duplicate the text
in circular motion, we need to turn on the
enable transom origin option and then rack the
transform origin point down while holding ****. After that, let's
enter on a keyboard. The total number
in a clock is 12, so we need 11 duplicates. For the rotation,
we can type 360/12. Again, you need to use the total number
here or 11 plus one, press Enter, and then
click the O button. Now here is the problem
that we need to solve most of the time
for vector shapes, we do want to have them rotated or oriented to
the center like this. But for numbers on a clock dial, it will be hard for people
to read the numbers if they are rotated to fix
this kind of problem. First, you need to select
all of the objects, and then you need to pick one
as the key object because the only crack object in terms of orientation is the stop one. You can hold the key and
then click on the object. Notice, it has a
thicker bonding box compared to the other objects. Next, go to the line panel. And then down here in
the same category, you need to click on this
icon that says rotation. I know the UI is a bit confusing as it looks like
the icon is disabled, but it will actually
work if you click on it. Hit Apply and here
is the result. You can now move on
to fixing the text. For this, you can
use the text tool, and in double click on the text, you want to edit, this
should be 12. This is one. This is two. This is prey, and so on until all the
numbers are correct. Okay, guys, you can use the make same rotation
command to quickly fix orientation of
multiple objects.
25. 03-01 Basic Vector properties: In this lesson video, we will discuss the
basic properties of vector objects which are struck with the stroke
color and the field color. For now, let's focus
on the star object. Make sure you set the
view mode to vector so you can see sharp lines
or curves on a canvas, even though you
zoom in very close. Next, make sure the
move tool is active and the star object is flected notice that up here
in Context two bar, you can see a zero value. Well, this is the
stroke width value. Essentially, this
controls the width of lines of the
current vector object. Of course, there are other
stro properties besides width, but we will discuss
them in later lessons. For now, you can hover over the field and then
scroll the most up. I think five points are
enough for our purpose. Okay? All vector objects have two basic elements,
stroke and fill. A stroke is a line or curve that defines the shape
of a vector object, while a field is the area formed or wrapped by the stroke. In this example, the black lines surrounding the star
object are the stroke. While the range area in
the center is the fill. If you select a vector
object in infinity, you can control the
color of the stroke and the fill in at least
four different ways. You can use the Context to bar, DTs area, the color panel, and the appearance panel. Let's discuss each
of them one by one. First method is to
the context to bar. This is for changing
the fail color, and this is for changing
the stroke color. Please note that because the context to bar depends
on the active tool. You may not always see
these color icons. For example, if you have artboard tool active or
the contorTol active, the fill and stroke color icons do not appear
in the context to bar. But if you have move through active or the note too active, you will see these icons
in the context to bar. So again, this is something that you
need to keep in mind. The second method of controlling colors
is vital to spanel. As you can see down here, there is a ring icon and a circle icon stacking
on top of each other. Well, drawing icon
represents the stro color, and a circle icon represents the feel color to
change the stro color. You can double click
on drawing icon. This will open up a
color Picker window. Let's change the color to red and then click
the Close button. As you can see, the
star vector object now has red colored
stroke lines. To change the field color, you can the blue click
on the circle icon. Let's say that we want to
change the color to blue. Now, the field color is blue. Okay? The third method of
changing the stroke and the field colors is through the color panel just as before. Here, you can also see a
ring and a circle icon. The ring is for
controlling trough color. And the circle is for
controlling the field color. The last method of controlling the colors is the
appearance panel. In this panel, you can see the stroke property and
the field property. You can double click
on the card ring to control the stroke color, and you can double click on Card circle to control
the field color. Now, you may be
wondering why does affinity use inconsistent
UI for the color picker? That is a box version like when you double click on car
icons in tools area. There is a triangle version like the one in the color panel, and there is also the
RGB sliders version like the one we found in the appearance panel
in a Context tool bar. Isn't this confusing for users? Well, you actually don't need to use all types
of color pickers. When using affinity, if you prefer a
certain color picker, you can use da type throughout
the whole affinity. Why? For example, if you open a color picker
from the tool panel, notice that this color
picker is set to hue, meaning that the single
bar here is hue while the large box controls the saturation in
all sort brightness, you can set it to saturation
or lightness if you want to. Now, if you set this
to RGB sliders, notice how the color picker looks like the one we saw
in the context tool bar. And if you set this
to color wheel, now the color picker looks like the one
in the color panel. The same concept also applies to other car pickers
in affinity. Suppose you click on
the color icons here. You can change
this car picker to the circle or triangle
version if you wish, or change it to the box version with the hue as the main bar. Now, to change the
color picker type in color panel is
a bit different, but the result is
basically similar here. You need to click on
this card button. This is the RGB sliders version. And this is the box version. While you have the
box version active, you can change the active bar to something other
than the e value, such as saturation or whiteness.
26. 03-02 Vector node types: In this lesson video, we will discuss different
types of vector nodes in affinity and how to convert
from one to the other. You can categorize the
vector nodes and affinity into five different types
because in affinity, the three most common
types start with letter S. I then name S
with letters also, so they are all
easier to memorize. The first type is sharp. In other graphics software, this type is also known
as the Condra type. Essentially, this vector node does not have any
control handles. This is the reason
why it looks sharp. Second type is a single type, also known as the hybrid node. The reason I named
this single is that it only has
one control handle. Because of this, one curve attached to this
node can be smooth, while the other is always sharp. The third type is
the smooth type. This node has two control
handles that are symmetrical. If you move one handle, the other handle will follow to compensate for orientation. The fourth type is split. I call it split because each
of the control handles can have a split direction or operate independently
of one another. So changing one
handle orientation does not automatically change the other handles orientation. The type is called
the smut type. In other graphics software, this type is also known as the automatic type or
the auto smooth type. Essentially, it is similar to the smooth type as
it has two handles. But the orientation
and the length of the control handles are calculated by affinity
automatically. Next, let's see some examples of the node types
while also learning how to change the node
from one type to another. There are at least
five methods that you can use in affinity to
change the node types. First, is using the Alki method. Second, is using the
Dub click method. Then using the icons
in context to bar, using the click pop up menu, and finally, by dragging the
segments between the nodes. For now, let's focus on
the triangle object. Make sure you set the
canvas view mode to vector so we can see sharp
lines or curves on the screen, then increase the stroke
width two, three points. So we can see the
stroke clearly. And then we want to make
the field color invisible. For this, we can click
on the field Color icon. And then click on
this small icon that has a red diagonal line. Again, this removes
the field color or makes the field
area transparent. The best step to prepare the object is to convert
it into a curve. Remember that in infinity, you cannot edit the
nodes of a vector object freely if the object is
still in a parametric mode. For this, you can white click on the object and then
choose convert to curves. Now, if you use the node tool or just press
A for a keyboard shortcut, you should be able to select a node and then move it freely. Okay, the first
technique of converting the node types is by holding the key and then
clicking on a node. On top of that, currently, all of these nodes are in
a corner or sharp mode. While in this condition, if you hold out and then
click on a node, that node will be converted
into a smooth node. Again, a smooth node has
two control handles. Each control node defines the curvature of the segment
attached to that node. If you hold out and then
click on a smooth node, that node will become
a sharp node again. So it is like a total button. When the node is
in a smooth node, you can hold out and
drag one of the handles. By doing this, the handle will become independent
of the other handle. In other words, the node
becomes a split type. So again, clicking on a node will toggle the
node between sharp and smooth and holding
out and ragging one of the handles will convert
the node into a split type. Now, what if you want to change the node type to a
hybrid or a single type? Well, you can hold out and then click on a control handle
that you want to remove. Remember, you do not click on the node but on a
control handle. As you can see, now this
node has only one handle. One of the segments is a curve as it has
a control handle, while the other segment is just a line as it does not
have any control handle. In this condition, if you
click again on left handle, that handle will be gone, making the node a
sharp type. All right. Next, let's see how we can
use the double click method. Essentially, almost all
that we can do using the OT method can also be done using the
double click method. That is, if you double
click on a node, the node will change
from the sharp type to the smooth type
or vice versa. If you double click on a handle, that handle will be removed. The only thing that
we cannot do you see the Doble Click method is change the smooth
type to a split type. For this, we still need
to use the d key method. The third method is by using
the icons in Context to bar. If you strike a node, you can change each type using these icons in context to bar. This will make it a sharp type. This will make it a smooth type, and this will make
it a smart type. We have seen the sharp
and smooth type before, but we haven't seen
the smart type. If you set a node to smart type, you can see a small dot at
the center of the node. So visually, we can tell a smart type node from
the small center dot. Now notice assign of
neighboring nodes. The smart nodes control
handles react automatically. Affinity, we always try to make the smart nodes look smooth by changing the orientation and also the length of
the control handles. Please note that you may
move a smart node around. It will always be a smart node. But once you edit one
of the control handles, the node will be converted
into an ordinary node. So now it won't reorient or react to the
neighboring nodes, okay? The fourth method of changing the node types is by clicking on a node and then choosing either sharp, smooth, or smart. So basically, these
options are the same as the icons that you can
find in Context tool bar. The last method is by
dragging the segments, connecting the nodes
in afility and in many other vector software nodas besides using the control nodes, you can also control
the curfature of a vector object by dragging
the segments directly. If you use this method, affility will move or click to surrounding control
handles automatically. Using this technique, the
nodes can be converted from a sharp type to a single or
a split type automatically. For example, you can set this node to sharp and
then this node also. And this node also, again, because these nodes
are sharp type, they do not have any
control handles. Now, if I drag this segment
to make it curve out a bit, notice that now this
node is a single type, and if we drag this segment, the node is no split type
as it has two handles, but they are not symmetrical.
27. 03-03 The Move and Node tools: In this lesson video, we will discuss the move tool and the node tool in more depth. Up to this point, I'm sure you already know that
this is the move tool, and this is the note tool. Besides accessing
them via tools area, you can also make use of
the keyboard shortcuts. The shortcut for
the move tool is V, and the shortcut for
the node tool is A. I strongly
recommend you memorize these shortcuts because you will use these two tools a
lot throughout the course. As you may already know, the move tool can be
used for selecting objects and also for
transforming them, meaning that you can use it to move scale in roted objects. As for the node tool,
we can use it for editing the vector nodes
such as selecting them, moving them, and
converting their types. What I want to focus on
now is the behavior of these two tools against each other and how they behave
against the other tools. You see, the V and
A shortcuts are unique because they can be used to toggle
less active tool. For example, if I
use the pen tool, now the pent is
less active tool. In this condition, if I
press V on the keyboard, the move tool becomes active. Now, if I press V again, affinity will activate
the ten tool again. Pressing V will activate the
move tool again and so on. This total behavior also applies to the shortcut
or the note tool. Let's say that we have
rectangle tool active. In this condition,
Rectangle tool is considered to be
the less active tool. If you press A, the node
tool becomes active. If you press A again, rectangle tool will be
active again and so on. All right. Now, let's
focus on the node tool. Besides the tool icon
and shortcut methods, there are two more methods
that you can use to access it. If you are using the Move tool and secting a vector object, you can quickly access the node tool simply by double
clicking on the object. One that now the
node tool is active, so you can perform vector
editing on the object. The second method of
accessing the note tool is to use it temporarily
while using the Pen tool. Reason for this behavior
is that the pent is the main tool for creating
custom vector shapes. We will discuss this tool in more depth in future lessons. For now, you just need
to know that if you have the Pentool active and then
you hold the Control key, the note tool will be
activated temporarily. Although the tool area
does not show you that the cursor changes the
small arrow symbol, just like when we are
using the node tool, it indicates that you are
indeed in a note tool mode. You can move the nodes
or the control handles. Please note that
in this condition, you cannot use the
Double click method to convert node types. However, you can still use the alky method and
the other methods. Just to prove this,
without releasing the Control key, hold the alkey. Notice that when I
click on a node, the node toggles ten sharp
type and smooth type, dragging a control handle will convert the node
into split type, and clicking on a Control
handle will remove it and then while holding
just the Control key, you can right click on a node
to open the pop up menu. Again, you can use these commands to
switch the node types. Last but not least, you can always access the penthos Contact
to bar to convert the selected nodes to shop
smooth or smart types.
28. 03-04 The node visuals and curve direction: In this lesson video, we will discuss how the
nodes are represented visually in infinity and
also their directions. When editing vector
nodes in affinity, you may have noticed that the node colors and their
shapes may not look uniform. Let's first discuss the shape. If the node is circular, it means that the node is
currently a smooth type. Again, the smooth
type has two handles the asymmetrical in terms
of their orientation. If we hold the key and
move one of the handles, the node changes its
shapes to a square. The same thing happens
when we hold out and click on a node to convert
it into a sharp type. The shape of the node
also becomes a square. Basically, this tells us that the square shaped nodes are
either sharp or split types. And finally, we already learned that if you set a
node to a smart type, it will have a small.in
the center of the node. Okay. So those are the
shapes of the nodes. Next is the node color. You may also notice that most of the nodes are
colored in blue, but there is always one
that is red. Why is that? Well, the red color
node is the end node. Unfortunately, you cannot differentiate the start node and the end node if rk off is
a closed or loop curve. You can really tell
the difference if rucof is not a closed curve. To show you what I
mean, if you use the penol and then do a series
of clicks and releases. Notice how the
starting node is blue, just like the rest of the nodes. Only the last node is red. This simple coloring
tells us that vector lines or curves
have direction. This curve is going from this node all the way to the end node, which
is direct one. This concept is
important to understand, especially when we need to use the reverse curve and
speed curve operations. The reverse curve operation
will basically flip the counting order or the
direction of the vector curve. If you click on the icon, notice that now
this node is blue, while this one is red. Essentially, the direction is now moving from here to here. If you click on the icon again, the direction flips again. So it is now back to
where we started. This is now the starting node, and this is the
ending node, right? Another operation that relies on the curve direction is
the speed curve command. Ally for this to work. First, you need to strike
one or more nodes, and then you can
click on this icon. As you can see, this
operation adds a node after the selected node exactly at the middle position
of the next segment. If you click the icon again, it will create another
node in the middle of the newly created
segment and so on. Due to this behavior, if you set the N node
and then click on the speed curve icon,
affinity does nothing. This makes sense
because there is no next segment
after dress node. Okay? Now, knowing
where to start and the nodes on an open curve
like this is quite easy. But if you have a closed curve such as this ellipse object, so the start and the nodes are joined together
as a single node. It can be challenging to know which direction the
curve is heading. Is it going clockwise? Is it going contro clockwise? To test it, you can select the red node and then click
on the split curve icon. A affinity creates
a new node here. Remember that the node cannot be used for a split
curve command. Only the start node
can Because of this, we know that the direction
of this curve is clockwise.
29. 03-05 Adding and deleting nodes: In this lesson video, we will discuss how to
add nodes, delete nodes, and how to optimize
curves by adding or deleting nodes
automatically using the smooth curves command. First, let's discuss how we
can add and remove nodes. Previously, we learned how to use the split curve command. As a reminder, this
command will add a new node at the next segment exactly at the middle of it. This is great if we do want to place the new node at the
center of the segment. But what if we want to add the new node freely
along any given curve? Well, this is actually
easy to do in Affinity while using
the node tool, click once on any segment to create a new node
at that location. So again, to recap, if you need to place
a new node freely, you can use the click method. But if you want to position the new node precisely at
the middle of a segment, then you need to use the
split curve method provided that you already know the
direction of the curve. Okay? To delete nodes, first, you need to select the nodes that you want to delete and then pass the delete key or the
backspace key on the keyboard. Alternatively, you
can right click on the node and then
choose Delete node. Notice that when
you delete a node, Affinity does not
break the curve. It will always try to
reconnect the curve. We will discuss how to
break curves in a moment. Now, when you right,
click on the node, besides the delete node command, you can also see
another delete command called fit to curve delete node. This command is the
more advanced version of the delete node command, as the name suggests, it is better at preserving the original curfature
after deleting the node. To better see the difference, let's select all
these three nodes and then convert them
all to a sharp type. Next, we can drag this segment to the
right to make it curve. Click once on the segment
to create a new node, activate the move tool, and then hold Control and Shift, then drag it to the right
to create a duplicate. Now, press A to activate
the node tool again. For this curve, we
can Right click on this node and then
choose delete node. As for this curve, we can
right click on this node and use fit two curve delete
node. Notice the difference. Although the delete node
command reconnects the curve, it tends to flatten
out the curfature. This is very different compared to the
curve at the right, which uses the fit two
curve let node command. On the right, Affinity maintains the curfature a lot
better. All right. Besides adding or deleting
nodes exclusively, there is also a command in
Affinity that can add or delete nodes automatically in one go to optimize the curve. This is what the smooth
curve command is all about to clearly
see what it does. Let's activate the pen tool hold Control and then click on an empty area, so
nothing is selected. Next, perform several clicks and releases to create a random
zigzagging curve like this. Now, while holding Control, click on some of the segments
to add more nodes randomly. In this example, we
basically want to create a curve object with
many unnecessary nodes. In other words, nodes that don't actually contribute to
the form of the curve. Notice that, if you activate the node tool and then press
the smooth curve command, Affinity removes all
the unnecessary nodes. Okay. Now, let's
do the opposite. We want to create
a curve that bends in opposite
directions extremely. Basically, we want to
create a curve that requires more nodes
to become optimal. For this, we will be
using the pen tool again, call Control, and then click on an empty space to make
sure nothing is selected. Click and rack like so, and then click and
rack again and so on. If you are done,
hold Control and then click on an empty
space to finish up, activate the node tool, and let's track this segment to even create more
extreme curvature. You can also move the
handles if you like. Again, currently, we have a complex vector shape
with extreme bending, but with too few nodes. If you click on a
smooth curve icon, you can see how Affinity
added several nodes along the curve to
optimize the vector shape. In conclusion, the
smooth curve command can both add and delete
nodes to optimize the curve.
30. 03-06 Breaking and joining curves: In this lesson video, we will discuss how to
break joining curves. As a reminder, we are still
focusing on the node tool. So make sure the tool
is active and you have uneditable vector
objects like that, okay? To break a curve at a
certain point or node, you need to select the node, and then you can click on
the Break curve icon app here or you can click on it
and then choose Break curve. With this command, Affinity creates two nodes at
the same location. They are not connected,
so you can move any of them away
independently from the other. And if you activate
the move tool, notice that these are
separated the vector objects. This happens because the
curve was an open curve. If we perform the break curve
command on a closed curve, the curve will still
be a single object. So this is one way
to break a curve. Sometimes you just want to break a curve by
deleting a segment. If this is what you
want, then you can hold the Control key and then click on a segment that
you want to delete, but you need to be
aware that this method does not separate the curves
into different objects, even if the curve
is an open curve. So it is different from the break curve command
we just discussed. This can be a good thing or a bad thing depending
on your needs. If you want to separate all curves as
independent objects, then you can open a vector menu and then
choose separate curves, or you can also do this by
clicking on the curve and then opening the
geometric sub menu and choosing separate curves. As you can see, Affinity
automatically separates loose curves as independent
objects or ers, all right. To join separated
curves like this, first, you need to select them. For this, you can
use the move tool use any of the selection
methods to select both objects. Next, you need to activate the node tool and then click
on the join Curves icon, as you can see, now both curves are connected
and become one object. Now, you need to know
that by default, Affinity will look for the
start and the end nodes that are the closest to each other
between the two curves. So if I move the curve like SO and select both
objects again, go to the node tool and then perform the join curve
command as before. Now it is these two nodes that get joined together, all right. Besides automatic
joining, you can specify which nodes you want to connect but for
selecting the nodes. For example, we can click on this node called Chef and
then click on this node. Now that both nodes
are selected, you can click on the
join Curves icon again. Alternatively, you can
also right click on one of the selected nodes and
then choose join Curves. As you can see, instead of choosing the
nodes automatically, Affinity uses the selected
nodes to connect to curve. Up to this point, you may notice that the
joint course command creates a new segment connecting the two selected nodes
or two nearest nodes. If you want the nodes to merge together instead of
creating a new segment, you can do so by first
moving the nodes, so they are both at
the same location. For these two correctly, make sure that both
objects are selected. Let's say that we want
to move this node, so it snaps to this node. Next, select both nodes using
a drag selection method. Then click on them and
choose join curves. As you can see, the nodes merge together without Affinity
having to create a new segment. Okay? When you have
multiple curves like this, sometimes you want to join
them all as a single object or layer to make it easier to edit them
using the node two. In such a case, you need to use the Merge Curves command
to use the command first, make sure all the
curves you want to merge together are selected, and then you can right
click on one of the curves, geometry, then Merge Curves. If you prefer to use the menu, you can go to the vector menu. The merge curves.
As you can see, all of these curves are
now a single object. Please be aware that because
it is a single object, the curves will share the same vector properties
such as stroke width, stroke color, and field color. So if this is not what you want, then you should not use
the Merge Curves command.
31. 03-07 Node selection and transformation: In this lesson video, we will discuss
advanced node slashing techniques and how to turn some nodes using a bonding box, like how we use the move tool. At this point, you may already
be familiar with selecting multiple nodes by holding on the Shift key and then clicking
on the nodes one by one. While holding on the Shift key, you can also perform a click and drag to select multiple nodes. What we want to focus on in this video are two more
node selection techniques, which are Lasso
selection technique and the polygonal
selection technique. Let's discuss Lasso
technique first, and then after that, the
polygonal selection technique. To perform a lasso
selection technique, first, you need to make sure that
you have the node too active and also you have
a vector object selected. Next, you need to press
and hold the key. In this condition,
you can perform a click Androg with your mouse
to draw a selection shape. Once you release
the mouse button, all the nodes that are inside the selection shape
will be selected. Okay. Now, after creating
the first selection, sometimes you need
to add more nodes to the selection or remove
nodes from the selection. For this, you can make
use of the shift and control keys to add more
nodes to the selection, you need to hold out
and shift together. Click and Drag again just as before to do the
selection shape. When you release
the most button, you will see that all
of the nodes inside the selection shape get
added into the selection. If you want to remove
or reselect the nodes, you can do so by
holding out and control together and then clicking and ragging to create
the selection shape. When you release
the most button, all nodes that are inside the selection shape will be
removed from the selection. Okay? Besides performing
loss of selection, you can also perform
polygonal selection using the At key to do this. Instead of clicking and wagging, you need to click and release
the most immediately, and then just keep
clicking to add more points to form
the selection shape. After you draw the selection
shape, to finish up, you can click again
on a starting point, or you can also press Enter
on a keyboard if you want to. Notice how the nodes
that are inside the selection shape
become selected. With the polygonal
selection method, you can also use the
Control and Shift keys to subtract or add selection. Let's say that, I also want to include these nodes
in the selection. For this, you can hold
out and shift together. Click release here,
and then keep clicking again to form
the selection region. Once you click on
the first point, the nodes are now included
within the selection. To subtract or reduce
the selection, you can hold out and
control together and do a series of clicks and releases to create a
polygonal selection region. After you finish up,
all the nodes inside the selection region are removed from the
selection, right? When we use the move tool
and set a graphic object, we can control the
transformation of that object using
the bounding box. By now, you should
already know this. The question now is,
what if we want to use a bounding box also to control the nodes while
using the node tool? Can we do that in affinity? Yes, we can. For this, first, you need to select the nodes that
you want to control. Then in the Context tool bar, you should see an icon
called the transform mode. If you turn this on,
affinity will display a bonding box just like
when you use the move pull. With this, we can move
distracted nodes. We can scale the nodes, and we can also
rotate the nodes. Again, it is like using the move tool but on
the selected nodes. Now, when the transom
mode is active, more options become
available up here. Let's discuss each
of them one by one. The first icon is the
enable transom origin mode. If this is off, the transom mode will always use the central location of the bonding box for
scaling and rotation. But if you turn it on, you can access
this control point and position it to any
location that you want. When you scale or rotate the nodes instead of
the bonding box center, affinity uses this point as the pivot point or center
of the transformation. The next togal icon is the hide section while
dragging feature, as the name suggests, if you turn it on, when you
drag the nodes to move them, the bonding box becomes
temporarily hidden. When you release the mouse, it will be shown again. If this icon is off, then the bonding
box will always be visible even when
we drag the nodes. Okay. The next one is to show
alignment handle feature. If Felton is on, you will see a small dark arrows
around the bonding box. Basically, you can use these small arrows to collapse or flatten
the noop's locations. You can collapse them in the center vertically
in the center horizontally or at each side
of the bonding box border. Alright, this icon called
selection box from curves is used to toggle whether the bounding box area includes the curves
or just the nodes. To see the difference, clearly, let's first create
a diamond shape. Let's convert it to a
curve so we can edit it. Then using the node tool, we can rack the segments
so they curve out. Like so. Now we can select the four nodes and then
activate the transform mode. If we have this icon turned off, the bonding box area only
cares about the nodes. The curves or the
segments are ignored. But if I turn this icon on. Notice how the
bonding box becomes larger as it is now taking
into account the curves of. Again, this is off,
and this is on.
32. 03-08 The Corner tool: In this lesson video, we will discuss how to
use the Conner tool. Most people use the Conner tool to convert shop nodes
to round corners, but the Conner tool
can actually do more. We will discuss the tool
in depth in this video. Let's start with
a blank document with a full HD resolution. Make sure we are in a
vector studio and set the view mode to vector also
so everything will sharp. Create a trapezoid shape. Set the stroke with 23 points, and set the color to no fill. Now, to convert it into an ordinary curve object besides the right
clicking method, you can also use the
keyboard shortcut, which is Control Enter. Okay? This is the corner tool. Essentially, we can use the Connor tool to control the appearance of corner nodes. We've learned different
types of nodes before. Well, the corner tool can
only work on corner nodes. In other words, non smooth types which are sharp,
single, and speed. The corner tool will not work
on smooth and smart types. To use the tool, you need to
hover over a corner node. And then drag it inward. The farther you drag, larger the radius of the corner. After you create a
round corner like this, the node becomes a
parametric corner node, meaning that you can
always go back and change the radius again by dragging
the red control node. If you need to input a
precise value for the radius, you can do so using this
field in a context tool bar. If you want to find a radius
value as a whole number, you can hover the mouse over the field and rotate
the most scroll wheel. Also, when doing this, you can hold the
shift key to get numbers in increments of ten. Again, the Denick is the same as any other input
field in affinity. While still focusing on
Context tool bar area, notice that affinity actually supports other types
of corner shapes. The round one is
just one of them. You can set this to
straight if you want to, then we can set it to
concave and finally cut out. Okay? Now, what if
we want to turn off the Car effect or turn the node back to its
original appearance? Well, there are five ways
that you can do this. First, you can input
zero in this field. You can click on
this non type icon. You can drag did Control point
to the original location. You can double click
on your original node. Or you can click drag slightly
on your original node. Personally, I prefer method as it is faster to
perform. All right. Sometimes you need to use the Conner tool on multiple
nodes at once to do this. First, you need to select the nodes that
you want to control. You can hold the Shift
key and then keep clicking on the nodes you
want to enclode in selection. You can also hold
Shift and perform click drag to create a
rectangular selection region. Once you have the
nodes selected, you can then click drag on one of the nodes to make them round. These node selection techniques are great for simple
vector shapes. But what if the vector shape that we have is quite complex. To select multiple nodes
on intricate shapes, you can make use of Glasso and polygonal node
selection techniques. We have discussed these
techniques in the previous video, so I won't go into too
much detail in this video. Essentially, you can press out and then click
drag to create lasso selection region
or press out and then perform multiple clicks to create a polygonal selection. You can also add and subtract the selection just as we discussed in the
previous lesson. Again, once you have
the nodes selected, you can perform corner rounding
on all of them in one go. Now, when you are
using the Connor tool, you may need to move
nodes or control handles. You can activate
the Node tool and go back to the Control
tool after you are done. But there is a faster method, and that is by holding
down the Control key, just like when we are
using the pen tool, if you hold control, you activate the node
tool tempo roundly. In this condition, you can
select and move nodes around. You can drag a segment to
control the curfature. You can access the
control handles. You can also hold out
and convert nodes to smooth or to sharp and so on. Basically, you can do almost everything that
the node tool can do. Okay? Last command related to the Connor tool is the
big appearance command. This command will convert all the parametric connor
nodes to ordinary nodes. Generally, you want
to avoid using this command because
you will lose all the flexibility of handling the corner radius using the control nodes or using
the radius filled up here. If you click the BAC
appearance button. Notice that now all the previous
parametric corner nodes are replaced by ordinary nodes. You may need to use the BAC appearance command when you want to
further edit the nodes, such as moving the node or moving the control
handle and so on.
33. 03-09 The Contour tool: In this lesson video, we will discuss the
Condor tool to save time. I have already prepared these
vector objects of record. I believe by now, you already know how to create these vector shapes yourself. You can use the file I provided, or you can also create different
shapes if you want to. Just make sure you
press Control Enter or convert the shapes into
ordinary course, okay? You can find the contour to
just below the corner tool. Basically, we use
the contour tool to expand off string
vector shapes. To use the tool, first, you need to select
the target object. If no object is selected, you can click on the object directly while using
the tool to select it, and then you can click Androg on the screen to apply
the contour effect. Note that you can perform a click androc anywhere
on the screen. It does not have to
be on the curve. If you drag to the right,
the shape gets expanded. And you will see the
radius value gets larger. If you drag it to the left, the shape will shrink. You will see the
radius value gets smaller and eventually
becomes negative. Once you use the tool, the contour effect will stay on the object and
become parametric, meaning that you can
always go back to the contour tool and
revise the radius value. While in a parametric state, you can fly edit the node
using the node tool. For example, all changes will be propagated
automatically. You just need to be aware that the actual stroke
is this thin line, not this thick line. What is so cool
about this concept is that you can actually combine the effect with other
parametric effects such as the corner tool. So if you round the
corner node, for example, now both the corner and contour parametric effects are active at the same
time on the object. They are both editable and non destructive to
the original curve. Let's remove the
connor effect for now. If you want to remove
the contour effect from an object while you have
the contour to active, simply input zero in radius
field, then press Enter. To help us understand all these settings in
the Context toolbar, let's select all of these
shapes open a vector menu, and then just merge curves. These three shapes are
now a single object. Now, let's activate
the control tool again and then put
20 in radius field. Okay? These three icons determine the shape of
the corners. By default. It is set to round.
That is why we see round corners on all
of the corner nodes. If you said this to Bevel, now, all corner roots are
displayed as fred lines. It is like someone came and used an ax or knife and
chopped all the corners. The last one is
the meter option. Essentially, this makes all
the corners sharp or spiky. Now, you may be wondering, why are some of the corners even though we set the
corner mode to meter? Well, this is due to this value. So this value is only taken into account if you have the
corner mode set to meter. What this value does is it
limits the meter effect, so it does not create sharp
corners that are too long. Just, for example, if I
increase the value to ten, now this corner becomes sharp as affinity allows
longer meter effet. If I increase the
value again to 20, now this corner
also becomes sharp. Notice how long this
sharp corner effect is. Sometimes you want to avoid spiky corners like
this in your design. Again, this is the reason
why we have this value. Let's bring this
back to the fault, which is four. All right. Next, these three icons control whether affinity fills out
the center area or not. The center icon or the force open option will force all shapes to be
treated like an open curve. That is why we see a hole in the center
of the star shape. While the right option
is the opposite. I will force all curves to be treated like
a closed curve. Left icon or the default option is the auto closed option. Basically, this is
the closed option, but not as aggressive, meaning that open
curves like this shape, and this shape can still
have their N nodes show up. Again, this is the
first closed option. You vary CDN nodes, and this is the
auto closed option. You can still see the N nodes. For now, let's activate the force open mode so we can see the next three
options more clearly. Basically, these
reactions control the appearance of the N nodes. So closed shapes
like the star shape do not apply as they do
not have any N nodes. This is the default
mode in which affinity does not expand
the area at the N nodes. This mode expands the area a bit in the form of around curve. And this mode expands
the area also, but in the form of
rectangular shape. Okay. Last but not least, is the big appearance button. Just like the big button
in the corner tool, this button will convert all parametric shapes into
ordinary irritable curves. Please note that besides
clicking on this button, you can also perform big appearance using the
Convert to curves command. So you can use the shortcut
Control Enter if you want to. The result is the same
with the big man. It will delete the original
curve in a parametric shape and replace them with a new shape that is
directly editable.
34. 03 10 Creating custom shapes with the Pen tool: In this video, we
will discuss how to create custom shapes
using the Pen tool. We have used the Pen tool
before here and there. So you should already be
familiar with the basics. To access the pen tool, you can click on a
Tollin in the tool area, or you can also press the platter key on the
keyboard to activate it. Before we move on, make sure you set the stroke width
to three points, and then you set the
field color to no fill. Okay. When you have
the pen tool active, you can perform clicks and releases to create
shop type nodes. If you want to create the line perfectly horizontal
or vertical, you can make use
of the Shift key. If you hold the shift key, the next segment you create
will snap to a vertical, horizontal or 45
degree diagonal. Now, if you perform
click Android, the node type that you create
will be the smooth type. The location where first press the most button will be
the location of the node, and the location
where you release the most button will be the location of the
control handle. If you want to finish
up creating a curve, you can hold the Control key, which makes the node temporarily active and then
click on empty area. Okay. Now, you
might be wondering, what if we want to create single type nodes and
split type nodes? Can we do that
using the Pen tool? The answer is yes, to create a single type node after you perform
quick and wreck, just like when you
create a smooth type, you need to hold the Al key and then click on
Control handle. Remember, not the node
but the Control handle. Notice that by doing this, the handle disappears, making
the node a single type. Next, to create a split type. First, you also need to
perform a click and rag, just like when you
create a smooth type, and then without releasing the mouse button,
hold the out key. Notice, you are not free to move the second handle in any
direction that you like. Release mouse button, and then you can continue with
other node creation. Again, if you want to finish up, hold the Control
key and then click on an empty area. All right. Besides the default pen mode, you can also use the pen
tool in three other modes. Personally, I rarely use
these other modes as I can easily mimic their behavior using the default pen mode, but you may find these
three modes useful. This is the smart mode. Essentially, if
you use this mode, the pen will only create
smart type nodes. It does not matter
if you perform click and release
or click and drag. The nodes you create will
always be the smart type. Only difference is that
when you click and drag, affinity gives you a preview of how the curve
will be created. When you release
the mouse button, the node will be created
in a current location. The third mode is
the polygon mode. This behaves like
the smart mode, but it creates shop type nodes
instead of the smart type. The rest mode is the line mode. While in this mode, instead
of clicking and releasing, you can create a straight line by performing a click and wag. Again, I always
prefer to stay with the default ten mode
for all uske scenarios.
35. 03-11 Pen tool exercise: Unlike previous videos, this
video is not a lesson video, but whether an exercise that
you need to practice here, you need to trace
three long curves using only the Pen tool. You are not allowed to use
other tools in this exercise. The goal of this exercise is to familiarize yourself with
how the pen tool works. Hopefully after this exercise, you will be more prepared for the upcoming project videos. As you can see, I
prepared a guide or reference that you can follow in the form of a pixel layer. The layer is locked to make
sure it stays in place. I reduce the layer's
opacity to 50% so you can see the real curve that you create on top of it much better. All right? The first exercise is creating a polygonal pattern. Make sure the pen
tool is active. For now, you can set the
thickness to prepoins, set the stroke color to black or any color
other than red, and then set the fill
color to no fill. You can start by clicking
here at the starting node. Then to make the line
perfectly horizontal, you need to hold the Shift key. Click here, then here, here, and so on. Just try to follow
the reference. Now, if you zoom in too much and happen to be at
the edge of the canvas, you can hold the
middlemost button and then right to
move the Canvas. Don't worry. This will not
deactivate the Pen tool. Once you have moved the canvas, you can safely continue
using the Pen tool, okay? Now, sometimes you
accidentally hold the Control key and
click on an empty space. This finalizes the
curve creation process. But you don't actually mean
to do that to fix this. Simply press Control Z. As you can see, you
can get back to creating the node from
the S Audien node. This can be done
if you are still working with the curve
in a single session. But what if we have already
saved enclosed the file? If you just open the file, there is no history
that affinity can use to perform and
in such a case, while you are using a pen tool, you can hold Control and then click on a Cove
you want to edit. And then without releasing
the Control key, click the node that you
want to start with, release the Control key and start creating nodes
just as before. Again, you can use this
technique to create a new segment from any
open curve object. Please continue doing this until the end of the reference. All right. In the next exercise, you will need to create
smooth node types. But first, you may want to hold Control and then
click on empty space, so the curve does not continue
from last curve object. Now you can click and release
on the starting node, hold Shift, and then click and release again on this node. For the upper node,
you need to perform a click to create a perfect horizontal
handle in this condition, you can also hold the Shift key. So again, you can
use the Shift key for strengthening segments
and also handles, click and drag at this point and hold Shift also to
straighten the handles. Next, click and release here. Click and release
here, and so on. Sometimes we click and release
on the wrong location. If this ever happens to you, you can just undo the last
step by pressing Control Z, and then just do it
again correctly. Another method is to hold Control and then move the
node to the correct position. To convert the node
to a smooth type, make sure you are not
pressing the Control key. Just click and drag on the node. Press the safe key, so the handle is straight. You need to keep going
until the end of reference. All right. Less exercise
is a bit trickier. Here, you need to create both the single type and
the split type in one go. As always, you can hold Control and click to make sure
that nothing is selected. We can start by
clicking on this, hold **** and then click here. Now here comes the tricky part. Move your most here, click and drag until you see the first handle at
its correct location. If so, hold the
key and then move the mouse cursor
to the location of the second handle.
Release the mouse. Next, click and drag again
at the next node location. Until you see the first handle
at the correct location, then release the mouse. To remove the second handle, you need to hold out and
then click on the handle. From here, you can hold Chief again and then click
release on its location. You spa the process until you draw the complete curve
uses the reference.
36. 03-12 Vector drawing methods: In this video, we
are going to explore three different
approaches or methods to creating custom shapes
using the Pen tool. Please note that there is no right or wrong about
these techniques. Some artists prefer one over the others, which
is totally fine. After learning these approaches, you can pick one you like best. The three methods are
creating split type nodes directly using only shop nodes on corners and smooth
nodes on curves. And finally, creating
only the shop nodes first and then
tweaking the segment. For practice, we're going to create this Batman
logo or symbol. As before, I created the
reference as a pixel layer. I lock the layer to play it safe and also reduce
the opacity to 20%. Make sure you have
the pen tool active, set the stroke width two points, set the stroke color to red, and set the color to no fill. Now, because you want to
draw a symmetrical object, we need a center line. One way to do this is to snap to the midpoint of the
page or spread. So activate the snap mode, turn off everything except the spread and
spread met points. With this snap setting, notice that now we can
snap to the center of the page using the
pen tool, okay? Now, let's see how the
first method works. The first method is directly creating split types in one go. This approach is actually
the hardest as we need some experience and
a good understanding of how the vector handle works. We can start by clicking
on the center line. Clicking here and again. Now, for the next node, we can start by clicking
and dragging just slightly. Then hold the key and drag
the handle to this location. Click Androg on this node like O hold out androg
to this location, release the mouse, and then
click Andrag on this node. Don't worry if Dokov does not precisely match
the reference, we will fix it later. Essentially, we need to
perform clicking and rigging and then holding out to make the
node a spread type. Finally, try to snap again
to the center line of the spread and rag
so that the curve matches the reference
as close as possible. After that, if you still
need to tweak the shape, you can activate the
node tool and move the handles around
as needed, okay? So this is the result. We will discuss how to create
the left side in a moment. For now, let's discuss
the second method, which is basically using
only sharp nodes on corners and using smooth nodes
in the middle of curves. Undoubtedly, this approach will create more nodes compared
to the previous approach. But many artists perform
this approach as it is easier to perform
compared to the first method. We can start by creating several sharp nodes just
as before until it spin. Now, this is what
makes it different. We need to perform, click
and drag on the middle of each segment
that forms a curve. If you see a corner, you can just click to
create a sharp node. Next, we have a curve, so we need to click and drag. Click and release here. Click and Drag here. Click and release again here. Click and Drag here, and then click here at the
center line of the spread. Again, you says before, you can activate the node to and tweak the node or
handles if needed. So this is the final
result, as you can see, you can create identical results even if the methods
are different. Less approach is probably
the easiest for beginners. Basically, there
are two phases in this approach in first phase, you only need to
create corner nodes, and then in the second phase, you tweak the segments, so they form curves and create
the shape that you need. So first, you can find
the center point. Click here, then here and so on. Again, you only need to create
shop type in this phase. File the center point and
click to create then node. The first phase is done. For the second phase, you need to use the node
to drag this segment, so it follows the reference for a larger or
more extreme curve, you may need to drag
the segment twice. First, drag one near the first node and then drag
one near the second node. Another example, drag
the segment near the first node and another
one near the second node. You may keep tweaking
the segment if you want to Repeat the process until
this shape is completed. This is the final result. Again, all these shapes
are very similar, even though we use different
approaches on each of them. The final technique
that we want to discuss is making the
left part of the symbol. This technique is
important to master if you want to create
symmetrical shapes. First, we need to
duplicate the shape. We can hold Control and
drag it to the left. In this process, you need
to hold the shape free so the shape moves to the left
in straight horizontal line. Now, to flip this object, you can do it in
three different ways. First, if you want
to use the menu, you can access the layer menu, then Avenge and then
choose flip horizontal. If you prefer the
right click menu, you can choose transform
and then flip horizontal. The third method, which is my favorite method is to
use the top proof bar. That is, you need to click on this icon and then
choose flip horizontal. Next, direct left
object while holding shift to the right until it
snaps to the center line. To join the two curves, you can select them and then
activate the node tool. And then you can
click on the Joint curves icon what I
don't like about the joint curves command
is that it only joins one N. Ons that this is joined, but the bottom s did
not join together. For the bottom part, we
need to be more specific. That is, we need to
select both nodes first, and then click on
the Joint curds icon now we have a fully
closed curve. Okay? If at this point, you still need to
tweak the nodes, say, you want to make
the head thinner, you need to select all the nodes and then activate
the transform mode. If you want to scale the right
and left nodes uniformly, you need to hold the Control
key while scaling them. I don't actually
need to do this, so I just undo it. Finally, we want to change
the color of the shape. We don't want any stroke color. We only need the field color. For this, we can swap
the colors between stroke and fail by clicking on the small
round arrow icon. Now, the stroke has no color, and the field color is red. If you want to change
the field color, you need to click here first, and then choose any
color that you want, say a dark blue color. And here is the final result.
37. 03-13 Eagle logo project: In this practice video, we will create an eagle head
logo using the Pen tool. Previously, we learned
three different methods exclusively one by one
to draw a Batman symbol. Here, we are going to
intentionally combine the three methods in a
single logo or drawing. Just as before, I have already created the reference
as a pixel layer, and I also locked the layer so that you
don't accidentally move it Make sure
the pentl is active. I use two points
for stroke width, red for the stroke
color, and no fel color. Okay. Please note that although I use certain
methods in certain areas, that does not mean you
have to do the same. Feel free to mix the methods
yourself as you see fit. For now, I am going to start
with the first method, which is creating split type
nodes directly. Click here. Then click here.
Click Andre here, out, and move the handle here. Click here, click Andre here, hold out, and move
the handle here. Next, I want to combine
this with the third method. I can create sharp
nodes on all corners. I just keep doing this until
I am back to the first node. Next, I need to
tweak the segments. As a reminder, besides
using the node tool, you can continue
using the pen tool. Just press the
Control key to make the pen tool behave
like the node tool. You can wreck this
segment to curve it. And then the segment and so on. Just repeat the process
until all is done. Feel free to also move
the handles if needed. Okay. Next, I want to start
with the first method. That is, I can click here. Click and out of
the handle here. Click, click again. Click O, click here. Now, I want to switch
to the second method. I can click and dreg at
the middle of the segment. Click and out of the handle
here. Click and Drag here. Click and click again. Click and drag here.
Click click and drag. Click here, click and drag here and click and
drag again here. Click and Drag, then
out, and move it here. Then finally, I can connect to the first node by
clicking and dragging. Next, we can refine the curves. Hold Control to temporarily, activate the node to select
this node so we can access the handles and move the handle so the cur firster
follows the reference. We can also move
the node if needed. Just keep twiaking until
you like how it looks. I am sure you can still tweak the shape here and there
to make it perfect. But because there
is no new technique we need to discuss,
I'll just stop here. To combine the two curves, you can use the Move tool and
then select both objects, use the merged curves command, swap the colors and change the field color
to another color. I think I'll go with orange
or perhaps a beige color. And here is the final result.
38. 03-14 Water bottle icon project: In this video, we will draw water bottle lichen
similar to this image. Unlike before, where we trace the drawing on
top of reference, we are going to start
with a blank canvas. So to guide the drawing process, we first need to create
some references. For this, we can use rectangle to make sure the stroke
with is only one point, S stroke color to red and
the fail color to no fail. This will be the neck of the bottle and this
will be the main body. We also need a center line
as to battle is symmetrical. We can use the pen tool, click Hold Shift and click here, press V, select all of them, and then use the
line Center command, so they are all centered. Press Control G to group them or make them
contain in group layer. And then we can lock
the layer. Okay. Now that we have guides, we can start creating
the actual drawing using the pen tool to make it easy for us to differentiate the
drawing from reference. Let's use two points for the stroke width and set
the stroke color to black. Now, to be able to
snap to the reference, we need to turn on
the snapping icon, and in the snap setting s panel, turn off all the page
snapping features. As for the object snapping, turn on only the
first three options and also the object
geometry option. We have discussed these
options in depth before, so you may want to
review the videos again if you ever forget
about them. All right. Now we can snap this intersection
point at the center. Click here, hold
Shift and click here. Without releasing the Shift Key, click here, and then
click here at the center. Now, we want to
duplicate the shape, press V for the move to hold Control and drag this
up while holding Shift, so it moves straight vertically. For the shape, we want to
scale it down vertically. Next, duplicate
again by pressing Control and Shift and make it snap to the top border
of the original. Now to create yet
another duplicate, besides moving it like before, you can press Control J
to repeat glass action. As for the shape,
you need to scale it up until it reaches
the top reference. Okay? Next, press A for the
node to drag this note down. And then wreck this node to the right until it is
at the intersection. Now, to continue
roving the segment, we can activate the pen tool because the node is already
active, we can click here, hold shave and click here, and so on until it
reaches the center line, and then we can continue
from here, click here, hold shave and then click
here again at the center. We have basically created all the nodes that we
need for the bottle. From here, we won't be
needing the reference, so we can hide the group layer. A right to make
editing much easier. It's better that we combine all these shapes into an object, use the move tool and
select all of them. And then besides using the menu, you can merge curves
by clicking and then choose geometry,
then merge curves. Next, if you still think the battle shape is
not proportional, filth, to tweak the nodes. You can select the nodes
and then move them. Just make sure you don't move them to the left past
the center line. Okay. The next step is to
round all the sharp corners. Using the corner tool.
You can first select the nodes and then click
and react to round them. For this node, we can
drag it quite far away as we need large
radius for the curvature. Then for the legs of the bottle, we need to select
these two nodes and then drag to round them. And then finally
for the bottle cap, we can wreck this corner. The right side is
basically done. To create left side, you can hold Control and Shift and move the shape to the left. Then perform a flip
horizontal command to mirror the object and then
move it to the right while holding Shift until
it snaps to the right part. Last drawing element we want to create is to water surface. For this, we can
use the pen tool, click here, hold Shift, and click here at the center. Then click here. Press
A for the node two. To convert this node
to a smooth type, simply double click on it, and then while holding Shift, wreck left handle down. Now to make the length of the right handle the
same as the left handle, you can wreck the handle
while holding Shift, move the handle
slowly as it will snap when the length is
uniform with the left handle. All the curves are done. Now, at this point,
you may be wondering, we still have double nodes and segments throughout
the drawing. Aren't we going to fix this? The answer is no. We
will leave them as is. Currently, we are
creating line style icon, and so there is no fill
area that we need to create if you want to create a
different style of icon or logo, then you may want to clean up the double nodes or segments. For now, we consider
the shape done. What we need to do now is
to thicken the strokes. For this, you can
access the node tool. But if you have the
move to active, you can also open stroke panel
and then wreck the slider. I think this is enough
to tidy the drawing. You can select them and then press Control G to group them. You can rename the group layer to something more
representative, such as water
bottle, for example,
39. 04-01 Creating holes with Merge Curves: Starting from this lesson video, we will begin
discussing various ways to combine vector
shapes inside Affinity. There are at least six
methods that we can use. The first method is using
the Merge Curves command. The second method is using
the Boolean operations. The third method is using the compound technique then using the shape builder feature, using layer clipping method, and finally, using the
layer masking method. In this video, we'll focus on first method which is using
the Merge Curves command. We've used this method before, but we haven't discussed
it thoroughly. What you need to know about
Merge Curves command is that if you put a closed curve
inside another closed curve, it will create a fill hole. If you create yet another
closed curve inside it, it will create a solid
area again and so on. To see this feature in action, let's activate the
rectangle tool, seduce stroke width to zero and set the
fill color to black, create large rectangle here. Then create a trapezoid
smaller than the rectangle. Next, create a circle that is
smaller than the trapezoid, and then finally, create an
even smaller star shape. Okay. Now, select all of these objects and then
to merge these curves, you can either open
the vector menu, then merge curves,
or you can right click then geometry,
then merge curve. Currently, all of the
shapes look solid. But let's see what happens
when we put them in one, please, press A
for the node tool. And then select all the nodes belonging to the
trapezoid shape. If we move this to the
center of rectangle, you can see how the trapezoid
shape forms a hole. You may need to turn on
the tunsom mode and scale the nodes to make sure they
fit inside rectangle shape. Again, this is not white shape
on top of black rectangle, but an actual hole. To prove this, let's
create a new rectangle. Set the field color to cyan or any color
other than black, and then move layer down. As you can see, the
center nodes from the trapezoid indeed
forms a hole. Okay. Now, let's double click on the top object to
activate the node tool. We need to move this circle so it is inside the
trapezoid shape. Besides selecting like this, you can also select
all nodes belonging to a closed curve by
selecting one of them and then
pressing Control A. Please note that the Control
A command is hierarchical, meaning that if in
this condition, you press Control A again, Affinity will select all
the nodes in the object. So again, if you only want to select the nodes
on its closed curve, after selecting one node, press Control A once. Okay? Let's move the circle shape
inside the trapezoid shape. Here, the intersection
area creates a hole. But as we move this further until it is fully
inside the trapezoid, it creates another solid fill. Let's do the same
with the star shape, select one of the node
and then press Control A, and then move this so it is
at the center of the circle. Just as we expected, the star shape becomes a hole. After seeing this example, I am sure you understand
how this works. Essentially, you can
create holes by combining multiple closed curves using
the Merge Curves command. The next thing that
you need to know or remember about the
Merge Curves command is that the whole
effect can only be seen if the object
has a fail color. If the object has
only a stroke color, we won't see any holes
or solid fields on it. At this point, you
may be wondering, what if we merge an open
curve into the object? Will it create holes or solid fields like
the closed curves? The answer is yes. Why? Because Affinity
will create closed curves automatically from
the open curves if the object has a field color. To prove this, let's activate the node tool and then select
this node, break the curve. And move the nodes away. Basically, we just turned the trapezoid shape
into an open curve. Now, notice as I swap the color. If the object has a fail color, Affinity automatically
closes all curves. It will create an
imaginary segment that spans from start
to the end nodes, and due to that, the curve still contributes to the whole
or solid fields creation.
40. 04-02 Boolean operations: In this lesson video, we will continue
discussing the methods for combining vector
objects infinity. Previously, we discussed
the Merge Curves command. Now, we will focus on
Boolean operations. Boolean operations let
you treat vector shapes as mathematical operants.
Long story short. You can perform addition, subtraction, intersection, et
cetera, on vector objects. You can easily
find the icons for Bollan impressions
up here into bar. You can also find the
commands in the menu that is by going to the vector
menu and then geometry. These are all the Boolean
operation commands. I personally don't
recommend using this method as it is faster to just use
the icons in the toolbar. Before we can use
Boolean operations, we need to select at
least two vector objects. So let's create a polygon shape. Set the color to green. Next, let's create
a second object, say a circle Set the color to orange or
any color besides green, so you can see the
shapes better. Now, when performing Bolan, you need to know that the one in the bottom will be
considered as the base or the A Opran while
the one on the top will be considered as the
second or the B Opren. To perform a Boolean operation, you need to select both objects, then you can click on this
icon to perform addition, meaning that DA Opren plus
Opren as you can see, the shapes merge together, and the color of the
new shape follows the A Oprane or the one
that was on the bottom. That's anus by
pressing Control Z. Next, this icon will
perform subtraction. Remember that the opran always starts with A or the
one at the bottom, A minus B equals the shape. Now, if you actually want
it the other way around, meaning that you
want the circle to be subtracted by the polygon, then you need to first put
the circle below the polygon. This way, DA Open is the circle and B
Open is the polygon. Now, if you perform a
subtraction boolean operation, you get this result. You can see that
the color now also follows the circle,
not the polygon. For now, let's bring the
circle back to the phone. Besides using the layer panel, you can also press Control
Shift closing record to bring the object
to the phone. Okay. Next is the intersection operation
with this operation. All areas from both
ships will be removed, except the intersected part. Okay. Next is the sour or
the exclusive or operation. Basically, this is the reverse of the intersection operation. It retains all of the areas
except intersected zones. Finally, the divide
operation, essentially, this operation will detect all the intersecting
curves and then create independent
objects from the zones. In our case, we have three separate objects
as a result, all right. Before we move on
to the next topic, you need to know
that you can perform volanoperations with three
or more vector objects. To see how this works, let's create another shape, say, a cloud object. We can use purple for the shape. But let's reduce the bubble's
value to only seven or six. Select the three objects, and then let's try DA
Boolean operation. The result is, as we expected, all of the shapes
are merged together. Now, if you use the
subtract Boolean operation, only DA opran is positive, while the other
oprans are negative. So this is something you
need to keep in mind. This is the result of
the intersect operation. This is the result of sor operation and this is the
result of wide operation. As we expected, we get a lot of independent vector objects when we use three or more of ns.
41. 04-03 Compound objects: We will continue discussing the methods for combining
vector objects in affinity. We have discussed the merge
curves and wollen methods. Now in this video, we'll focus on a third method, which is the compound
object technique. We will be using the file
from the previous lesson. That is, we already have a
polygon shape at the bottom, then a circle on top
of the polygon shape, and finally, we have a cloud
shape on top of the circle. We need to discuss the
compound object after Boolean because compound objects are
actually based on Boolean. What makes it different
is that unlike Boolean, which creates edit of objects, compound objects let you perform boolean operations
non destructively, meaning that all the
oprans are still accessible and can be
edited dynamically. To create a compound object, first, you need to select
two or more objects, and then you can open the vector menu then
geometry and then compound. As you can see, almost all of
the Boolean operations can be used to create
compound objects except the divide operation. For now, let's use
the subtract command. At a glance, it looks
like the result is the same as the
normal woolen operation. But notice in layer panel, the layer has a
small carrot button. You can click on it to expand layer and reveal
the child layers. As you can see, we can still
access the cloud shape, the circle shape, and the
polygon shape individually. We can even move each
of them independently. The resulting shape or shape of the compound layer gets updated in real
time automatically. Now, if you select these layers and then drag them out of
the compound layer, affinity will restore them just before we perform
the compound command. We can proceed to delete the compound layer if we
don't need it anymore. So this is the manual method of removing a compound object. Let me undo this for now. Another method of removing
compound object and retaining all of the child layers is by using the release
compound command. This can be very
useful in a scenario where you have a lot of child
layers inside the compound. To access the command,
you can go to the vector menu and then
choose release compound. As you can see, affinity
automatically brings out all the child shapes and deletes the compound
layer in one go. Now, besides accessing the
commands via the menu, you can actually make use of the Boolean icons in the toolbar to create
compound objects. For this, you need to hold the l key while
clicking on the icons. But remember, you can only use these four icons as compound objects do not
support the divide operation. Okay, for example, we can select these three objects
and then hold out and then click on
the at Boolean icon. Notice the result is not a single irritable curve like
a normal Boolean operation, but a compound layer. And inside layer, we have all the shapes that
we selected before. What is so great about the
compound layer is that we can change the bullant behavior of the member shapes if needed. In this case, we can only change the behavior of the
cloud and conical shape. We cannot change the behavior of the polygon shape as it is
DA Operan or the base shape. For example, I want to change the cloud behavior to
subtrat instead of. For that, you can click on this small icon and
then chooe subtrat. As you can see, now
the cloud shape creates a hole instead
of a solid zone. You can also change this to intersect or solve
if you want to. Now, you may be wondering, what if you want to
use the circle base instead and use
the polygon shape to subtract the circle shape? Can we do that? Yes, we can. In this case, you just need
to bring the circle shape down now the circle
shape becomes the base ODAopran and so you are now free to change
the polygon behavior to subtract, for example, Okay. Another advantage of the
compound object is that it does not change or convert
the shapes to itable curves. If the objects you select
were of a parametric type, then they will still
be parametric objects. Just to prove this, let me hide the polygon shape for now. If you select the cloud shape, and how this shape is
still a parametric shape, we can change the value
of the bubbles parameter, for example, the compound shape will get updated automatically. You are also free to convert the operand shape to
itable curves if you want to say that I want to convert the circle
into an editable curve. You can right click
and then convert to curves or just press Control
Enter for the shortcut. Now, the circle
shape is editable. You can use the
node tool to move the nodes or to move
the handles as needed. The less important aspect
of compound that you need to know is that compound
layers can be nested. In other words, you can have a compound layer inside
a compound layer, which is inside a compound
layer, and so on. To show you how it works, let me take out the
cloud shape from the compound layer and place it at the top
of layer stack. Then make sure the circle and polygon layers
are both shown, and a polygon is set
as an add boolean. Okay? Currently,
at the top level, we have two objects, a cloud shape, and
a compound object. Notice if I select
both of these objects, hold the al key and then
click on subtract button. We now have a new
compound object. Now, if you look carefully
at the layer panel, the previous compound
object still exists as the child layer of
new compound layer. So again, we now have a compound layer that lives inside another
compound layer. As you can imagine,
with this feature, you can create complex
shapes in infinity while still maintaining all the original shapes
nondestructively.
42. 04-04 Skull bomb icon project: In this practice video, we will create this
called bomb icon using mostly woolen freons. We can start by creating
an ellipse shape. For now, we want to use
one point or stroke with black through stroke
color and no fill color. Click and drag in
Canvas. Like so. Next, to convert this shape
to an editable curve, we can press Control Enter, select the bottom node, and move it up while
holding the shape key. Now, for the jaw part, we can use around
the rectangle shape. Click and rec like so. Feel free to adjust
it again if needed. Press V for the move tool, select both objects, and then use the
line Center command. I think I want to move
the jaw down a bit. After that, we can strike both objects and then perform
an add woolen operation. Now, if you prefer to create an unrestructive
compound object, you can hold the key while
pressing the Ed button. For me, I'll just use
ordinary Boolean operation. That is why I ended up having just a single curve
object as the result. Okay. Next, to create
the teeth gaps, you can make use of
the rectangle tool, click and react
in this location. Without releasing
the mouse button, you can press the
right arrow key on the keyboard twice and
then press it again, but now hold the arrow key so the gaps between
rectangles become wider. In this netion, you can
still add or reduce the number of rectangles or move the mouse
to defend width. If you are happy
with how it looks, you can release the most button. To join all these
three rectangles, you can press the
at Boolean icon, select both objects, and then perform the
line to center command. Before we continue,
we can adjust the location or the height of the teeth gaps
if you need to. After you are done,
you can select both objects and then click on the subtrack
Bull and icon. So this is what we have so far. For the eyes, we can
start by creating a horizontal rectangle
to duplicate the shape, you can press Control
C and then control V or simply press
Control J once. Rotate while holding Shift until it is straight vertically, select both objects,
rotate them 45 degrees. And then perform the
at Boolean operation. Place the resulting
shape about here, and then while holding
Control and Shift, drag it to the right to
duplicate the shape, and then we can select both of eyes and then do
another at Boolean. Next, we want to center both eyes against
the skull shape. Make sure both
objects are selected. Now, if you want to anchor
the lgn process to the shape, you need to hold out
and then click on the skull shape again to
make it the key object, affinity will display
thicker stroke lines on the skull to show that
it is indeed a key object, then we can transform the
line to center command. Okay? To create the nose, we can use the triangle tool, click Androag in this area
while holding control. That's center it by also
selecting skull object. Make the skull object, the key object and
improve for line center. Next, to make the Is and shapes
as holes on skull shape, you need to select
all the shapes, and then you can either use the merged course command or use the supra
Bollian operation. The result should be the same. But of course, clicking
on the Con Here is much faster than having
to access the menu. All right, let's
preview the shapes fill a by swapping the colors.
Everything looks good. Although in the final result, we actually want
to make the skull shape holes in a bomb shape. Essentially, we will use the shape leader to perform subtraction
on the boom shape. For now, let's swap
the colors back. And let's create
the main bom shape using the ellipse tool. Press V and select both objects, make the skull shape
the key object, perform line center
on the shapes. Now, we need to
create the fused pot. For this, we can use the
rounded rectangle tool, click and wag likes with
just the radius if needed. To create the thus string, we can use the Pen tool, hold Control and click to make
sure nothing is like that. Click and reg here.
Then click and ag here. Control and click to
finish up the doving. Currently, the curve does
not have any thickness. We can use the contour
tool for this, but I want to show
you a new technique. First, you need to increase
the strop with value. I think 25 points is enough. In this condition,
you cannot actually combine the two objects
using the Bolan operation. Reason is that
Boolean operations need closed curves to work. To convert the stroke width
into an actual curve, you can at click
Angus expense stroke. Now, this object is no
longer just a single stroke, but an actual closed curve. You can also select both of
these objects, and sorry, I think I need to just this bit, select both objects again and then perform the ad
Boeianoperation. Next, you can move
and rotate the shape, so it looks more
interesting and then select both these shape and the main boom shape
and then roach them using the add
Boolean operation. Finally, we need to subtract
the shape with the shape. Remember our previous lesson, the base object or
the one we want to subtract from needs
to be at the bottom. Now we can select
both objects and then perform the subtract Bolan
operation and it is done. We can try swapping
the color again to check whether we have
the correct field area. And here is the result.
43. 04-05 Shape Builder: In this last and video, we will continue
discussing the techniques for combining vector
shapes in affinity. Although you can achieve a lot using the boolean or
compound techniques, you can only use closed
curves in process. In many cases, we cannot
just rely on closed curves. You also need to put open
curves into the mix. This is when we need to use
the shape builder tool. Let's first cover the
basics for a start, create the rectangle, and
then the circle overlapping the rectangle and then
a horizontal line and finally, a vertical line. Basically, we now have a mix of closed curves
and open curves. To use the shape
builder tool, first, you need to select all of the shapes that
will be taken into account and then activate the shape builder tool
from the tools area. Notice that as I have
of curve objects, affinity highlights the
zones formed by the curves, whether they are close or open. To extract a zone or transform
a zone into a new curve, you can click once on zone. Notice how affinity created a new object containing
the curve from the zone. But if you want to
combine multiple zones, you need to perform a click
Androg on zones like so. Then if you don't need the
other curves or zones, you can remove them by holding the key and then click on
the zone you want to remove. You can also click on a segment if you only want
to remove that segment. Also, by holding out, you can perform a
click Androg to remove multiple
zones or segments, press V for the move tool
and here is the result. Now, you need to know
that you can also extract more than one zone
using the shape builder tool. Whereas for create
two more rectangles crossing the existing curve. Okay? Now, let's say that we want to extract
this zone and the zone. We can click Androg
Lo to extract the first zone and
then do another click Andre like so
for the second zone. As for the rest, we can
remove them by holding down the key and rowing
a free from stroke, touching all of them,
and here is the result. As you can see, we have two
objects now instead of one. Before we continue,
you need to know that the shape Builder in
affinity has some bugs. Sometimes it cannot
delete certain segments or zones and creates double
curves as the result. At least, this is the case with the current version that I am using while recording
the lesson. I hope the version you
are using is much better. That is when you are
watching the video. If you still experience bugs, there are several tips that
you can use to address them. First, you want to avoid using parametric effects such as the Corner tool and
a contour tool. Just to prove this, if
you create a curve, and then use the
contour to double the curve and then create some other
curves overlapping it. In this condition, when you
use the Shape Builder tool, it seems nothing is wrong when you hover
over these shapes, but noodles cyclic
on one of the zones. The result is not
as we expected. This is because affinity replace the contour effect on the resulting curve.
Let me undo this. The work around for this
issue is to always convert the curves with parametric
effects into ordinary curves. You can do that quickly by pressing Control
Enter on a keyboard. Know that this curve is an ordinary curve without
any parametric effect. You can use the
shape builder tool on it without any problem. The next step is to avoid using long self
intersecting curves. To show you the problem, let's use the pen
tool and create the agging horizontal
lines like so, and then continue creating the agging lines in a
vertical direction. Hold control and click on an empty space to
finish the drawing. In this example,
notice that all of these intersecting lines
are just a single curve, a very long one, that is, again, you want to avoid
this kind of shape if you are planning to use
the Shape Builder tool. Notice, as I use the
Shape Builder tool, I can successfully create a zone here and also
create a zone here. But when it is time to remove the other
zones and segments, affinity sometimes
fails to do so. You can hold out and keep trying to remove the zones or segments. Sometimes affinity
eventually removes them. Alternatively, you
can just use the move to select the troubled curves and then delete it manually. Although you can
fix the problem, it is better to just avoid very long self intersecting
curves from the beginning. All right. Next, let's discuss the shape
builders parameters. Plus icon is the default mode, which basically converts
the zone that we click into the shape that we
want to retain or extract. The minus mode is the same
as holding down the Alt key. Basically, if you perform
a click or click drag, affinity will remove
the segments or zones. By now, you should already be familiar
with these two modes. Okay? The third icon
is the unique one. If this is on, the shape
builder will generate a new curve instead of
modifying the existing curves. So for example, if I
click Android like this, on this so, this new shape is generated on top of
the layer stack. We can move this to the side. As you can see, the
original curves still exist without any changes. Alright? Let's activate
the default mode for now. Next is the drag method. By default, it is set
to free hand mode, which basically
allows us to draw a free fm shape when we
click and drag in Canvas. If you set this to
the line mode, now, when you click and drag, you will get a line as the
basis for selecting the zones. And if you choose
the marque mode, you will get a rectangular
selection region. For now, let's set this to
the default free hand mode. The final feature we want to discuss is the cleanup feature. To clearly see the difference, we need to add some
hanging open curves to the existing curves. All right. The default mode is none, which basically means
that affinity will not perform any cleanup on overlapping or
hanging open curves. Now, if you use the
internal curves mode, when you click androg like
this to define the zone, all hanging open curves inside
the zone will be removed. Let me undo this. Now, if
I change the cleanup mode to connected curves and perform the same click
and Drog as before, not only does the inner area
of zone get cleaned up, but all hanging open
curves connected to the ones inside the
zone also get removed. Let me undo this again. Finally, less mode or
the unused geometry, we delete everything
that we do not select. If we use this mode, we can only perform
zone selection once. This is because once we
finish defining zone, all other segments or
zones get removed. So you want to avoid this mode if you need to extract
multiple zones.
44. 04-06 Van icon project: In this video, we will create a an icon dislike this image. We can start with
a blank document. We will need to use the
snapping feature along the way, but we won't be using the spread or page
snapping features. We only need the object
snapping features, which are the first
three options and the object geometry option. Okay? We can start by
activating the rectangle tool. Make sure the stroke
width is set to one and fail color
is set to no fail, click and drag in the
Canvas. About the size. This will be the box
part of the vein. As for the firm part, we can easily create it by
duplicating the back part, press Control C and
then control V, and then drag this
scale handle to the right to flip
it about the size, but make it shorter. Next, select both rectangles and perform the ad boleropation, activate the node tool, and then add a node here. Move the top node to the left. Now, we need to make
the corners less sharp. We can select these
two top nodes and then these two bottom nodes, activate the corner tool, and then run these
corners like so. Next, seck this top front node, drag this a bit further
than the previous. And then finally, look for node. Now to create the
frame for the window, we can first
duplicate the curve. We can press Control
C and Control V or simply press Control J one. Use the contour tool to make it smaller or shrink
it to the center. We will be using the Shape
Builder tool either, so press Control Enter to convert it into
an ordinary curve, press P, Click here, hold shave, then
here, and then here. Control and click to finish up. Now, select both the open
cove and the inner cove. Activate the Shape Builder tool. Now, because we only want to extract the zone
and remove rest, it will be easier if we use the all unused
geometric cleanup mode. Click here and we have
the window shape. I think I want to around the
top corner of this window. And also the bottom corner. And, sorry, I think we should also round the bottom
left corner of window. Okay. Next, we want
to create the wheel. We can start with hip stool, click and drag from this point
while holding control and shift. To about this size. We can move it to the
left while holding Shift. Now, this circle is actually for heel housing for
the wheel itself, we need to duplicate the circle. We can press Control J
for this. Scale it down. We're holding control and ****. Duplicate the shape again,
scale it down again. We're holding control and shift until roughly you have
something like this. You can make small adjustments using the arrow keys
if you want to. Next, full control and shift
and drag this to the right. Again, we can make small adjustments using
the arrow keys if needed. Next, set the main body shape in the two large circles and perform the subtract
boolean operation. Lo car shape is basically done. The next thing that
we need to create is the speed lines at
the back of the van. Let me bring this to the right so we have
more room to work with. To create capsule like shapes. We can easily do that using
the Rondo rectangle tool. Drag the radius slider to
mix up the corner rounding. We will need four of the shape. So I control and shift and drag this down and snap it
to the original shape. Press Control J two times to
repeats tronsom duplication. Select all these shapes and scale it to ft the
height of the van. On second thought,
I think it will be better if we have
five of these shapes. So let me scale this down again. And in duplicate the ship again, so we have a total of
five capsule shapes. Move this to the right a bit
and this to the right also. While the center of
one goes to the left. Basically, I want to randomize the ships so they don't
look too uniform. Besides moving the ships, you can also scale
the ship sideways. Don't worry, as the capsule
shapes are still parametric, they won't get
stretched or distorted. I think I want to move all of
them up just a little Now, for the first, third
and fifth ships, we want to add
small loose trails on the back of the left side. We can do this by selecting
the three ships and duplicate them by pressing control and shift and
move them to the left. Make them all smaller
horizontally. Feel free to adjust
them as you see fit. I think I want to make the middle one quite
small to almost a circle. Next, select the main body
object, the first shape, the middle one, and the fifth, and then perform the
e boolean operation. Next, select also
these two capsul shapes and then perform the
subtract Boolean operation. I think this shape
can move away a bit. Let's select all of the
shapes and then use the Mergkov command to combine them all into
a single object. This way, if you need to
make small adjustments like selecting the nodes and then shifting them to
the right or left, you can do that a lot quicker. After you are happy
with how it looks, you can swap the color. As a final touch, you can use the move tool and
then try moving the mouse cursor to the top of the bonding box until you
see a two way arrow symbol, click and drag to
skew the shape. This will give the icon an
additional speed effect, and that's it, we are done. This is the final
result of our project.
45. 04-07 Layer Clipping: Let s continue discussing
the techniques to combine vector
shapes in affinity. In this last video, we will discuss Blayer
cleaving feature. With this teacher, you can put multiple shapes
inside one shape, and at one shape will constrain the visibility of the other
shapes that exist inside it. To show you how it works, we can create a rectangle, set the stroke to zero for now, and give it a green fill color. Next, let's create
a circle shape. Set the color to magenta. And finally, create a triangle and set the color to orange. All right. There are four ways to create layer clipping
effects in affinity. First, by raging the
layers manually. Second, through the
layer menu, third, using the shortcut and fourth, using the insert
inside bro mode. Let's discuss each of
these methods one by one. Let's say that we want to
place the circle in gap inside rectangle to use the
first method in layer panel. You need to slack the circle
in a triangle shape and then rack them just above the layer's
name of rectangle layer. Remember, not on top
of the thumbnail, but on top of the layer's name. When you release the layers, two things you
notice right away. First, the circle and
the triangle layers are now inside or become the
children of the rectangle layer. The second thing that you
should notice is that the visibility of the shapes is now controlled by
the rectangle shape. Basically, these two
shapes can only be visible if they are on
top of rectangle area. If we drag them outside
the rectangle area, they will become invisible. Now, you need to
know that even if the parent shape does
not have any fill color, the clipping effect still works. This gives you more
creative freedom when composing complex artworks
inside affinity, okay? If you are done
with a click layer and want to release
the chard layers, simply select the child layers
in a layer panel and then drag them out to the bottom like this or to the top like this. When you release the mouse, layers become ordinary layers or independent from
the rectangle layer. Let's discuss the other methods
of creating clip layers. The second method is through the layer menu for this to work. You need to make sure the
shapes you want to place inside are positioned
just above the layer. You want to put them
into in our case, the circle and triangle need to be on top of the
rectangle shape. Next, make sure the
circle and triangle are both selected and
then open layer menu, then range move, and
then choose inside. As you can see, the shortcut for this command is control of G. If you click on Command
or press the shortcut, you will get the same result
as dragging the manually in layer panel so that explains the second
and the third method. Let me undo this
the fourth method is more suitable when you
need to create a new shape. Let's say that you want
to draw a star shape, but you want to create it while inside the
rectangle shape. For this, you need to
select rectangle shape, and then you need
to click on icon, which basically turns on the
insert inside drawing mode, activate the start full, and then click Andro
to create the shape. You may need to
change the color to differentiate the
shape from rectangle. As you can see, the star shape was created inside rectangle, creating o clip layer effect. Don't forget to
turn off icon again if you don't need the
insert inside mode anymore. One important thing that you
need to remember is that because the star layer is now
a child of rectangle layer. If you select the rectangle
layer and move it, the star layer will follow. Let me also put these two
layers inside the rectangle. You can see all of the child
layers follow their parent. This is also true
when you still the rectangle or when you rotate it, essentially, all
transformations on a layer will also
affect its children. Now, what if we
only want to move rectangle layer without
moving the child layers? Can we do that in
affinity? Yes, we can. For this, make sure the
per layer is selected and you have to move to
active in the context too, but you can see a
checkbox that says Log children if you turn it on and then try to move
rectangle shape again. Only the rectangle
shape moves while the shapes inside
it stay in place. Again, this is without the
lock children feature. And this is with the
lock children feature. This also works if you try to rotate or scale
the parent layer. Okay. Let's turn this
option off for now. The next thing you need
to know about clipping layers is that they
can be nested, meaning that you can create a clip layer inside
the clip layer, inside a clip layer, and so on. Just, for example, if you break the triangle shape and place it on top of the circle layer, now the triangle is
inside the circle. And a circle shape is
inside the rectangle. As you can imagine,
you can create complex composition non
exstructively using this method. Finally, let's
discuss how you can select shapes that are
inside a clip layer. There are three ways
that you can do this. The first method,
which is the most obvious is to use layer panel. Just expand the clip layer
that you want to access, and then click the chat
layer you want to select. The second and third methods use the move tool
in a canvas area. Let's say that we want to
select the triangle shape, which is two levels deep. If you click once, you
select the rectangle object. If you double click once, you select the first
level inside rectangle, which is the circle shape. If you double click again, you are now two levels deep. That is why you can select the triangle shape finally because there is no
other shape to select. If you perform a
double click again, the node pole is active. Okay. In conclusion, you can use the double click method to select shapes
inside clip layers. But if layers are nested, you need to do that multiple times until you reach the
shape that you want to select. Third method is using
the Control key. Again, make sure the
move tool is active for double click in an empty area to re
select everything. If you want to select the
triangle shape directly, you can simply hold
the Control key and then click on the shape. As you can see, unlike
the Double click method, you only need to do this once as afility intelligently
selects the shape directly.
46. 04-08 Layer Masking or Clipping Mask: In this lesson video, we will discuss less
technique to combine vector shapes called
layer masking. Long story short, layer masking is like layer clipping effect, but works in reverse. Please note that
the term masking in Affinity can be
a rustle layer, and it can also be
a vector layer. Officially, if we perform
masking using vector shapes, it is called clipping mask because we are focusing
on vector techniques. When I mentioned layer
masking in this lesson video, it means the same
as clipping mask. Okay? There are four methods that you can use to create
layer masking in Affinity. First, it is by dragging
layers manually. Second, using the White click
method in Layers panel. Third, using the menu, and four, using the keyboard shortcut to show you how
the methods work, we will be using
the same objects as in the previous veson. But for now, let's
move the circle aside and then hide
it. All right. The first technique to create layer mask is by dragging
the layer that will become the mask and
then dropping it on top of the thumbnail
of the target layer. Remember, not on top of layer's name as this will
create a layer clipping effect, but on top of the thumbnail. When you drop the layer, you can see how
the triangle shape controls the visibility
of rectangle layer. So it basically has a reverse effect compared
to layer clipping. The second thing that
you can notice is that the mask layer
is invisible. It does not matter
what color you said as the field color
in a triangle object. It will not be visible when
it acts as a mask layer. What is unique
about layer masking is that if you claps
the parent layer, you'll see the taminal of the mask besides
the main tumnal. This mask thumbnail will be
hidden again if you expand the layer or it moves to the corresponding
had layer, okay? To release mask layer, you simply drag
the mask layer to the bottom or to
the top of layer. So it is like releasing layer clipping as we discussed
in the previous lesson. Next, let's see the
other three methods of creating layer
masking in Affinity. For the second, third
and fourth methods, you need to make sure that the layer you want
to convert into mask is exactly on top of
layer you want to be masked. In our case, the triangle should be just above
rectangle layer. And then you can click
on the triangle layer, and choose create clipping mask. As you can see, the
result is the same as the first method.
Let me add this. For the third method,
you need to select the triangle layer and
then open the layers menu, and then choose
create clipping mask. You can see here that the
shortcut for the command is Chief C. Again, as we expected, we have
the same result, right. The next thing I need
to discuss is that you can stack layer masks
on top of each other, and they can also be nested. Just to prove this, let's unhide the circle layer, move it here. And then if you drag this layer to the thumbnail
of rectangle layer, now, rectangle layer
has two mask layers. Each of these masks
contributes to constraining the visibility
of rectangle layer. Now notice a side wack and drop the circle layer on top of the terminal of the
triangle layer. Currently, the circle layer serves as the mask for
the triangle layer, and the triangle layer serves as the mask for the
rectangle layer. Honestly, I almost never need to stack honest mask
layers like this, but the features are here and you can use
them if you want. The last thing I
want to mention in this lesson video
is that you can even combine layer clipping and layer masking
features together. This is also another
advanced feature in filty that I use, just to prove that
this can work. We can first drag the
circle layer up to release it and then and drop it on
top of rectangle layer name. And here is the result. Now, the circle shape becomes the chart layer and is clipped inside the
rectangle layer. While the rectangle
layer is also being clipped by
the triangle shape, which now acts as the
mask for the rectangle. I know this can
become confusing, especially if you then put additional stacked ensted
layers into the mix. That is why I prefer
to just use layer clipping or just layer
masking separately. And I also try to avoid
too many nested layers.
47. 04-09 Zoo logo project: Oh in this project video, we are going to
create a Zoo logo by combining these
two logo references. Basically, we want to create
a Rhino silhouette logo, but inside it, we want
to add colorful shapes, just like the giraffe
logo at the right. So yes, from this lesson video, we will start using colors in our projects as a disclaimer. I did not create these
reference images. I downloaded the Rhino
reference from shutterstok.com, and I downloaded the giraffe
reference from xos.com. We can start by tracing
the Rhino shape. Press P for the Pen tool. Set the stroke width to one, and then try to
set a stroke color different from reference
so you can see it better. For example, you can use red
and set color to no color. Click here, then here
and here, and so on. Essentially, we want to
create shop type nodes first. I'll just speed up the video, as I am sure you already
understand how to do this. After we have all
the sharp nodes, we can press A to
activate the node tool and then direct
the front segment of the horn to curve it. Do the same with the other
segment on the horn. Feel free to just the nodes
positions if you want to make the front segment at the foot curve and then make the segment at
the belly curve also. Next, select all the shapes of rhino and perform the
merge curves command. This will turn them
all into an object. We don't need reference images anymore, so let's hide them. I think it already looks nice, but I still want to run some off lift shop corners
using the corner tool. Just select the node you want to run and then click Androig because you should
already understand the technique I'm speeding
up the video for now. A next, press A
for the node tool. Let's adjust this
bottom foot area. Make this segment curve. I think we should
also make these nodes closer, and that's it. I think we finally have a nice looking Rhine
of silhouette. Next, we want to add colorful circles inside
the Rhino shape. For now, we can at click
here and choose Advance. We want to activate
win view mode to see the shapes without any stroke
thickness or few colors. Activate the ellipse stool. And create a circular
shape a body size. Duplicate the shape by
pressing Control J, scale it down while
holding the Control key, and then press Control
J again to perform a duplicate using the last
transformation settings. Select the three
circular shapes, full control, and then move them to the left
to duplicate them. Next, you can play around with the placement of the circular
shapes as you see fit. Now, we can start working with the field colors and
clipping effect, activate the vector view mode. For the main rhino shape, we do not want any tro color. Sorry, click here first, and then click on
the no color icon. For the field color, let's
use an orange color. As for all of the
circular shapes, we need to set them
and then and rope them on top of the rhino
shape layers name. This puts all the
circular shapes inside the rhino shape and
clips their visibility. The blue click or Control click
on the left circle shape, set the fail color to red. Then select the next circle. Oh, sorry, I forgot to set
the stroke color to no color. Okay. Select the next circle, swap the color first
so the stroke has no color and then change
the field color to green. On second thought, I think I want to use assign
color for the circle. Next, set the field color of
the third circle to green. And no stro color. From here, I just sped up the video as I don't have
any new venus to explain. After setting up all the colors, feel free to adjust
the circles rotations, positions, and even the scales. And here is the final result. Again, this logo is suitable for a zoo or a theme park
related to animals.
48. 04-10 House logo project: In this project video, we are going to create
this round housing logo. The inspiration for the
logo actually came from this logo set that I found
on Adobe Stock website. To avoid any copyright issues, we should make the
design a bit different. Therefore, let's just
cite the reference. Okay? For a start, we can use Dalit stool, set the stroke width to one and set the field
color to no color. Create a perfect circle
about this size. Then press V, hold control, and then rag to
duplicate the object. Make this circle shorter, position it so it is lower than one third
of the main circle. Control and wreck again
to create another duplicate and scale it
down a bit sideways. Select these two
circles and then wreck them so they are clipped
inside the main circle object. Next, let's create
the house shape. For this, you can start
from a triangle shape, or you can also start
from rectangular shape. Make it tall, like so, and then pass Control Enter to convert it into
an editable curve. We want to create a new node exactly at the center
of the top segment. For this, you can
select the top left node and then use the
split curve command. Next, drag the new node
upward while holding shift. Hold Control and Shift, direct the shape to the
right to duplicate it. Press P for the Pen tool. To create a line that snaps
to the existing nodes, we need to activate
the snapping feature. For now, we do not need any
page snapping features. We don't even need
these three options, but we do need the snap to
object geometry option. All right. Now we can
click here, then here. Control and click. And then
click here, then click here. Control click to finish up, press V and select all of these shapes and then activate
the Shape Builder tool. Click Androg here, and
then click Androg here, and then just click here once. Now we have three independent
shapes that form a house. Let assign colors to the shapes. We can choose an orange
color for the roof shape. As for the left wall shape, we can use a bright beach
color, almost white. And for the right wall shape, we can set the color
to a dark sine color. Okay. Now we can select all of these shapes and then press
Control G to group them all. After that, you can
hold Control and then drag the group to the
right to duplicate it. Next, activate the node pool and then select these
nodes at the bottom. Sorry, Control, click on
the wh shape to select it, and then click and drag again to select the nodes
at the bottom, drag all of them down
while holding Ship, press V, and then scale
the group up Sorry again, select everything
first, and then click again to select
the group object, then scale it up,
but not too big, so both houses still
look identical. Place it here, and then press Shift Control opening
bracket to place the second group below the
first house group. Okay? Hold control and click
one with wall shape. I want to make the
color a bit darker. So like all of the groups, N plus control G again, to group the two
groups together. This way, we can move
it as a single object, just the scale and position, so the borders of the houses are near the
edges of the hills. All right. Now we can
wreck the group layer, so it is inside the
main circle layer, but we do not want it to
be on top of the hills, whether behind or
below the hill layers. We can set the hills
feel colour to green. As for the stroke color, we want to use the
same dark sign color as the wall shape to do this. You can click and drag
the color bicker icon and then release it on top
of the right wall shape. And for the stroke width,
you can increase it. 20 points should be enough. Next, select the
main circle shape, set the stroke width
to 20 points also. And for stroke color, we should use the
same dark sine color. Now, because the sine color
is the last color we pick, affinity still holds that color. So you only need to click
here to use the color. Then for the field color, we can set it to a
bright blue sky color. All right. Next, we want to
add clouds behind the houses. We can use the
Ellipse tool again. Click and reg here, set
the field color to white, and to remove a stroke, besides setting the
stroke width to zero, you can also set the
stroke color to no color. And then we need to put this cloud shape inside
the main circle shape. Make sure the house group layer is on top of the cloud layer. Okay? Hold control and then duplicate the cloud
to the right side, and then uplicate again
for the center area, but make this one smaller. At this stage, you
can keep taking each element's position until you are satisfied
with how they look. Okay. Next, we can select the house group
layer and then set its stro color to the
same dark sine color. Set the troue color to 20
points, just like the rest. On second thought, I think
20 points is too big. Let's try 15 points. Okay, 15 points look better. Let's revise the other
stroke to 50 points. Hold control to select the hlls and then set
the stroke width to 15 points. All right. Finally, we want to add
small windows to the houses. For this, we can use
the rectangle tool. We do not need any
stroke for now. As for the field color, we can first make the sky color, but then make it a bit darker. Now we can click Androg here while still holding
down the mouse button, press the right arrow key once, and then press and hold it
to make the gap larger. Press Control G to group
the windows, press V, and then you can use
the arrow keys to move the windows to the
center of the wall. Hold control, and then duplicate the windows
to the left house, and then change the fill color. You can pick the existing
dark sign color. Currently, if we move logo, the window shapes stay in place. To make the logo
easier to control, we should move window shapes inside the main circle shape. Now, if we move
the circle shape, all of the shapes, including the windows
follow along. So here is the final result.
49. 05-01 Basic stroke parameters: In this lesson video, we will cover the
basic parameters of vector strokes in affinity. Let's activate the pen tool
and then draw an open curve. Something like this. Now, while you still have the pen tool, or if you switch to the
node tool or the move tool, you will see an icon in the contextual toolbar
that looks like a leech. If you click on it, the
stroke panel will open. Here, you can access all the parameters that control the stroke of
the selected object. Please note that
you can also access these parameters
on the left side by opening the stroke panel, or you can open the appearance panel and then click on the Stroke
Width number here. We will discuss
this panel either. For now, I'll be using the stroke panel from
the contextual tool bar. By default, the stroke
style is set to solid, meaning that the line or curve will be solid from start to end. If we click this X icon, this will zero out
the stroke width, making the stroke
invisible in Canvas. If you click on this icon, the stroke will
become the lines, and this brush icon is used to control the
path brush feature. For now, we will only focus
on solid style stroke, so make sure you
click on this icon. The first parameter is
something we have used before, which is the stroke width. This controls the
thickness of the stroke. Okay. Next is the cap style. Essentially, this controls
the visual behavior of the start and the end nodes. By default, the cap style is rounded this icon makes the caps flat without
any extension, and this icon makes
the caps flat also, but it is extended from
the node location. Next is the join parameter. Basically, this controls the
behavior of the corners. The default round option
makes the corners round. The bevel option makes
the corner bevel, and the mitre uption
makes the corners sharp. Now, if you set
the mitre option, you can set the
threshold value here. Essentially, this
value determines the maximum sharpness
of the mitre effect. If you set this to
very low number, then almost all of the
corners become beveled. But if you set this
to high value, then affinity will allow longer
or spikier sharp corners. Okay. Next is the
line parameter. Basically, this
controls the placement of the stroke against the
actual line of the shape. Unfortunately, in infinity, you cannot see the effect if
you use an open curve. So let's create a closed curve, say, a hard shape. Click and drag here. And let's set the field color to orange so we
can see it better. Okay. So this is
the central mode. As you can see, the width of the stroke is
evenly distributed. This is the inside mode
where the width of the stroke is placed inside
the actual vector line. And then finally, this
is the outside mode, where the stroke width is all distributed outside of
the line. All right. Let's say this back to the
default aligned center. Next is the placement of the stroke color against
the field color. By default, the stroke color is placed on top of
the field color. So the bigger the stroke is, the more of the fail
area gets blocked. In certain cases,
you want to place the stroke below or
behind the fail area. For this, you can
click on this icon. Notice, if you have the
appearance panel opened, clicking on these
icons actually changes the stacking order of the
stroke and the fail elements. So yes, you can
also drag and rope this element to change the
stacking order if you want to. This works both ways. Doing this manually affects
the icons automatically. Okay. Next, this option
is very important. If you are dealing
with logos or icons that use the stroke
width by default, or if the option is turned off, when you scale a vector object, the stroke width
value stays the same. Therefore, the size ratio of the stroke area against the
field area is changing. In certain scenarios, this is the effect that you expected. But if you do want stroke width to adapt to the
scale transformation, then you need to
turn on this option. Notice now, if I change the
scale of this heart shape, the stroke width also
changes automatically. Basically, the
size ratio between stroke thickness and the field
color area stays the same. All right. Finally, there
are the arrow settings. Although closed curves
can have arrows, most likely, we don't assign arrow heads
on closed curves. So let's select left
open curve again. Let's see what happens if
we set to start option to circle And an
option to triangle. Feel free to try other
arrow options if you like. These percentage values
determine the size of the arrow heads based on
the width of the stroke. So the bigger the stroke width, the bigger the arrows will be. Next, these two icons control
whether the arrow heads are drawn before the N nodes or
extended out of the N nodes. Then this icon will swap the settings of the
start and the arrows. Again, this does not change
the direction of the curve, but only swaps the two
primeters finally, if you click on this trash icon, the settings for the
arrows get reset, or the curve will have
no arrows. All right. So those are the basic primeters that we can use to control
the stroke appearance. We will discuss more
primeters in the next video.
50. 05-02 Dash line style: In this lesson video, we will continue discussing
the stroke primes, specifically the
dash line style. First, let's create
a straight line, activate the pen tool, set the stroke
width to 30 points. Make sure the stroke
color is black, and set the fill
color to no fill. Click once in a canvas, hold sheaf and then click
again on the right side. Hold Control and
then click to finish up or press V to switch
to the move tool. Okay. We have discussed the
solid line style before. Now, you can click on this icon to activate
the dashline style. As you can see, this line style has all the primeters of
the solid line style. The only difference
is that it provides the dashline parameters at
the bottom of the panel. To clearly see how
the primes work, we should use the
Butt Cap option. This way, there are no
extensions coming out of the end of the nodes or
the end of each dash line. Also, we need to turn off
this balanced option for now. We will discuss this
option in a moment. Please note that
most of the time, you only need these two values. This value determines the
length of the solid parts, while this value determines
the length of the gaps. For example, if you set this to two and we set this to one, now we have two units of solid
line and one unit of gap. These two by one
ratio will always apply regardless of
the stroke width. If we set this to three, then we have three units of solid against one unit of gap. This is four units
of solid and so on. Please note that you can also set the value
smaller than one. Let's say that we set
the gap value to 0.5. Now it is four units of solid
with a half unit of gap. I am sure you get the idea. Until this point, you
may be wondering. So what are the rest of the solid and gap
values used for? Well, the create additional
dash line patterns. For example, if you set
the third value to one, now we have four units of solid, 0.5 units of gap, and then one unit of solid. Because the next value
is zero affinity, we look back to the first
four units solid value. This way, we actually
have five units of solid and 0.5 units of gap. But if we set the
next gap to one, for example, now we start to see the
pattern more clearly. We have four units of
solid a half unit of gap, one unit of solid, and then one unit of gap, and then it loops back to the previous solid
value and so on. By now, you should already
know what these two values do. Essentially, in infinity, we can repeat three patterns
of solid and gap. All right. Sometimes
in certain designs, you want the dash line to start, not from the first pattern, but from a certain
unit of pattern. This is what the
phase value does. Let's say that we
want the dash pattern to start with the solid
line, not this one. For this, we can increase the
face value to four units. Now the dash pattern starts with a small solid line instead
of the four unit solid line. The final option that we need to discuss is the balance option. We can see what this
feature does more clearly if we have
a closed curve. So let's create a
rectangle right away. You can see the problem with the dash line effect
on this rectangle. Notice how some of the
corners just don't look nice. Yes, you can play
around with the width. Or by changing the phase value, sometimes you can fix the
corner issues this way. But the easiest way to do this is by turning on
the balance option. With this, all corners become well defined and have
a consistent look. The last technique
that I want to mention is making dotted lines. Although finity does not provide primeters to
create dotted lines, you can actually
create dotted lines easily by tweaking the
dash line style primeters. For this, you simply need to use the round cap option and then
set a solid length to zero. Let's just zero out the other
solid gap values for now, and then you can
tweak the gap value. If you want finer or
smaller value increments, you can hold the Control key while scrolling
with the most well. As you can see,
you can have doted line effects infinity
using this method. A
51. 05-03 Path Brush: In this lesson video, we will discuss the path
brush feature in infinity. So what is a path brush, it is essentially a feature
that allows you to set raster image to flow along
a vector line or curve. Since it contains raster image, it is not ideal for
logo or icon designs. However, for other use cases
such as illustrations, the path Bush can
be very useful. Since this course focuses
on logo and icon design, we will only briefly
discuss the feature. At least, you will have a basic understanding
of how it works. Okay? There are two approaches to creating a path brush
effect in affinity. First is by creating the path and then later assigning
the brush to that path. And second, by using a special tool called
the Path Brush tool. Let's discuss the first method. To create the path, you
can use the pen tool, draw a custom or random
path in a canvas, but make sure it has at
least one sharp corner, as we will cover several options to
control corner points. And then to assign a
brush to the Path object, make sure the Path
object is selected. Then you need to open
the Path Brushes panel. If somehow you cannot
find the panel, you need to open the window menu choose vector and then
choose path brushes. Okay. Once you are in
the Path brushes panel, simply click on the brush
that you want to assign. As you can see, affinity
comes with a ton of brushes. They are neatly grouped
within their own categories. They are acrylics media. Engraving and more. So there is the first method of creating a path brush effect. The second method
of creating it is by using a special tool
called the Path Brush. Please note that this
method is better suited for use with
a brrowing tablet. You won't have the
full experience if you use only a mouse. To use this method. First, make sure that nothing is selected. Then click and hold
the pencil tool. Then ooe the path brush to like, select the brush you want. Then draw Rocov in a canvas. Bear in mind that, this process is quite demanding
for the system, so you may experience some leg. This is especially true if
the size of the brush is big. Okay, once you
have a path brush, you can freely customize
either the path or the brush element to
customize the path, activate the note pool, and edit it as you would
edit any vector curve. Notice that, as you
edit the path element, the brush element follows. If you want to edit
the brush element, there are two approaches
that you can take. The first and recommended method is using the stroke panel. We have discussed
this panel before, but only using the solid
and the dash modes. Now we are discussing
the path brush mode. As you can see, most of the solid mode primeters
also exist in this mode. You can even add arrowheads to the path brush
if you want to. What makes this
mode different is that when you click on a
properties button down here, the brush floating
window appears. Here, you can find all the primeters to
tweak the brush behavior. You can see the path
brush preview at the top. Here, you can tweak the size. As for these two sliders, they work with brewing tablets. Essentially, the more you
push this to the right, the larger the
variance gap between when you press the pen and
when you loosen the pen. The top slider controls
the size variance, and the bottom slider controls
the opacity variance. We have to skip these
features for now as we are not using any
drawing tablet in its course. Next, the stretch option means that affinity stretches
the brush image along the path while the repeat option
repeats the brush image. In the bottom area, we can see the image that is being
used as the brush. Again, this is not a
vector but a raster image. Now, in certain cases, you want to use only a
portion of the brush image, say, from here to here. For that, you can
drag the red line to the right and write
red line to the left. Besides dragging the lines, you can also type in a value in pixel units here to define left red line and type here to define the
right white line. Please remember that
affinity only repeats this middle portion and forget the left and right
portions. All right. However, these red lines work a bit differently
in stretch mode. While in mode, affinity stretches only the
middle portion. Left portion and
white portion of the image are displayed
without being stretched. Last but not least, it's
the corners option. To see the differences
between these options, you need a corner with an
angle smaller than 90 degrees. Okay? So this is
the fold option. You can see how the brush
is folded to form the turn. Next, is the overlap option. When it's smooth, affinity does not try to
fold the drawing. Instead, it creates a new
flow to form the corners. And the third option, which is the default option is pool. This mode just flows the
image on a path smoothly, even on sharp corners. Best method of editing
path brushes is by double clicking on any of the brush items in a
path brushes panel. Please be aware that I am strongly against
using this method. That is, if you are
new to affinity, why? Because although the floating
window looks similar, any changes you make
here will be permanent. Meaning it will be stored in a brush library rather
than in your project file. So if you change this brush
with value to 150 pixels, for example, then
you close affinity. When you reopen affinity later, the brush will still
be set at 1:50 pixels. Pressing this reset
button won't help. As this button only works if you're still in
the same session, it won't reset the settings to their real factory defaults. Now, you may be asking, What if we accidentally
double click on one of these brushes
and make a change? How can we reset them? To do so Open the edit
menu, then select settings. In the miscellaneous tab, you'll see the reset
brushes category. As you might have guessed, pressing the reset button, we'll reset all the
parameters to their defaults.
52. 05-04 Variable stroke width: In this last and video, we will discuss how to create variable strockwidth
in affinity. Up to this point, you already know how to
control the stroke width via the stroke panel
or the contextual tuber. But changing the stroke value affects the entire curve
from start to end. In other words, the width is uniform on all parts
of the curve object. In certain cases,
you want to have a non uniform or
variable stroke width. Say this part is thinner. This part is thicker than
this spot is thinner again. In Affinity, there are three methods that we can use
to create variable stroke. First is by drawing the curve using a pressure
sensitive tablet. Second, is using the pressure
profile instruct panel, and third, is using
the stroke tool. Again, we won't be using any drawing
tablet in this course, we will have to skip
the first method. To use the second method, first, you need to make sure
the curve object that you want to edit is selected in an open stroke panel and click on this box
that says pressure. This line represents
the thickness of the stroke object relative
to the stroke width value. Nos side wack, the node on
left or the node on the right, the overall stroke
thickness changes if you click on this
area and drag up, a new node appears and the similar area in the
curve becomes sticker. If you click and drag
down in this area, the curve in this area
becomes extremely thin, if we move the node all
the way to the bottom. If you click and drag
up in this area, the curve in this
area becomes sticker. I am sure you get the idea. Now, if you have too many of these nodes already and
need to remove them, simply right click on the
node you want to remove. You can also select it first by clicking on the node and then
pressing the delete key. But I found right
clicking method easier as you won't
accidentally create a new node. At this stage, you
may be wondering, why are the right node and the left node always
moving together? What if I want to move
them independently? Well, the reason
why this happens is that having left and
we nodes the same size ensures the stroke wave looks
smooth when you are working with closed curves
because in closed curves, the start and the end nodes are joined together or at
the same location. If you do want to have different thickness between
start node and the end node, you can force
Affinity to do so by holding down the key and then
ragging one of the nodes. As you can see, this node is
now thinner than this node. If you want to make both
nodes uniform again, simply drag any of them closer to the other
value or height. If they are close enough, Affinity will snap
their values again. You may need to click
away once and then click and drag again
on one of nodes. As you can see, they are
uniform again just like before. The cool thing
about this pressure profile feature is that you can save it as a preset and then reuse it for other
curve objects. To do that, simply click on
the save profile button. Affinity creates a thumbnail for every preset that we save. Let's say that we create another profile and then
save this as a preset also. Now we have two presets. If we create a new
curve, for example, we can open stroke panel and then apply the
profile preset we created before easily just by clicking on
the preset thumbnails. If you don't need
the presets anymore, you can click only small
x icons to delete them. The next method of creating variables stroke is
using the stroke. You can access the tool
from the tools area. With this to active, you can hover over any location on a curve
and then drag out to make the stroke width thicker and
drag in to make it thinner. If you drag on existing
nodes, you are editing them. But if you click and
drag on an MP area, you are creating a new
width node on that area. Now, notice if we go to the stroke panel and then
open the pressure profile, what we are doing with
stroke width tool actually affects the width diagram
or the pressure profile. Is relation works both ways. Changing the curve in a profile will also change the
width nodes on a curve. If you want to remove width node besides clicking inside
the profile box, you can also do this directly in Canvas provided that the
stroke width tool is active. You can hold the
Control and all keys together and then click on any of nodes that
you want to remove. Another way to do
this without using the keyboard is simply by
double clicking on the nodes. Next, let's discuss
more features that the stroke has to offer. By default, when you click
and rag on with node, you are changing
both the location and with value at the same time. If you only want to focus on changing the position while
maintaining the width, you can do so by holding down the control key and
then wagging the node. As you can see, Affinity only moves the node while
maintaining the width. Conversely, if you only want to define the width while
maintaining the position, you can hold the shift
key and then move node. Again, I repeat holding control and gging will let
you move node along the curve and holding shift and gging will let you change the width without
moving the node. Finally, let's
discuss the options on the contextual tool bar. The snapping off nodes option
will make the width node snap off nodes if you position it close
enough to one of them. Then this icon will let
you snap the width of the current node to the width of any of the existing nodes. You'll see purple
color highlights indicating which node
width is snapping to. Next, by default, you can write a node three passing
other nodes on the curve. But if you turn this option on, now, you cannot move a
node past other nodes. Basically, the order of
width nodes is now locked. Last but not least is this icon. While this is on,
Affinity will limit the width of the nodes to
the current stroke width. In other words, you can only set the width of the
nodes to a maximum of the largest existing
node width within the curve because currently this node has the largest width. I can only set other
nodes width to that size at maximum Okay, guys, so really saw you use the stroke width
tool in infinity.
53. 05-05 Expanding strokes to fills: In this lesson video, we will discuss how to expand
stroke Width to create a solid field area and then do a simple project to test the technique to provide
you with a context, when you create a
curve and then assign a variable stroke with
effect like this, either using the profile
diagram or stroke. You usually can make use of the visual to enrich your
resigns or illustration. But the problem arises when you need to edit
the object further. That is, if you
need to use it on a process that
requires close curves, such as using the
Shape Builder tool or using the Bolling opresion. If you click here, choose advanced and then
activate a frame view mode, you can see that this object
is just a thin curve. It is not a closed curve to convert the stroke to
an nitable solid area. You need to use the
expense stroke man, simply right click
on the object, and then choose expense stroke. Now we have an actual
solid area that we can further use with the
BollanOshap Shape Builder tool. Say, you can roll a circle
here, select both objects, and prove form and add
boolean operation, or you can roll two lines
using the pencil tool like so, select all the objects, and then use the
Shape Builder tool to further edit the foam. Here is the result if we are
back in a vector view mode. So that is basically how you use the expense troman in Affinity. Let's do some exercise to
try out the technique. We want to create a swirl shape that cuts through a heart shape. Dislike this image. The easiest way to
create a swirl like this is by using a spiral tool. So let's activate the tool. Click andro in a canvas likes Let's reset
the profile for now, and then set the
struck with quite low. By default, the spiral
uses the linear style, which I think looks to generate. If you want a more
natural looking squirrel, you might want to try using the decaying option and
then play around with the primetersO use the
Fibonacci ratio now, I am nowhere near a math expert, but if you remember the
math lesson in high school, the Fibonacci sequence is
basically created by adding the first value and second
value to create a third value, and then just repeat the process because it has a
fixed calculation. It does not provide many
parameters that we can tweak. So if you need more tweaking, then you should use the
decaying style instead. For now, I'll just stick
with the Fibonacci option. But let's turn it
down to only two. Next, let's play on
with the profile again. I want the right
side to go down, so hold out and then rack
this down to about half of the lower rectangle and then rack the center up
so it bulges a bit. We can write changing
the width value. I think 60 points are
enough for our purpose. Next, we want to
draw a hard shape. First, make sure nothing is selected and then active
with the hard tool. Set the fail color
to no color for now. Set the stroke
width to only one. And then reset the
pressure profile, click Andrag in Canvas to
create the heart shape. Feel free to keep adjusting
the heart shape and also the suit object until you really
like how they interact. All right. Now, to punch a hole in the heart shape
using the swirl shape, you need to convert
the swirl shape to an actual solid area. Again, we can do this
simply by clicking on the object and then
choosing Expense stroke. Next, remember that the
open A object must be located at the bottom of
the open B, not on top. So just direg the swirl
object up and then select both objects and then use
subtract Boolean operations. Now, if you want to
have further control, instead of clicking
the icon directly, you can hold the key and then click on the
Supprek button. Again, we have
discussed this before. Essentially, with
this technique, the bullion created non destructively using
a compound layer. This way, we can still
select the swell shape or the heart shape and adjust
each of them individually. If you are done
tweeting the shapes, select the main
compound layer again, swap the colors and then set the field color to a
dark purple color, for example, and that's it, we have the final result.
54. 05-06 Ship logo project: H in this project, we'll create this ship logo using all the techniques
we have learned so far, especially the presser profile
and expense stroke Man. Let's start with an A
for paper size document, but make it a
landscape orientation. Let's zoom in a bit. We'll create the ship or both part first
using the Pen tool. Set the field color to no color, and set the stroke width to a low number such as
one or two points. Click here, hold Shift, and then click here and so on. Until we have a boat
shape roughly like this, Control click to finish up. Next, create the sail
part by clicking up here. Then clicking here. Hold
sheaf and then click here. Create the left sail
using the same method. All right. Now we can use the node tool
to refine the shape. Basically, we can
click and wreck the segments to curve
them out like so. A next, we can tweak the boat body. Curve this segment out
to the left a bit. As for this corner, we can round it using
the corner tool, just like Androg the node
to make the corner curve. And we finally have the
shapes for the boat part. To combine all of
them as one object, we can use the d
Boolean operation. Let's move this to
the side for now. Next, we want to
create a large circle, activate the lift tool, and then click
Android while holding the Shifkey now we
need wave line. For this, you can use
the Pen tool again. Click and rack here, and
then click and drag here. Pass A for the node tool, tweak the curve to make the wave line look
more interesting. Eater, we want to create a
sharp cut here and here. So for this, we can use
the pen tool again. Just create a sharp open curve
like so on the left side. We will add the thickness leader using the pressure
profile feature. Let's do the same
with the right side. I don't actually want to
place them at the same level. The left curve should be
higher than the right curve. Alright. Next, we want to split the circle
into two parts. To play it safe, we can
copy and piece the circle. So we now have two circles
at the same location. Select the top circle.
Use the node tool and click here to
create a new node. Oh, sorry, guys,
we should convert the object first into
an editable curve. Okay. Now we can click here and then click here
to create new nodes. To remove the unwanted segments, we can hold Control and
then click on the segments. Basically, we now have a
cut circle or a crescent. To really make it look
like a crescent moon, we can use a custom
pressure profile, bring both nodes down, and then click androg at
the center to the top until the thickness of
the crescent looks ideal. If you are done, you can
hide the object for now, so it doesn't get in the way. And let's also hide
the boat for now. Next, we need to focus
on the bottom part. To extract the bottom
of the circle, we can select the circle
and the large wave curve, activate the shape builder tool, click once in this area, and then hold out and click
and rack to remove the rest. If it doesn't work
on the first try, you may need to hold
out and click again. Okay. Next, we want to make the two small curves sharp and then use them to cut
the shape at the back, select the curve, open
the stroke panel, and then go to the
pressure box, hold out, and then wreck this node down, and then break this point up. Increase the stroke
width to body value. To send the same profile
to the other curve, you need to save it
first as a preset. Stek the white curve. A set the stroke width to the
same value as before, which is 22 points, and then use the preset we
saved before from left curve. Now, if you experience
something like this, you need to flip the
curve direction. You can tweak the profile, but it is faster to just
flip the direction. Simply activate the
node tool and then click on the reverse curve
icon in Context tool bar. Next, to be able to
use these shapes as a Boolean subtraction
to this large shape, you need to select both of these curves and prove
the expense stroke man, select all of the shapes, and then click on the
subtract Boolean button, and the wave element is done. We can hide all of the objects. Move the boat shape, so it is in center
of the circle. Rotate it a bit.
Feel free to tweak the transformation until you
really like how it looks. If you have done, you
can swap the color, so the shape has
only one fall color. Do the same with the
wave shape below. Next, we need to arrange
the stacking order. We want to with shape
at the very top, followed by the boot shape. So let's drag this up and make sure the crescent
layer is at the bottom. Now we need to create a small gap between the
sail and crescent shape. The easiest way to do this is by using
the stroke feature. First, give it a white color
and then increase the width. Currently, the stroke width
blocks the fair area. To fix this, we should set the stroke line
option to outside. And then change the stroke with about seven points or any
number that you think is best. We can do the same with
the bottom width element. Set the stroke color to white, and set the width
value to seven points. And then to make the
stroke go outward, we can use the outside uption We can remove this
small area either. For now, you need to know that although the
silhouette looks correct, the logo is not entirely made of solid and transparent areas. If we have a background
color other than white, say a rectangle with a
green or a teal color. If the background color
is behind the logo, you can see that the logo
contains white stroke colors. Basically, we want to
replace these white colors with actual holes that shape
the silhouette of logo. This, let's first stroke the background layer so you
don't accidentally select it. Then to use the
white stroke color to subtract the crescent object. We need to strike the object. Oh, sorry, we need to strike
the crescent shape first, as it is still a
stroke width element. White click and then
choose expense stroke. Now it is truly a
fill or solid area. Next, select the boot object, white click and choose
expense stroke. As you can see, the
white stroke has transformed into white
color fill area, which we can use to subtract
the crescent object. So this is the result of
the Boolean operation. Next, select the top shape, right click and then
choose Expense stroke. Now that it is an
independent fill object, we can use it to
sutrak the boat shape. Just click on Sutra
Bollan button to that. I don't know about you, but I'm not a big fan
of this small area. If you want to get rid of it, you can use the node to
hold out and then click and drag to also select the
nodes and then read them. Finally, you can
combine them all into one object if you want to
using the ad Boolean button. As a result, you will get just a single object that
you can easily move around. Now we can hide or remove the background
rectangle and then assign any color that you
like to the resulting logo, say, a green or sign color. And that's it, we have
the final result.
55. 05-07 Working with multiple strokes: In this lesson video, we will discuss how to create multiple strokes on a
single curve object. And the discuss several examples on how to use the feature. Until this point, you should already know that
you can hide or show the stroke element of a curve object by adjusting
the stroke with value. If we set it to zero, the object will have
no stroke visible. And we already discussed
that we can hide the stroke element by setting the stroke
color to no color. So those are two methods that we can use to show or
hide the stroke element. Now there is actually
a third method. You can open the appearance
panel and then click on the icon to the right of the stroke element to toggle
the stroke visibility. As you may have guessed, you can also show or hide the
fill element by clicking on the icon on the right side
of the fill element. Okay. What we want to focus on now in this lesson video is actually this button that says at stroke. If you click on it,
affinity creates a new stroke element on top of the existing
stroke element. Basically, now the curve object
has two stroke elements. You can also create
multiple field elements in a single curve
object if you want to, but we will cover this feature in another lesson
or another course. For now, we will only focus on working with
multiple strokes. So let's delete this
additional fill element, and let's also hide
this fill element. Okay? If a curve object has
multiple strokes like this, the upper stroke will
block the button stroke. You don't see that now because currently the upper
stroke is invisible. So yes, each of these strokes can have its own
independent primeters. Nothee as I select these two stroke
elements back and forth, the primeters that you see in the context tool bar change. In conclusion, the
parameters you see here depend on the
stroke element that you select in appearance panel because the top stroke will
block the bottom stroke. If you want all
strokes to be visible, you need to make sure
the bottom stroke is wider than the top stroke. As an example, let's
say that we want to create a board game
similar to snakes and ladders game where players
can place their pawns on the board and then use dice to dictate how
far the pawns move. We can use this curve as the
path for our board game. Struck the bottom stroke, struck with a value quite high, such as 80 points then set
the stroke color to black. Next, set the upper stroke. As a reminder, besides accessing the stroke panel from
the contextual toolbar, you can also access
it by clicking on the width value in
the appearance panel. Let's set the width
to 70 points. So it is ten points smaller
than the bottom stroke. As for changing the color, you can simply click
on the circle, assign a different stroke color, say, a green or a tale color. To divide the green stroke
into multiple square steps, you can change the style
to dashline style. Hold control, and then
scroll down the gap value. You want to turn off
the balance option to make the dash lines
more consistent, especially if you
have sharp corners. If you need to slide
the dash pattern, you can do that using
the face value. As you can see, by leveraging the multiple
strokes feature, you can create board game
paths quickly and easily. As a bonus, the result
is a dynamic object, meaning that you can still
tweak the path to your liking. Let's see another example. Let's say that we
want to transform this board game
path into a road. First, we want to
change the color of the first stroke
to a drug gray color. Then for the second stroke, we want to turn this
into a road line. Let's first change
the color to orange. Next, change the width value
to quite small number, such as four points. As for the side line value, we can increase
it to five units. Then set the gap value
around two units. Now we can start to
see the shape of road. But let's add one more element. We want to add curves
at the side of road. For this, we can
add a new stroke. Move the new stroke so it is
at the bottom of the stack. Change the stroke color to
a bright gray color and finally make it
bigger or wider than a dark gray color
stroke, say 90 points. It looks great already, but I think you should set the dark stroke cap
option to bad cap. And there you have it
rod created simply by using three strokes
on a single cuff object.
56. 06-01 Picking colors: In this video, we will discuss how to pick
colors in affinity. There are at least
three methods that you can use to pick colors
inside the affinity. First is using the
click and drag method with the color picker icon. Second, is using the
color picker tool. And third, is using the quick
color picking technique. We will discuss each of
these methods one by one. But first, let's input an image into affinity
using the place command. So we have some colors
that we can sample. Feel free to use any
image that you have. Next, create several rectangles or any vector shapes
that you want. And then give them random
colors, all right? We can use the first method when we have a color panel open. We have discussed
before that affinity has many types of color panels. The most obvious one is the color panel located
at top we by default. You can see the color
picker icon here. If you open other color panels, such as on the contextual tubar, you should also see the color picker icon
on these panels. And if you double click
on the stroke circle, on the field circle, you should also see the
color picker icon here because the way these color pick icons
work is the same. We will just focus on the main color panel
in the top right area. Okay? If you are in this
panel to pick a color, first, you want to activate the color element that
will be affected. Is it a stroke color or
is it the field color. After that, click and hold the color picker icon and then wreck the mouse
without releasing it. Notice affinity magnifies the pixels below the most cursor. This way, we can precisely
sample at the pixel level. If somehow you do not want to
use this magnifying effect, you can press the chef key. Without the magnifying effect, you are left with just a simple plus cursor to sample the color. Again, you are doing all of this while still holding
down the most button. When you are happy with the
color you want to pick, just release the most button. After you pick the color, you can see that not only does the color of the
active element change, but also the color of
this small circle. This small circle indicates
less color that we pick. This is useful when
we need to select other objects and then apply
the same color repeatedly. Let's say that we want
to select the subject. And then use the same color for the stroke element
of the object. Simply activate the element and click on the small circle
to extract the color. Okay. Next, you
might be wondering, what do these colors watches do? Well, these are basically
history colors watches. In other words, these are the colors that you
use most recently. Please note that picking
a color does not automatically add the color to the history colors watches. Only when you use or
assigned color to an object will affinity added
to the history swatches. This can be very helpful
if you need to colorize objects using the colors that already exist or have
been used before. Otherwise, you need to perform color plicking back and
forth, which can be tedious. The next method of color picking is using
the color picker tool. You can access the tool via the tool panel on the left side. If you prefer shortcuts, you can also press the letter Ike on the keyboard
to activate the tool. Notice that the tool works similarly to the
color picker icon. That is, it also displays
a magnification effect, and just as before, you can press the Shift key to turn off the
magnification effect. To sample the color,
just click once on the object or image
that you want to target. As you can see, the color shows up here as the new active color. Please note that clicking with the tool does not
automatically close the tool, so you will still be in color picker mode until
you activate another tool. Next, let's discuss
the parameters belonging to the
color picker tool. Pressing this option is basically the same as
pressing the shift key. So if this is off, affinity will not display
the magnification effect. Next, this applied
to selection option, we'll sign the color directly
to the selected object. If this is on and you
have an object selected, when you use the
color picker tool, the resulting color is
immediately applied to the selected object and
also to the small circle. Now, if I set this option off, when I click to pick up a color, notice that distracted objects
color does not change. Only the small color
circle changes, right. Next is the radius option. By default, affinity uses a very precise sampling area
of one pixel by one pixel. Essentially, any color on that pixel we click,
we get sampled. But if you change this to five by five pixels,
for example, affinity will average
the colors inside a five by five pixel area around the most cursor location. So the result will not always perfectly match the pixel
color under the cursor, but you will get
the average color. Okay. Let me change this
back to one by one pixel. Finally, the source option. Current layer means
that affinity will check the color that exists
on the selected layer, while the global
option will take into account all the stacking layers that generate the final color. To see the difference
more clearly, let's say that I created a new rectangle
overlapping the image. For the color, we
can set it to black, but turn down the opacity 50%. This way, the rectangle has a semi transparent black color. Now, if I select the
image layer below, if I have this option
set to current layer, when I click here,
affinity disregards the black rectangle on top of
it as if it does not exist. Again, this is because we
have the bottom image layer selected and we have the source
option set to cron layer. But nonetheless, as I
changed this to global. Even if I have this
image layer selected, if I click here using
the color picker tool, it is not the actual color image layer that gets mixed up, but the resulting
color, in other words, I get the same pattern paren black color mixed with
the image color below it. So there is the difference
between the two options. The third method is using a quick color
picking technique. Now, we won't be using this
technique in this course, as this only applies to
raster based brush tools, but we still need
to briefly discuss it so at least you know
that the technique exists. If you activate the pixel
studio in a tools area, you can see the paintbrush
tool and its siblings. All these tools have
one thing in common. While using them, you
can hold the alkey to temporarily activate the
quick color picking feature. Now, if you want to have a magnifying effect while sampling a color
using this method, you need to perform a click and rack instead of a
click and release. So again, hold the
l key as before, but now click and
hold the most button. If you find the color you want, just release the most
button to sample it. As you can see,
with this method, you can be more precise
in picking the color, like how you use the
color picker icon and color picker tool. Sometimes it is too
much of a hassle to import an image into affinity just to be able
to sample its color, or perhaps the color you
want to capture is on a website or inside the UI
of another application. Don't worry. You can perform
color picking outside of the affinity app area using either the
icon or the tool. But first, we need to
adjust the size of the affinity app so that the color we want to
sample is visible. And then if you prefer
the icon method, simply click and
hold and then move the mouse to any
area on your screen. Release the mouse button
to capture the color. As you can see, the color gets picked up
without any problem. Now, if you prefer to use
the color picker tool, you cannot use it using the default clicking
and releasing method. Notice that as soon as the mouse cursor leaves
the application area, the tool becomes deactivated. Instead, what you need to do
is to perform a click and hold inside the canvas area
and then wreck the mouse. Note, it will still work, even when it is
outside the app area, then is to capture the color, as you can see, this works just like the
previous can method.
57. 06-02 Gradient: In this lesson video, we will discuss the gradient
color features in affinity. If you create a rectangle and set the fill color
to a certain color, such as red, the current
coloring type of the fill element
of this object is called solid color or
just color for short. Basically, you have
one color value throughout the fill area. Now, if you open a field color panel from
the contextual toolbar, you can see that
besides the color type, there is also the gradient
type and H pattern type. This swatches option is not
actually a coloring type. We will discuss this
feature in another video. For now, we want to focus only on the
gradient coloring type. Please note that
the stroke element can also have a
gradient coloring type, but because the way it works is basically
the same as the fail, we will just focus on
fail elements for now. There are two
methods that you can use to assign a
gradient to an object. First is by triggering
it via the color panel, and second, is by
using the field tool. Let's discuss the
first method for this. Make sure the object
is selected and then open the color panel from
the contextual tool bar. Open the gradient tab, and click on any of
these color nodes. As you can see, the rectangle now has a gradient coloring. If you want to turn
the coloring type back to solid color, simply select a color
from the color picker. These watches are less
pick color circle. Any of these will turn the coloring type
back to solid color. The second method, which
is my favorite method for assigning gradient color
is by using the fill tool. While it's still is active, simply click and drag on the field area to define the orientation of
the gradient color. Notice how affinity
automatically uses the original color as the starting color and sets a darker shade of red
color for the end color. Just to prove this, if I set
this to green or teal color, and then perform I click and ag again using the field tool, the N color is not
a dark red color, but a darker teal color. All right. Now, when clicking ragging to
define orientation, you can hold the
shift key to snap the direction to every
45 degree angle. So you can easily create straight vertical or straight horizontal gradients this way. Next, let's discuss so we
can control the gradient. There are two ways to
control the gradient, just like how we
use some gradients, we can control them
directly in a canvas using the fail tool or via
the color panel. Again, my favorite method
is using the fail tool. But let's see how we can use the color panel first to
control the gradient. Each of these circular nodes
holds color information. To change the color
of a certain node, you need to select it first, and then click on
this color box. Say we want to change
the color to purple. We can select this
node and change the color to a different
color, say orange. Besides the color, you can set the opacity level of the selected node using
this opacity slider. The line at the center
is called the midpoint. Basically, it controls
the distribution of the colors between two nodes. Next, if you want
to add a new node, just click anywhere
on this line. Unlike the starting and
ending color nodes, you can move these nodes
fly along the line. You can give it a different
color if you want to. Sometimes you want to reverse the order
of the node colors. You can do that here by
pressing this reverse button. As for this gradient type, we will discuss this more
thoroughly later in the video. So that is how you use the color panel to
edit the gradient. Now, let's see how
we can control the gradient using
the fail tool. If we have to active and we have an object with a
gradient coloring selected, you can move the color nodes to any location that you want. This will change
the direction and also the distribution
of the colors. If you want to change the
color of a certain node, just click on the node and then select the color in color panel. So again, click on the node first and then pick the
color that you want. You may also use the color picking techniques
we discussed before. If you want the color to be transparent or sem transparent, you can direct the
slider to the left or just type in the opacity
value that you want. Next, this line at the center
is the gradient midpoint. Essentially, we can move it to control the
color distribution. If you want to add
more color nodes, just like in the color panel, you can hover anywhere
on this line. As long as you see the
plus symbol on the cursor, when you click, you are
adding a new color node. You can assign a different
color to that node, as we discussed, you can move
the node along the line. And because we now
have four color nodes, we get three mid points that
we can control as a result. Now, when you have more than
two color nodes like this, it will be too complicated if
you need to reverse or flip the colors manually to
quickly flip the colors, you can simply click on this icon if you created too many color nodes and you want to release them, you can click on the
node and then press the delete key or the
backspace key on the keyboard. Another way to
remove a node is by dragging the node to
one of the nodes. With this, the previous
node gets removed. Replaced by the node you drag. Just beware of this
technique as you will lose the color that you
have on the node, okay? The next important aspect of gradient coloring is
the gradient type. While using a field tool, if you click on type
drop down list, you can see that affinity
provides a lot of field types. Please note that not all of them are gradient
coloring types. The fil types that are
gradient are the linear, elliptical, radial, and conical. The solid option will
set the color back to the solid coloring type or
just use a single color. So this is not a gradient type, and the mesh option is more or less like
a gradient coloring, but the color nodes are
connected like a grade. We will discuss this type and the other types in lay lessons. We already see the linear type, which basically distributes
the color in straight line. Now, if you choose the radio option and then
move the color nodes around, you can see how
the colors are now distributed from a
central point outward. So unlike linear type, which is straight, this one forms a circular distribution. The third type we
want to check is the elliptical type,
as the name suggests. This one does not form a
perfect circular distribution, but in the form of an ellipse. You will get two nodes that represent the width and
height of an ellipse. Please note that if you want to move the
two nodes freely, you should turn off this
maintain aspect ratio option. If you have it and run, moving one node will
automatically move the other as affinity tries
to maintain the ratio. If you turn this option off, you can move the
nodes freely again. Next, if you want to reset the nodes so both
have the same length, you can double click
on one of the nodes. Finally, the conical type using this type is like applying the gradient on the side of a cone and then viewing
the cone from the top. You can move the center of the gradient by
dragging this node, and you can freely
change the color of these two end nodes to
any color that you want. You can move the midpoint or add more color
nodes if you want to. Basically, all the
things that we can do in linear type can also be
done in other types, right. Before we end this video, let's discuss of
the photo perimeter that we haven't discussed. Pigment blend is
a unique option. If this is turned off, the colors will
transition between the nodes directly
in your RGV space. But if you have this turned on, affinity will try to simulate the behavior of railroad paints. Please note that
this effect can be seen more obviously
when you have pigments primary colors such
as blue, yellow and red. To see the effect better, let's change the
gradient back to the linear type and make the
color nodes to only two. Now, if you set the
first color to blue, and then we set the
second color to green. Sorry, I mean yellow. If this option is of the colors transition from
glue to yellow directly. But if Chilton is on, notice how the green color shows up in the middle
of the transition. Again, just like how pins in
the real world behave, okay? Next, we can use this icon to rotate the gradient in
90 degree increments. We already know this one is for flipping the
order of the colors. This is for keeping
the expect ratio. This is especially important when working with an
ellipse type gradient. And finally, this togo
icon is for anchoring the gradient to the document
instead of to the object. You see, if you have
the uption turned off, when you use the move
tool to move the object, the gradient color
moves with the object. But if you use the field tool and then activate disruption, when we use the move
again to move the object, notice how the gradient
stays in place. Again, this is because
the gradient is now anchored to the page
instead of to the object.
58. 06-03 Gradient Mesh: In this video, we will discuss the grading mesh
feature in affinity. We already learned gradient coloring in the previous video. Well, the gradient
mesh feature is almost similar to the
gradient coloring feature. The difference is that
the color nodes in a gradient mesh form
a grade or a mesh. To see how it works, let's create a basic
rectangle object on a canvas. Next, to turn the field
coloring into a gradient mesh, you need to activate
the fill tool, and then without clicking
or bragging on a fill area, simply head over to the contextual tool bar and
then change the type to mesh. Notice how these color
nodes form a grade. It may be hard to
see anything for now because all the nodes have
white or bright gray colors. If you want to change the
color of a certain node, you can click on it
to select it and then choose a color
from the color panel. Let's set this one to red, select this node, and let's set this one to
blue, for example. Next, we can select this one
and set the color to green. I'm sure you get the idea. Now, what if you want to change the color of several
nodes at once. We can do that by clicking and dragging on a canvas
to select the nodes. Once you have the
nodes selected, if you pick a color, the color will be applied to all
the selected nodes. As you can see, affinity
automatically creates color transitions between
the color nodes. All right. The biggest benefit of
having a grading mesh coloring is that you can move the nodes and also
the handles really. To move a node, simply
click and drag on it. Please be careful when
you move a node inward, passing the border
area of the object. As you can see,
affinity does not display any color
outside the mesh. So you always want to
place the nodes exactly at or at least outward slightly beyond the
shape of the object. Besides moving the
node one by one, you can also select
multiple nodes using the click Androg method and then move all of the
selected nodes together. Okay. Next, if you want to
move or twack the handles, first, you need to
select the node or multiple nodes where
the handles are emitted. When a node is selected, affinity will display the
handles attached to that node. You can click and drag
the handles to move them, which eventually deforms the
grade and color transitions. And just like editing
vector shapes. You can also hover on any
of the segments that form the grade and then rack
to control the curvature. By default, the handle
is set to smooth, meaning that
changing one side of the handle moves the
other side automatically. If you want to make the node
a sharp or a cusp type, you can click on
this icon that says cusp as you can
see in this mode, moving one handle does not
affect the other handle. Another method to create a cause node is by holding
out when dragging the handle. But remember that
you need to press the alkey when ragging
the handle, not before. If you press out before
you drag the handle, you are triggering the
quick picking feature. So again, click
androg on the handle. Without releasing the
mouse, hold the alkey. As you can see, this
also converts the node to shop or cust type. All right? The next important feature
that the grading mesh has is the flexibility to add or reduce the number of
nodes on the mesh. Please note that you cannot just remove a single node
within a gradient mesh. When you delete a node, all the nodes
connected to that node vertically or horizontally
will also be removed. For example, I can
select this top node. If I press delete or big space, not only does the
top node disappear, but also the nodes in a vertical line are
in the same column. If you select the node the left or right border and then press
delete or big space, all the nodes in
a horizontal line on the same row disappear. And if you select a node in the center of the grade
and then delete it, all the nodes in
the same column and row as that node also disappear. Okay? Now, what about
adding new nodes? Well, just as with
deleting nodes, when adding nodes
inside a gradient mesh, you cannot just
add a single node. You either add a column or a
row or both column and row. If you click on
horizontal or row line, you are adding a new column, and if you click on
vertical or a column line, you are adding a new row. At this point, you
may be wondering. What if we want to add a
node in the center area where there are no existing
rows or columns before? For that, you can
perform a double click. Notice that when
you double click, affinity creates a new
node on the location, including the column and the row, it's supported
automatically. When you need to create
a gradient color that flows around a curve shape, the best way to do
this is to start with the fewest number of nodes and then keep adding
the nodes as you go. To give you an example, let's activate the pen tool, use a red solid color for now. Then click here, click
here, and so on, until you have roughly
something like this, press A and then
wreck this segment to curve it to the left,
and then the segment also. Let's say that we want
to create a gradation of color perpendicular to the curve from red to green
and then orange. For this, we can
activate the field tool. And then change
the mode to mesh. Now this affinity creates a four by four grade
straight by default. In this condition,
it will be too complicated if we
have to move all of these nodes one by one to form the curve shape and then follow
it by taking the handles. It is way easier to just select these center nodes
and then delete them. With only four nodes, we can easily place the nodes near the
corners of the shape. And then drag the
segments so they are closely aligned with the
borders of the shape, and then fix the bottom
and on top handles. Now we can select this
top node, hold shape, and then select
this bottom node, change the color to orange. To create the center green node, simply click on this segment. On this side, the new column flows along the existing curve. This saves us time from having to manually move
the nodes or handles. Next, select both the
top and bottom nodes, and then choose a green color. Now, if you think the
green area is too big, you can create another
column of nodes, select the nodes, and
then change them to red. Do the same with the right side, create a new column of nodes, select the new nodes, and
then assign an orange color. So that is basically how
you approach creating gradient colors
on complex shapes using the gradient mesh. Basically, you
need to start with the smallest number
possible of nodes, fix the curvature, and then slowly add more
nodes from there.
59. 06-04 Flood Fill tool: In this lesson video, we will discuss one of the coloring features
available in infinity called the vector flood failed Tool or Flood failed
tool for short. You can find the tool
at the same location or as the sibling tool of
the Shape Builder tool. The reason for this is
that the flood failed tool and shipbuilder tool used
the same core technology. But as the name suggests, the flood failed tool
is designed to be used as a coloring tool rather
than a shaped editing tool. Essentially, it does not change or edit the
existing curves. It only adds or
affects the colors. To give you examples
of how the tool works, I have created a circular
shape with a fall color, and in some random lines and rectangle that
overlap each other, I am sure you already know how to create
something like this. Make sure you have
the flood fill tool active to use the tool. First, you need to
choose a color, say, light purple color. Next, you need to make sure that the objects you want to
target are selected. If you have nothing selected, offinity automatically changes the tool
to selection mode. You can click Androg to select
a circle object for now. If you have a closed
curve object like this sitting alone
without any overlaps, if you click on a field area, affinity does not
create anything new, I will just edit the field
color of that object. Most likely, this is not how
you want to use the tool. Real power of the
tool can be seen when you have multiple
curves over lap like this. Remember that you need to select the objects first in
order for the flood field to take them into account because we want to detect
all of the objects, we can just press Control
A to select everything. Okay. Make sure the flood
field tool is selected. Now, if you hover
over these lines, you can see blue highlights indicating the zones
that can be colored. There are two methods to perform
coloring with this tool. You can either
perform clicks and releases or perform
clicks and regs. Let's try clicking
and releasing in this zone and then in this zone. Now, let's pick another color, say, a green color. And then we can try performing
a click androg like so. If you activate them tool, and then try to select
or move the field zone. You can see that
the tool created a new object every time
we click and release. So each of the zones becomes
an independent object. But if we perform
click and drag, all of the zones are combined
into a single object. Okay. Notice also that the original curve
objects did not change. We still have them in
the original state. So this is quite
different compared to how the Shape Builder
tool behaves, right? Next, let's discuss
the parameters that exist in a
contextual toolbar. These two options in the insertion mode category are only applicable
when you have an object with a fail area and then some strokes or objects
of lapping on top of it. Again, you need to select the objects first so they
will be taken into account. Make sure the flat
fail tool is active. For now, let's set the color to blue so it is different from
the existing fail color. If you set the
insertion mode option to inside and then
click on the zone, for example, Notice the
result in a layer panel. The new shape
generated by the tool is located inside
the existing object. Let me unwit for now. But if you choose the second
option called in between, and then click on
a zone as before, you can see that the new
object created by the tool is located between
the field object and the stroke object, Affinity did not place the new object within the
existing object as before. Okay? So that is the difference
between the two options. Next is the field mode options. Please note that these
three options are only applicable if you have the
active color semitransparent. That is, if you drag the
opacity slider below 100%, if the color is fully
opaque or at 100%, then none of these
settings matter. Let's say that we have a shape
with a solid yellow color. Make sure the flood fill tool is active and insert
the color to purple. With the opacitive value
lower to about 50%. This makes the color
sematransparent. We can select the target
object from the latest panel. For now, let's use the first
option called add on top. It is cognition, if you
click on a field area. Notice how the yellow
color changes. It does not quite become purple, but a mix between
yellow and purple. To really see what is going on, you need to open the
appearance panel. As you can see, affinity just created a new
field element with a semi transparent purple color on top of the existing
yellow fill element. If you click again
on the field area, the color will stack up. Please note that affinity needs time to update the
appearance panel. You can open another
panel and reopen the appearance panel
to force it to update. As you can see, now we have
two fill elements with semi transparent purple color sitting on top of the
yellow fill element. So this is basically what
the first option does. It just tags the field element on top of the previous one. Let me delete the
purple fill elements, so we are left with
only the yellow one. Okay? Now, let's see what
the second option does. If you click one on a field
area, the same thing happens. Affinity created a new semitransparent
purple fill element on top of the yellow one. But notice if I click again and again on the field
area, nothing happens. Well, this is because the
smart refill option for detects whether the active color is the same as the
target field color. If it is the same, it will automatically refuse to
add any new field element. Okay, let me delete this
fill element again. The third option will
basically replace any existing fill element
with the active color. So if you click on
the field area, the yellow color is now gone replaced with a semi
transparent purple color. So there is the difference
between the three options. Let's set this to the default, which is the second
option and set the color back to an opaque
or 100% opacity. Okay? Because we are currently focusing on
vector techniques, we won't be using this
bitmap field feature. So this will be the last setting that we need to
discuss in this video. Essentially, this option
makes affinity detect only visible
boundaries and ignore any overlapping edges that
are hidden or blocked. To see the difference, clearly, we need two overlapping objects. Here, I already created
two variations, first, using the same color, and second, using
different colors. If I select all of these
objects and then activate the flood field tool without
activating this option, when you hover
over these shapes, notice that each of the overlapping zones is
highlighted individually. So you can click here. And also here to colorize
the central zones. Okay. Let me undo this. Now, this is what happens
if we set this option on. When we hover over
these two objects, affinity will treat
them as a single zone. This is because visually they
both have the same color. If you click on it, as expected, the whole zone gets
the same color. And if we try to
hover over the zone, the three zones with the same green color are now
considered as a single zone. And so if we click, the purple color covers only the green zones while
ignoring the yellow zones. So there is the
difference between having this option
turned on or turned off.
60. 06-05 Chrome like logo project: In this project video, we'll create a logo that looks like a Google
Chrome browser, but uses gradient colorings similar to the
Microsoft H browser. This is the final
result of the project. Basically, we will
create a large circle. Inside it, we will
create and duplicate three smaller circles using the circular
distribution technique. Then use the vector flood fill
tool to extract the shape. And then finally,
use the field tool to apply gradient
coloring. All right. As a start, we need a reference for the
center point of logo. To do so, we can press
Control R to show the rulers, then create a vertical guide
and also a horizontal guide. So this intersection point
will be the center of logo. We can press Control R
again to hide the rulers. To be able to snap
to the guides, we need to turn on
the snapping mode. Make sure the Snap two
guides option is active. Otherwise, the guides
will be useless. Okay. Next, we need to create a large circle,
activate Dips tool. Try to snap to the guides
intersection point and then click drag and press and hold the Control and Shift key. Make it roughly the size. So do stroke width to one
point with no fill color. X, activate the move tool, and then to duplicate
the circle, you can press Control J. Scale down the new
circle while holding Control and Shift
to about this size. Move the small circle up while holding
down the Shift key. Usually, the snap result is not enough for the flood
fill tool to work. To fix this, we can
notch the shape up a bit by pressing the up
arrow key on the keyboard. Again, this is just to make
sure the curves overlap. Next, we need to duplicate
the small circle, so we have a total of
three circles using the guides intersection as
the custom transform origin. For this s, we need to activate the enable transom
origin feature and then move this
transform origin point. So it is located at the center
of the intersection point. Press Enter on keyboard to open the move
duplicate window, set the rotation
value to 120 degrees. Then turn on the
duplicate option and finally set the number
of copies value to two. Click the OK button. And now we have the base
curves for our logo. To extract the shape, first, press Control A looks like everything and then activate
the flood field tool. Oe a color, any color will do, as we will replace it
later with a gradient. Now, perform a click wreck on
these three zones like so, hide everything except
the new crescent object, press V for the move tool, and then drag the
transform point to the center so that it will
rotate correctly later. All right. We will
use a gradient color. But for now, we can choose an orange color as
the starting point, activate the failed tool, and then click and drag from the left border to the
right border of the shape. I don't think we'll be
needing the snapping feature, so we can turn it off. Next, create a new color
node at the center. This node is to be
the main color node that has a strong,
saturated orange color. As for the node
at the far right, we can start with the
same orange color. But then we make it darker. Lastly, for the left node, we can also start with
the same orange color, but we push it towards white, so it looks brighter for the center node to
have a larger area. We can drag this mid point to left and this mid
point to the right. Feel free to tweak the nodes positions or their colors until you
like how they look. After you are done, press
V for the move tool, then press Enter on keyboard. Input 120 for the
rotation value, turn on duplicate, and then input two for the
number of copies. Click Okay. And we are done. As a final touch,
let's hide the guides for now by pressing
Control semi column. And then create a
large rectangle. We need this for the background, so move layer to the bottom. We won't be needing
this stre color as for the field color. I think I want to go with a purple color but
very close to black. And there you have with
guys a chrome like logo but with gradient colors
similar to the H browser logo.
61. 06-06 Hatch Pattern: In this video, we will
discuss the third type of coloring available in affinity
called the hedge pattern. Basically, a hedge pattern in affinity is just a
seamless pattern of lines. Although you almost never see logos or icons with
hatch patterns, we still need to discuss
this feature in case later you need it for
illustrations or comic books, for example, essentially, it's useful when you need to create
patterns involving lines. Let's create the rectangle. Let's change the field color
to a solid orange for now. To apply the HH
pattern to an object, there are two ways
to go about it. First, you can open the field color panel
in contextual tool bar. Open the H pattern tab
and then click anywhere in this area to trigger
the H pattern assignment. However, you can see that this method does not
respect the existing color. It simply replaces the
orange color with white. Let me undo this.
The second method is by using the fill tool. While the tool is active, you can access the
type drop down list and use the HH option. As you can see, we
also get a hg pattern, but this method respects
the original color. Using the fill
tool is preferable as you get more controls
in a contextual tool bar. Currently or by default, the lines are very thin. To see lines, clearly, we can increase the
hedge line weight. As you can see, this controls the thickness
of the hedge pattern. For now, let's just set
these two points, okay? The first thing you may want
to change are the colors. If you have the fail to active, you can change the colors by clicking on one of these boxes. For example, we can click on this box and select a red color. Now the lines are red. Alternatively, you
can click to center node and select a color
from the color panel. This will be the
background color. If you click on one
of the handle nodes, then choose a color
in color panel. This will be the line color. I personally like using these boxes because they
are easier to click. If you want to quickly
swap these two colors, you can do so by clicking
on this icon. All right. Now, let's see how we
can edit the pattern to control or define a custom pattern.
You can click here. As you can see, this is the same panel we saw earlier
when using the move tool. Here, you can control a
lot of blind behavior. Unfortunately, in a
version I am using, I cannot change the values in these fields using
the scroll wheel. I hope this bug gets fixed in the future when
you watch the video. For now, I need to rely on a pop up slider or type
the value manually. The rotation value here controls the patterns direction
or orientation. Zero makes the pattern
straight horizontally. Well Nandi the greaves make the pattern
straight vertically. If you click on Carrot icon, you'll see more parameters
that you can twick. Here, you can control the
spacing between the lines. To clearly see what the
other parameters do, we need to create a dash effect. For this, you can
click here to add a solid dash and click
here to add a gap. You can create as many
solids and gaps as you like. You can control the length
of each dash element. Say, we want to set this to two millimeter and then set
this to two millimeter also. As you can see, now we
have 1 millimeter solid, 1 millimeter gap, two
millimeter solid, and 2 millimeters gap. You can lead the gap or
solid elements by pressing this X icon with the
dash effect and done, we can now clearly see
what these parameters do. This is for moving the
pattern horizontally, and this is for moving
the pattern vertically. While the sheaf parameter slides 1 line to the
next line vertically. What is so great about
the HH pattern is that you can create multiple
lines in one pattern. To do so, you can click
on this plus line icon. You can control each
of lines individually. Let's say that we want
to rotate this one to very high value and set
the spacing to five units. Create a new line. You
can rotate this line independently of the previous
line, say 45 degrees, or reduce the spacing, say to three or two units
at a solid dash or a gap, for example, and so on. As you can imagine,
you can create your own unique pattern by
combining multiple lines. If you want to remove a line
element from a He pattern, simply select the
line and then press the trash icon at the bottom
right corner. All right. So that is basically how you can tweak or create your
own custom He pattern. Next, let's discuss the rest of the primeters in a
contextual tool bar. As reminder, you need to have
the field tool active in order to see these
primetersF is this icon. This is for rotating the pattern
by 90 degree increments. Please note that this is different from
rotating the line. If you use this rotate field, it will only rotate the
corresponding line element, not the entire H pattern, while this icon rotates
the H pattern globally. So if you have two or
three line elements, all of them will
rot it together. Okay? Now, if you want to rotate the whole pattern
manually or in greater detail, you can either edit
this rotation value or use its slider, or you can also do that by logging the field tool
handles in canvas. If you do this while
holding Shift, you will get the same 90 degrees snap as when you use this icon. Notice that while
dragging the handles, you are also scaling
the pattern. That is, if you move
the mouse cursor closer or further away from
the center of thegizmo, if you prefer the
contextual toolbar, you can also scale the
pattern by typing in a value in this field
or by dragging slider. If you want to move
the whole pattern, you can do so by dragging the center node of
gizmo. All right. Next, use CN controls
whether we want to maintain the aspect ratio
of the scaling or not. If this is off, you
can drag one of the scale handles independently
of the other handle. And if you want to reset the scaling and the rotation
back to the default, you can click on this icon. Alternatively, you
can also perform a double click on one of the
handles to reset the scale. This anchor icon will reference the H pattern to the
document instead of the object by default
or when this is off, if you move the object
using the move tool, the He pattern follows. But if you activate
the failed tool again and then
turn on this icon, when you use the move
tool and move the object, you can see how the He
pattern stays in place. Finally, you can use this big appearance button to convert the hash pattern
into ordinary lines. As a result, affinity will place the line object inside
your original object. So you may want to
drag this layer outside if you want to
quickly edit or access it. If you use the Node tool, you can see that these are just ordinary lines combined
into a single object.
62. 06-07 Swatches basics: In this video, we'll discuss the basics of the Swatches
feature infinity. Essentially, swatches
are colors or colorings that you store
using Swatches panel. With the Swatches feature, you can easily access
commonly used colors and help create a consistent theme
across different designs. Besides solid
colors, you can save gradient colorings and
hatch patterns as swatches. For now, if you don't
see the Swatches panel, you can open the window menu. In general and the swatches. Inside the swatches panel, colors are grouped or categorized inside
containers called palates. By default, affinity already provides us with
several palates. There is one called colors, gradients, and so on. There are also
palettes provided by Pantone if you have never
heard about Penton before, it is basically a company
that creates formulas, standards and licenses
for printable colors. To assign a color inside the swatches panel to
an object in Canvas, simply select the object, then determine whether
you want to use the color for the stroke
or for the fill color. Open the palette that
you want to use, say, the colors palette, and then
just click on the color. Another way to assign a color
to an object is simply by drugging the colors swatch and then release it on
top of the object. If you open a gradient palette and then click on any
of these swatches, you can see that
gradient colorings can also be stored as swatches. And if you open the HH palette and click
on any of these swatches, you can see that the
swatches feature also supports storing
hatch patterns. All right. In affinity, there are three
types of palettes. First is the document
palette Basically, it is local palette
that gets stored inside the document
or the dot Af file. If you open another document, the palette you
saved before inside the previous document
will not be accessible. In this condition to share palettes between
different documents, you need to use the export
and import features. More on this later. The second type of palette
is the application palette. This is a global palette that gets stored in the
application folder, meaning that they will always be available whenever you
use the Affinity app. Type is the system palette. Basically, this type of palette is stored at your
plating system level, making it available across
different applications, not just within affinity. Please note that this is only available in the MacOS
version of affinity. I am currently
running Windows OS, so I cannot use this
feature, right? To create a new palette, you can click on a
down Cart button, as you can see, because I
am not using a computer. I only have two options here, the application level palette or the document level palett. Let's create a document
level palette. Name the new palette, my palette or name that you
think is proper. Click Okay. And now we have a new document
palette called my palette. So the icon is different. The ones with the square icon
are the document palettes. Well, the ones with the G icon are the application palettes. For now, just make sure our new document palette
is active, okay? There are four methods that you can use to add
colors to a palette. First, use the
current feel icon. Second, is by holding down Control while using
the color picker tool. Third, is by extracting the colors from an
external image. And fourth, is by extracting the colors from the
current document. Let's discuss each of
these methods one by one. If you choose a custom
color in the color panel, and then you want to save the color to the active palette, you can open the Swatches panel and then click on this icon. Be careful not to click
on one on the right. We will discuss
this icon leader. You just need to
realize that there are actually two icons here, and what you need to click
now is the one on left. Okay? We can do the same technique for
gradients and H patterns. Simply select the object. Make sure the gradient
coloring you want to save shows up as active color. Then save the color by pressing
the current fill icon. The gradient color is now
safe inside the swatch. Let's now try selecting
an object with a H pattern and then press
the add current fill icon. Here is the swatch
we just created. I know that the
thumbnail looks off, but this is actually
a H pattern. Just to prove this, we can drag the swatch
onto the rectangle. If affinity does not show
the pattern right way, you may need to zoom in and
out to trigger the update. On this sold offel color
changes to a HH pattern, right. The second method
to add colors to the palette is by using
the color picker tool. By default, when you click
with the Color Picker tool, you just extract the color and use it as the active color. To save the color
directly as a swatch, you need to hold
the Control key. Let's say that I want to extract the color in this
pixel to the palette, hold Control, and then
click on that location. As you can see, a
new color swatch was just created as a result. The third method is useful
when you have an image that you want to use as a color reference
in this scenario, instead of picking each
of the colors one by one, you can let affinity
do that automatically. For this, you need to click
on a Don Carrot button in a SwojsPanel and then choose
Create Palette from image. Next, click on this
Select Image button. Feel free to use any image that you
have on your computer. I already prepared this nice
looking Jellyfish image. By default, affinity will pick five most prominent
colors from the image. If you need more than
just five colors, you can wreck the slider
or type in the value. Say, we want to extract ten
colors instead of five. After that, you need to press the preview button
to see the colors. Again, affinity will pick the most prominent or dominant
colors from the image. In this case, it is now picking the ten most
dominant colors. If you decide that
you like the colors, you then need to specify where
the colors will be stored. Application means
that it will create a new application level
palette to store the colors. Document means that it will
create a new palette also, but at the document level. And finally, the chronly
selected palette means that it will not create a new palette I will just use the active palette
to store the colors. Let's select the last option and then hit the Create button. And here are the colors. The fourth method is to extract the colors
from the document. This is useful when
you are working with a design or opening
other people documents, and you find that the colors in the document were
not safe as watches. To do this, you
can click on Down Cart icon and then choose
Create palette from document. Notice that in sub menu, there is no option to extract the colors
into an existing one. With this method,
you can only create an application palette or a document palette
if you click on a Document palette
affinity will create a new document
level palette with a generic name based on
the name of the file. You may want to rename the
palette to something else. To do that, you need to click
the down Caret icon again, and then choose rename palette. Just type a new
name that you want. I don't actually want
to rename this palette, so I just hit the cancel button. If you want to delete a palette, make sure you have
the palette active. Be careful not to activate
the wrong palette. After that, open
the carat icon menu again and then oe
delete palette. Usually affinity will
display warning message. Click yes if you
do want to delete it because the video duration
is getting too long, we will discuss the rest of the swatches features
in the next video.
63. 06-08 Swatches advanced techniques: In this lesson video, we will continue discussing
the Swatches feature. We will cover how to
create color variations, how to use the global colors, and finally, how to export
and import palettes. Let's first speak a color, say this beige color. Click on this add
current fail icon to save it as a color swatch. To create color variations out of this single color swatch, you can Rod click on it, and then choose Add
Cord to swatch. As you can see,
affinity provides different methodologies for
creating color variations. Let's select the
shade method for now. And here is the result. This method can be very
useful when you need to create consistent shading colors on your designs
or illustrations. Before we move on
to the next topic, I need to mention
that you can arrange the watches simply
by dragging them. And you can also give
them custom names. To do that. You
can right click on Swatch and then
choose rename fill. As you can see, by default, the swatches are given names
based on their RGB values. Let's name this one
Big for example, and then click the OK button or just press the entire
key on the keyboard. Now, if you hover the mouse
on top of the swatch, the Big name appears
as a tool tape, right. One of the most
powerful but often overlook feature in affinity
is the global color. So what is a global color? When you assign a global
color to an object, the color is not tied to
the value of the color, but to the swatches or the
container of the color. Because of this, if you make
changes to the swatch color, the color on the object
gets updated automatically. This feature can be
useful if you are doing a very large project where you need to work with
many key colors. By thinking ahead and using
global colors in your works, you can make revisions a
lot easier down the road. To create a global color, there are three methods
that you can use. First is using the Ed
global color window. Second, is by pressing the Ed current color
as global icon. And third, is by converting the existing swatch
color to a global color. Let's see each of these
methods one by one. To use the first method, we need to click the
Dawn Carrot icon and then choose
Add global color. By doing that, the Ed global
color window will show up. Here, you can specify the color and also the
name of the swatch. Just for example, we can name this one main color
and then pick a color, say, an inigo color. Click AD and now we have
a new global color. Notice that global
color swatches have a small white triangle in
their bottom left corner, while ordinary
swatches do not have any now to actually make
use of global colors, you need to assign
them to an object. Let's say that we want to assign this global color to these
two rectangle objects. So is poin. There is no difference between ordinary colors
and global colors, but notice if I
the blue click on this color swatch and then change the color
to other colors. The two rectangles change
their colors automatically. So that is basically how
the global colors work. To use the second method first, you need to strike a color. And then in the sports panel, you can click on this icon that says at current color as global. Again, it is the icon
on the right side, not on the left side. If you do that correctly, you will get a new global color based on the color
you selected before. The third method
is by converting existing color swatches
into global colors. For this, you need
to right click on swatch and then
choose make global. Please note that if you have used this color
before on an object, that does not mean
the object will automatically be assigned
to the global color. You need to reapply the global
color to that object for the effect to work. All right. As I mentioned before, the application
level palette can be accessed globally from
different documents, but document level
palettes are local. In other words, you can only
access them when you open corresponding files to share a document palette
with other documents. We can use the export
and import features to export a palette first. Make sure the palette you
want to export is active. Open the carat menu, and then choose Export palette. Next, you need to specify
the folder where you want to save the file and
also the name of the file. As you can see, palettes are saved as dot AF palette format. Let's just leave the name
and click the Save button. Let's say that we are on a
different or a new document and want to bring in the palette which is exported to do that, simply open the carat menu again and then choose
Import palette. You have the option of
importing the palette as an application palette
or as a document palette. Let's select the
document option for now. Select the file we exported earlier and then hit
the open button. As you can see, we successfully imported the palette with all the colors into
this document.
64. 06-09 Blur shading techniques: In this lesson video, we will discuss an
advanced shading technique that uses the light
filter feature Affinity. At a glance, it looks
like gradient colorings, but it is much more flexible in terms of creating
the shading shapes. Before we get into
the technique, let's first discuss the basics of live filter in Affinity. Essentially, light filters are visual effects that you can apply to an object
non destructive way, meaning that you can
turn it on or off and you can remove it without affecting the original layer. To apply if filter
to a vector object, you can do this in two ways, either through the menu or by using the icon
in layer panel. If you prefer the menu, you can open the Pixel menu and then choose new
live filter layer. As you can see, there are many different filters
that you can use. In this video, we will only be focusing on the blur filters, which are the Gaussian
blur and box blur. But let's see the
second method for now. After you have the target
layer selected in layer panel, click on this icon
that says filters. Unlike the menu here, you can see all the filters in one long list without
any sub menus. So you may need to
scroll the menu up or down to find what
you are looking for. For now, let's see what happens. I features the at noise filter. If you do that correctly, you will see a slider down
here where you can control the amount of noise that you
want to add to the object. If you are done,
you don't want to click outside in a canvas area, as that will zero out the value. I believe this is a bug, and I hope it gets fixed by
the time you watch the video. To close this window without
zeroing of the value, you need to press the X button. Okay? On that, filter effect is basically
just another type of layer, and it is placed inside
the vector object we selected before because
it is just a layer. You can show or hide the
layer to control the effect. You can also move it
to another layer, which will also move defect. Please note that there is a difference between
dragging life filter onto a thumbnail of a layer versus dragging it
onto the layer's name. If you drag it onto
the layer's name, the filter will be treated
as a nested layer. Meaning that you can
place it on top of or below certain layers that
are inside the parn layer. Any layers you place above the filter layer will not
be affected by the filter. Only the layers below
it get affected. But notice if I drag the filter layer on the
thumbnail of the parent layer, now the filter affects
the paren layer directly, meaning that all
the child layers will always be affected. Another advantage of
applying the filter this way is that when you
claps the paren layer, you can still see
the filter thumbnail beside the thumbnail
of the main layer. This way, you can easily
click on it to access the parameters using
light filter layer as so layer has some advantages, and in certain scenarios, we may need the feature. But for this video, we will only be using light filter effect on a
parent layer directly, right? If you decide that
you don't need effect anymore and
want to delete it, you can select the layer by clicking the
thumbnail like this, or if the parent
layer is expanded, you can select the layer like this and then press
the trash icon at the bottom corner of
layer panel, all right. The basic idea of using the blur filters for shedding is to put
the shapes that have darker or brighter colors
inside the main shape and then apply a blur filter on them
to resemble gradient effects. For example, I have created the simple shape of an eggplant. If I want darker colors
along this border, it will be hard to achieve using simple gradient colorings, as you can only use linear
or elliptical distributions, you can use the gradient
coloring for this, but setting up a gradient mesh can be quite time consuming. To create the shading shape, you can use the pen tool, choose a darker purple color and then create the shape
of the shadow area. After that, you can
wreck the object, so it is inside the main object. As a reminder, do not drag
it onto the thumbnail area, as that will create a mask, drag it here onto
the layer's name. After it is inside the
main object's layer, you can select it and
then apply a blur filter. For this, you can use the Gaussian blur
filter for a smoother, high quality result,
or you can also use the box blur filter
for a faster result. And then you can wreck the blur value as
much as you need. If you want to make the color
below this layer darker, you may want to use the
multiplied blending mode because it makes the
colors below it darker. This mode is suitable for
shading or shadow effects. Just remember that you
do not want to use the multiply blending
mode on the filter layer, but on a shape layer, you will get strange results if you change the blending
mode of the filter layer. Next, let's add highlight
or specular colors in the main eggplant body. Use the tentle again. Choose a bright purple color and then roll
something like this. Drag layer. So it is inside
the main eggplant layer. Assign a blur filter. For the subject, you don't
want it to be too blurry. And finally, for
highlights or speculars, you should use the
screen bending mode. Again, as a reminder, make sure you set
the blending mode of the shape layer, not
the filter layer. Contrary to multiply, screen bending mode makes the
colors beneath it brighter, so it is more suitable
for adding highlights. Feel free to twit opacitive
slider again if needed, okay? Another approach to creating shading shape is by using
the insert inside mode, which is this icon at the top. For example, you want to add a shading color to the
stop part of the eggplant. First, you need to select the object and then
activate this icon. Now, in this condition, if you draw a shape
using the pen tool, you are drawing the shape directly inside the
selected object. You can then give this shape a proper color and then apply a box or
Gaussian blur filter and increase the value. Again, because this
is for shadow, we want to use the
multiply blending mode instead of the normal mode. If the result is way too dark, you can always tweak
the color again, or you can also reduce
the layer's opacity. Any of these methods will do. Let's finalize the
drawing by creating a cast shadow from the stalk
to the main eggplant body. For this, we are going to use yet another
different approach. We are not going to use
insert inside mode. Instead, we will select a layer that is already
inside the main object. Use the pen tool and then draw a shape below
the sock shape. Just imagine how the
shadow falls in this area. Notice that because layer
selected is inside this object, when we draw a new shape, it will be placed
at the same level as the layer or inside
the main layer. You can remove the stroke color. Use a dark purple color. And then apply a Gaussian blur light filter
for this object, I think four or five
pixels is enough. You can set the blending mode to multiply and reduce the
opacity if you want to. As you can see, this approach is very flexible
as you can stack multiple shapes of shading and highlight on top of
each other freely. I
65. 06-10 Gradient waterdrops logo project: In this project video, we'll create this
water drop logo. The logo uses mash gradient coloring and also shading
colors with the blur technique. As a disclaimer, the real
inspiration of this project actually came from a logo
created by Onyx Asare. I hope I pronounce
the name correctly. You can see the logo on
his Instagram channel. Before we start, notice that the center area here
is a bit brighter, and in a top white area, we can see a bit of
highlights, right? We can start by creating
a new document. Make the size a four with
a landscape orientation. To create a water drop shape, we can use the TR tool. Click and rack in the
canvas area, like so. We can drag this handle on the left to make the
upper shape more round. Feel free to tweak the shape even more until you
like how it looks. Remove the field color for now. Then set the stroke
width to one point. Press V for the move tool, then press Control J to
duplicate the object, scale the new object
while holding the Shift key to
about this size. After you are done,
you can select both objects and then press Control J again to
duplicate them. So currently, we have a
total of four objects, but we have only 12
of them selected. Activate the counter tool
and make the objects shrink. Two bodies size. Next, select only the
two small objects, move them so the
upper sharp corner and left curve are aligned
with large shapes. I think we can do this more precisely if we use the
wireframe view mode. Just make sure the top corner slightly passes the large curve. And the bottom left curve also slightly passes
the large curve. Okay. Now, select all of the objects and activate
the shipbuilder tool. The idea here is that we want to get rid of the segments
that we don't need, hold out, and then click
here, and then here. We don't want to
break these shapes as we'll need them reader
to create the shadings. So instead of the
shipbuilder tool, we are going to use
the flood fill tool. The color does not
matter for now. Click on the center area
to extract the shape. Currently, the color looks
blunt or transparent. Don't worry. This is because we are in the
wireframe view mode. Let's go back to the
vector view mode. As you can see, the field
color is actually a solid red. Next, we can hide
all of the lines layers by clicking and
ragging the icons. Now, before we do anything
on the mein shape, to help see the colors better, just like the
reference, let's create a dark background color
using rectangle shape. Swap the color and make
it a dark gray color. Move layer, so it
is at the bottom, lock the layer, so you won't accidentally move it. All right. Next, we want to add
gradation coloring to this sheat and make the center color a bit brighter and warmer. For this scenario, we can use
a mesh gradient coloring, activate the field tool, and change the type
option to mesh. We don't need these many nodes. We can select one
node at the top, and then press delete, select one at the side, and then press delete also, and then select
this whole column and drag the nodes
to the center. Press sat while doing
this, so it goes straight. Select only the center node
and move it to about here. For the upper color, we can select all
the upper nodes and then change the color
to a bright sine color. As for the middle nodes, we can set the
color to dark blue. And for the bottom nodes, we can set them to a
purple color. Okay. Now, for the center node, we want to make it move towards a color or an orange color. Make it in the middle, so
about red or magenta color, move it towards
white, just a little. For the bottom corner nodes, we can select them
by holding them to Control key and make
them a bit darker. As for the top center node, I think I want to make
it brighter. All right. I believe we already have a nice looking
gradient coloring. Next, we want to add
the shading effects. First, we can lock
the main layer and just hide the layer and
also the background layer. Click and drag here to
unhide all the lines. We want to create shapes
that form the shadow areas. We can activate the pen tool, make sure the field
color is off, and set the stroke width to one. This will trigger the
stroke color to black. Click and then
click drag like so. Cold Control and then click. Then click here and
click drag like so. So like all the objects, activate the flood field tool and then click here
and then here. If you are done, you can
hide the lines again. But because we don't need them anymore, I
just delete them. These red ships are actually for the containers
of the shadow ships. Later, we will make
them fully transparent. To create a shadow shapes, we can use the penol again, draw the shape like so. And then roll another
one in the bottom area. Imagine where the
schedules will be. If you think ships are
not quite there yet, feel free to tweak them
with the node tool. If you are done, you can select both shadow objects and
then swap the color, set the color to dark blue. After that, assign a
Gaussian blur light filter to soften the shadow, drag the blur slider and find a value that you
think is the best. Notice that affinity
only created the blur filter on the
upper layer. No worries. We can select the filter and then press Control
J to duplicate it. Drag the new filter to the
thumbnail of bluer layer. For this shadow shape, we want to put this
inside the top red shape. So drag this and release on the layers name and then put
this layer inside this one. To remove red field color, we can select the
parent layer and then set the fill
color to no color. Do the same with the
other parent layer. All right. Now we can unhide the main shape and see how
the shadows interact with it. If you think the
shadows are too strong, you can wreck the opacity down. You can use the multiply
bending mode if you want to let's just set this
to 80% or perhaps 75%. We can set the upper shadow
area to 75% also. Okay? I think we already have nice
looking shadow effects. Let's unhide the
background liner to see the colors in
a dark environment. The logo looks great both in
bright and dark backgrounds. As a final touch, we want to add white highlight to the
top right area of logo. For this, we can
use the Pen tool, set the stroke width to one point and make sure that
we only use a stroke color. Click here, and then
here and so on. Activate the node tool, react with segment to curve it, try to align the curve to the logo shape press V, flip the colors, and
make the color white. You may also use yellow
or other colors if you want to place the shape
inside the main logo layer, and then assign a
Gaysenblur filter on it. Don't set the blur
value too high. I think this is enough. One small final adjustment. I just want to make the
center node color brighter. All right. All
hdulla, we are done. If you want, you can
select all layers and then press Control
G to group them. This way, you can easily select and move
the whole logo. A
66. 07-01 Artistic Text tool: In this video, we will discuss
the artistic text tool. Just as with any other
tools inside the affinity, you can access the tool
from the tools panel. It is the one with the
letter T symbol on the icon. Notice that, if you click
and hold on the tool Icon, affinity actually offers
two types of text objects, the artistic text
and a frame text. So, what is the difference
between the two text types? Long story short, you
use the frame text for creating long text contents consisting of
multiple paragraphs. This type of text supports
multiple columns, and the text can flow from
one frame to another. So this is more suitable if
you are working on books, newspapers, magazines,
and the like. The artistic text type,
on the other hand, is best suited for decorative
or artistic typography. So if you need to create
text for titles, icons, and logos, for example, you should be using the
Artistic text tool. Okay? There are two methods to create an artistic
text in affinity. First by clicking and releasing second is by
clicking and ragging. Let's refers method, which is just clicking to create
a new text object. Notice that you'll get a text cursor that you can
use to type in the text. The text you type, we use the parameters
that exist in architecture tool bar to
show you what I mean. Let's say that I press
Enter to create a new line. Then I can use another
phone and then type again. Press Enter again, change
the size of the font, then type again and so
on. You get the idea. The second method of using the artistic text tool is by clicking and
dragging in a canvas. If you do this, affinity
will show you a letter that resizes dynamically with the
mouse movement. No worries. This letter is just a visual
indicator of upon size. Affinity will not actually put on a letter when you
release the mouse. If you like the size, you can release
the mouse and you start typing for the
rest of the process, it is basically the same
as the first method, okay? After you have created an artistic text
using either method, you can still edit the text. The way you edit text in
affinity is basically the same as you would use any
word processing software. So I don't think I need to
go up it in too much detail. Basically, you need to
select the text that you want to edit and then
change the text parameters, such as changing the font type, changing the font
size by tapping the value manually
using drop down list. Using these two icons. This one to make it bigger, and this one to make it smaller. You can make the
text both italic, change the color, and so on. Again, if you use
Microsoft Word, Google Docs or
LibreOffice before, you should already be familiar
with these text pameters. Now, if you need even more
controls on text editing, Affinity also provides several dedicated
panels for this task. You can go to the Window
Menu and ue text here, you can open the
character panel, paragraph panel, Glip
browser panel, et cetera. If you open the character panel, you will see even more primeers
regarding text editing. Some of these are unique. For example, you can use a different color for
text decorations. If I select these
letters and then add a single strike through
decoration on them by default, the strike through
line color is black, the same color as
the phone color. But if you click here and
set it to a different color, now the strike through line has a different color independent
of the main phone color. Another unique feature
in affinity in terms of text editing is how we can adjust the leading
and cunning values. If you are accustomed to
using other software, you might think that
you need to use the character panel to edit
leading and cunning values. In affinity, however, you
can do that using shortcuts. But first, let's discuss what
kerning and leading are. Leading basically
controls the gap between texas from one
line to the next line. In other words, the gap between texas in
vertical direction. Other apps may refer to
this value as spacing. Cunning, on the other hand, controls the gap
between letters. In other words, the gap between texas in the
horizontal direction. In affinity, you
can quickly adjust the leading and cunning using
the key and the arrow keys. You can change the
leading by holding down the alkey and then pressing
the up or down arrow keys. O and up arrow keys to make
the leading value smaller, while out and down arrow keys make the leading
value larger. To control the kerning, you can hold the l
key and then press the left arrow key to make
the letter closer and press the right
arrow key to make the letter further
away. Alright.
67. 07-02 Reshaping texts: In this video and several
subsequent videos, we will discuss
different ways to reshape or restort text objects. When creating logos,
we often need to restore texts or confirm
them to certain shapes. In affinity, there are at least three methods
that we can use. First, by converting the text to an editable curve object. Second, we can float the
text on a curve or path. And third, using the
web group feature. This video, we will focus
on the first method. We will discuss the second and third methods in
the next videos. The first method of
reshaping texts is by converting them into an
ordinary or editable curves. Please note that this
method is destructive, meaning that you won't
be able to edit the text again once it is
converted into a curve. But because it is a curve, you have total
freedom to edit it just as with any other
vector objects in affinity. For example, say that we want to create a logo type from
the words time travel. Perhaps it is for a movie
title or a game title. First, we can use the
artistic text tool. Feel free to use any font that
you have on your computer. For now, I'll just stick with
the default aerial font, but set the phone
weight to bold italic. Click Android to about the size. And then type in time travel
with uppercase T letters. Now, if you want to reduce
the conning of all texas, you can first press Control
A to select them like Z. Or if you are currently
in a move tool, just make sure the
object is selected. After that, hold
the key and then press the left arrow
key several times, make the letters close enough, but keep them from
touching each other. Okay? Now, we want to lengthen the upper T part all the
way to the V letter. For this kind of scenario, there is no other way, but to convert the
text into a curve, you can right click and
then choose convert to curve or use the keyboard
shortcut Control Enter. Either way, you will get ordinary curves that are
grouped inside a group layer. Each of letters becomes
a separate layer. Before we combine them all, we want to remove the dot
on top of the eye letter. Make sure you are
in the node tool, select the four nodes that
make up the dot shape, and then press the delete key. Next, select the
ti lateral object, and then select only
these two nodes. Drag these nodes to the right while holding Shift to
above this location. Next, select the lateral object and then select only
these two nodes. Now, to move the nodes in the direction of
existing segments, you can move them while
holding down Shift key. Make sure you see the
purple snapping lines as these purple lines indicating that you
are indeed moving the nodes along the existing
segments direction. Activate the move tool, hold shaft and then click on these two objects to
also select them. While we have the three
objects selected, activate the Shape Builder tool. Click inside the
tilateral shape and then drag through the zones
until the lateral zone. We don't need these two parts, so hold on the alkey and then click on this zone and
then on this zone. Okay. Because the two
laters are not connected, you may notice that
this gap looks too big. We want it to be as
small as this gap, and we also want this gap
and this gap to be smaller. To make writing nodes easier, as first combine all the
shapes into a single object. For this, you can just select the group layer and then click
on the at Willian button. Now, we only have a
single object or layer. Press A for the node two, select all of these nodes, and then just press left arrow key to nudge the
nodes to the left. Again, try to make this gap
roughly the same as this gap. Then select only these nodes, use left arrow key
again like before. Until this gap is about
the size of this gap. Next, select all these nodes. Move them also to the left. But now we want this gap to be about twice the
size of this gap. It doesn't need to
be exactly accurate. At least people
understand that the words time and travel are
two separate words. Okay, guys, so that is the first method of
reshaping text objects.
68. 07-03 Text on a path: The second method of reshaping text objects is using the
text on a path feature. Unlike the previous method, this method is non destructive, meaning that you can
always edit the text afterwards or edit the
curve that forms the path. As the name suggests, basically, this feature allows us to flow
a text on a curve object. There are two ways to create
a text on a path object. First is by using the
artistic text tool. And second, is by converting a curve to a text path object. Let's see the first method, which is using the
artistic text tool. But before you
activate the tool, make sure you already have a curve that will
serve as the path. It can be an open and
editable curve like this one, or it can also be a closed and pragmatc
curve like this circle. Let's foresee how we can place
a text on this open curve. Make sure the
object is selected. And then activate
the artistic text to move the mouse cursor to the curve object until
you will see a letter T with a small path
symbol on the cursor. In this condition, if
you click on a curve, you will get a text
cursor on the path. You can then start
typing in the words. As you can see, the text doesn't go sideways
as it normally would. Instead, it flows
along the curve. Before we do anything else, notice if you press Control
D to reset everything, the curve object we had
before is now invisible. This is something you
need to keep in mind when creating a text
on path object. If you do need to
display the path, you should duplicate
it before creating a text on path
object. All right. Let's click again on the text. Everything that we have
discussed in terms of text editing still
works on this text. You can select the text, change the phone,
change the size. Make the text bold and so on. You may notice the
flags on the path, while the green flag
indicates the starting point, and the red flag indicates
the ending point. If the text is
aligned to the left, changing the green flag will change the position
of the text directly. If you change the alignment
to the right, however, it is the red flag that
controls the position directly. And as you may have expected, if you change the text
alignment to center, both flags affect the
position of the text. Okay. Now, what if the text is too long that
it crosses the red flag. Usually, you don't want this
to happen in an open curve like this as the text will flow on the other
side of the curve. It is almost impossible for
people to read the text. If it is upside down like this, you should try making
the text smaller or shorter or make
the curve longer. As I mentioned earlier, you can still edit the curve. For this, you need to
use the node tool. You can add and remove nodes or twix the handles like
any normal curve. Okay. Now, what if you
go to the extreme? I mean, the tax is way too long, or you drag the flags
too narrow that even splaying the tags upside down
is not enough for affinity. In such a case, affinity will display an icon in a
bottom right area. This icon is basically a toggle button to show or
hide the clipped text content. As you can see, if the
text is not hidden, it will continue
flowing based on the directions of the segments
at the ends of curve. For now, let's press
the escape key and just hit the lead to
remove the object, right? The second method of
creating a text on a path object is by
converting a curve into it. Let's say that we create another curve using
the Pen tool. Now, instead of using
the artistic text tool, we can open the layer menu, then choose Convert and
then choose to text path. As you can see, we get the same text on path
object as before. Unfortunately, at
the current version, there is no command
in affinity that can convert the path back
to an ordinary curve. That is why it is important
that you duplicate the curve before you convert
it into a text path. Just in case you need to
respey the curve reader, let's just delete it for now. Next, let's see how
we can apply a text on a path feature
on a closed curve. Just as before, we can use the convert method or the
artistic text tool method. But I want to show you something important if you use the
artistic text tool method. So make sure the curve object is selected and then activate
the artistic text tool. In this condition,
you need to be careful where you
put your muscle ser. Why? If you position it
slightly below the line, when you click, the text will be placed inside the curve.
Let me undo this. But if you position a mouse cursor slightly
above the line, when you click on it, the text will be placed
outside of the curve. So again, this is something
that you need to be aware of. As for the rest of
the text editing, it is basically the same
as the open curve version. You have the green and red flags to control the text placement. Usually, for a circular
logo like this, you want to set the text to central alignment and then drag the flags to
make it symmetrical. Affinity will snap the flag
if they are symmetrical. One feature that I have on this cat is changing
the baseline value. For example, you want to create a funny quote on
the circular path. Follow your dream
and keep sleeping. Press Control A and
increase the font size. It's okay if some of the
text flows to the bottom, but I want to place D and keep slipping part at
the bottom. To do that. You need to place
the text cursor just before the N word and
then press enter. As you can see, the new line
is placed inside the curve. But because it is circular, you can wreck the green
flag and red flag, so they are both at the
bottom and symmetrical. This way, the text is readable. I think we can make
the text bigger. Now the problem with
this setup is that the top text and the bottom
text aren't actually lined. To fix this, you need to tweak the baseline
parameter up here, select all the bottom text by triple clicking and then
scroll the baseline value. You can hold the sheaf key
while doing this to make the changes go faster
or by ten value. You can also do this
with the upper text. Just triple click on
the text to select it and then change
the baseline value. If you prefer
keyboard shortcuts, you can change the
baseline value by pressing **** out and then
the up or down arrow keys. Notice that if you do this, you are moving the text up or down relative to the path line. At this point, you
may be wondering, but why is the baseline
value up here not changing? Well, this is because
the shortcut actually applies to the
main text baseline and not the path baseline. So if you open a
character panel, and then try to change
the baseline using the sheaf out any up or
down arrow keys again. You can see that the
baseline value here changes. I am not sure why
affinity does this. I think it should just use the same baseline value
for the text and the path, but that is just how it is in a version I am
currently using.
69. 07-04 Warp Group mesh basics: In this lesson video, we will discuss the third
text distortion method, which is using the web group. There is not that the
web group feature is not just limited to
restorting text objects. It is a general
feature that you can use to distort all
objects including text. Just as with the
previous method, this feature is non
destructive, more on its leaer. To see how it works, I already
created this star object. Feel free to use a
different shape if you want to to assign a web
group to an object, you need to select it first. You can also select
multiple objects, but for now, we'll just
use a single object. Next, you need to open the vector menu and then chose the new web
group sub menu. As you can see, affinity provides many different
whopping types. You need to remember that after you assign any of these types, you can feel a switch
between them leader. You also need to know that the mesh is the
default type while the other types are just presets or variances
of the mesh type. This explains why
only the mesh type has a keyboard
shortcut Control out. Let's assign the
mesh type for now. If you do that correctly, two things will happen. First, the node two becomes
active automatically. And second, if you look
closely at the layer panel, the previous star shaped object is now placed inside
a group layer. This is the reason why the
feature is called a group because it is basically a
type of group layer, okay? If you select WAP group layer and you have the
node tool active, you'll see the p group parameters up here in
architectural tool bar. In this condition, you can drag the nodes to restor
the shape object. You can select multiple
nodes by clicking and ragging like so or by holding shift and then clicking on
the nodes like so or by holding down the key
and then clicking and ragging with the left
mouse button like so. After you have them selected, you can hover over one of the selected nodes and then
click Androg to move them. Now, there is one unique feature that web group has in terms
of moving multiple nodes. If you click inside
the node mesh, but do not touch
any of the nodes. Affinity will create
a temporary node. If you click and
wreck this node, you will move all
neighboring nodes at once. Okay. When you are
moving a node, notice that affinity
tries to snap the node vertically or
horizontally to other nodes, even though we don't have the
stamping feature turned on. Well, this is due to
this option up here. You can turn it off
if you don't want any stamping behavior
when ragging the nodes. The second icon is
also for snapping, but it only works if you
set the first icon on. I'm not sure if this
is a bug or not. Anyway, the difference between the two options can be seen
when we move multiple nodes. If we have multiple
nodes selected and you only have
left option tune. When you click and wreck a node, all the selected nodes move, but only the node, you click
stamps to other nodes. However, if you turn the right option on and then
try to move the nodes again, of T will try to snap
all the selected nodes, not just do one under
your mouse cursor. All right. For now, let's just turn
both options off. To refine the distortion, you may need to
break the segments to control their curvatures. And if there is not enough, you may also need to drag
the handles by default. The handles are in smooth mode, meaning that dragging one side will also move the other side. To convert the
handle to cast mode, you can either click here or you can hold the alkey
and then wreck the handle. This will also convert the handle into a
shop or cusp type. For now, let's press
the reset button, so we have a fresh start. Okay? Different shapes will require a different
set of controls. So most likely, you
will need to add or remove nodes to make them
fit the objects shape, like working with
a mesh gradient. You cannot just
add a single node. You either add a column of
nodes or a row of nodes. To add a column, you need to click on any of the
horizontal segments. You can also do this
in a border area. Just make sure the most cursor
is inside the group zone. If you click slightly outside
the zone, it won't work. As for adding row, you need to click on one of the vertical segments
or vertical borders. Again, just make sure you move the cursor slightly inside
the group zone not outside. To remove nodes, the same
concept still applies. You cannot add or remove
just a single node. You either remove a
column or a row or both. If you select a node on a vertical border and
then press the lead, the whole row gets removed. If you select a node on a horizontal border
and then press lead, the whole column gets removed, and if you select a node in the middle and then
press the lead, the row and column connected
to the node get removed. Because the video duration
is getting too long, we will discuss the rest of the web group features
in the next lesson.
70. 07-05 Warp Group presets: In this lesson video, we will continue discussing
the web group feature. Previously, we have assigned
a web group to star object. For now, make sure the group is selected and you have
the node to active, you can press the
reset button and then make some restortion by moving
the nodes or the handles. All right. First, let's discuss how the web
group actually works. As I mentioned before, the web group defect
is non restructive. This is because
affinity does not apply the distortion to
the objects directly, but to the group layer
that contains the objects. This gives us the
flexibility to add or reduce objects that are being controlled
by the web group. Just for example, if we create
a new artistic text tool, let's just type here
morning routine. Currently, the text is not
the child of up group, which is why it is not affected
by the wopping effect. But if we place the text inside the group
and try to move it, notice that as it passes
the distorted wp nodes, the text gets distorted also. And if I pull the star
shape out of up group, no it is not affected by
the distortion of Op group. In conclusion, to be affected
by the wopping effect, the object must be
inside the wop group, and it must be placed
beneath the distorted nodes. I'm sure you get the idea. Let me unit. So we have both objects inside
the wb group again. Okay. Sometimes we want to preview the original objects
inside the web group. For this, you do not need to
dig them out of the group. Simply pass the mute
mesh option up here. When you are done reviewing, you can turn it off
again. All right. If you need to delete
web group object, you can activate
the move tool and press the delete key
on the keyboard. But notice that this
will delete everything, including all the shapes
or texts inside the group. Let me unut if you want to remove only
the b group object, but keep all the
objects inside it, then what you should do instead is to ungroup
the wp group. You can use the user
shortcut for ungrouping, which is Shift Control G. If
you ever forget a shortcut, you can go to the layer menu
and then choose ungroup. As you can see, the
Op group is gone, but the objects
inside it are safe. Now let's delete
the star object, select the text object, and then press Control
M to assign web group to it by default affinity
assigns the mesh type. As I mentioned earlier, the mesh type is the basis or the curve feature
of the web group. You can pretty much
create any kind of distortion shapes using mesh. But in certain cases, it may not be the
fastest option, as you need to tweak
a lot of nodes and handles to achieve
what you are looking for. This is why affinity provides different presets
for the web group. Let's briefly discuss
each of them one by one. The quad preset gives you four simple nodes
without any handles. This is perfect if you just need a straight line distortion and don't want to be bothered
with moving the handles. The prospective presets is almost identical
to the Quad type. The only difference is
that it tries to simulate how prospective folks by setting the handles
non uniformly. So if you can see the handles, this part is actually
longer than this part. This is quite different
from quad preset, which always makes the
handles uniform in length. The arc vertical gives
you a parameter to quickly create an arc distortion
in a vertical direction. Then the arc horizontal is
basically the same as before, but in a horizontal direction, the band vertical and band horizontal are basically the
same as the arc presets. The only difference
is that the nodes may touch each other if
the value is too high. This never happens
in the arc presets. The fish eye preset will bulge the center nodes
out or vice versa. I will contract them
towards the center. And finally, the twist
preset will rotate the center nodes clockwise
or counter clockwise. Okay. Now, because any of these options are just
presets of the mesh type, if you try to make
changes to the mesh, such as dragging a segment
or adding a column or row, affinity, we'll convert
it back to the mesh type. Just to prove this, currently, I am using the quad preset. After I distorted
the text like so, if I drag one of the segments, notice now it switches
back to the mesh type. Another example, let me change this back to
the quad preset. Let's say that we decided
to add a column here. Remember, you need to click on a border but slightly
inside the zone. Notice that once we
have a new column, the web group type is
back to the mesh type. Okay, guys, that is how you use the web group
feature in infinity.
71. 07-06 Working with assets: In this video, we
will discuss how to manage graphical assets
inside affinity. If you have multiple vector
objects that you often use, perhaps it is your company logo or perhaps your
favorite set of icons. You can manage them
using the Assets panel. To open the Assets panel, you can go to the Window menu, then general and then assets. By default, affinity includes an icon set called the
simply flat icons, which is designed
by Anatoly Baby. I hope I pronounce
the name correctly. Note that the names
of the set you see in the dropdown list are
called categories. And inside the category, you can divide the assets
into subcategories. Here, the simply
flat icons category has many different
subcategories. That is creativity, e
commerce Education and so on. So again, the items in this
list are called categories, and for each category, you can create subcategories. Okay? There are at
least two advantages of using the Assets panel. The first advantage is how
fast you can access them. You can simply click and drag the item that you
want onto the canvas. It is faster than trying to find them in folders and
then importing them. The second advantage of
using the Assets panel is that it s globally across
multiple documents. You need to know that
these assets are not stored in a
conventional method. Instead of using the AF format, it uses a database stored deep inside the
application folder. That is why it is faster
and available across documents as long as you are using it on
the same computer. If you need to use the assets
on a different computer, then you need to export them. We will discuss how to export and import
assets in a moment. For now, let's focus on
creating a new category, subcategory, and
saving an asset. For example, I have
created these two icons. Let's say that we want
to save them as assets. First, we need to
create a new category. To do that, we can click on this Dom car button and then
choose Create New category. Let's name this one person. Now, you will see a new item in a Rob Brown list
called ProsenF now, make sure it is active. Notice that by default, you will get one subcategory. We need two. So let's create a new subcategory by clicking
on the card button again. And then choosing the
create subcategory command. We have two subcategories now, but they are still
using generic names. To rename them, you can
click on a Sandwich icon next to the subcategory
name and then just rename. We can rename this one full body and then you can rename the
second one to upper body. Now, to save this
icon as an asset, simply drag it and drop it inside the subcategory
that you want. We can do the same
with this icon, but we put this inside
the second subcategory. You do not need to
save the file or press anything as affinity does that
automatically for assets. Now that we have the assets, we can click and drag these
icons whenever we need them. They are also accessible
from other documents. Just to prove this, you can
create a new blank document, and then test dragging the
assets from the assets panel. Right? If you need to
name or delete an asset, you can simply rod click on it. You can see the RNam command
and the delete command here. There are still many commands on the Assets panel that we
haven't discussed yet, but because they
are quite basic, I believe you should be able to identify them by their
names right away. Just be careful when deleting an asset because it
cannot be undone. This means that if
you delete an asset, it will be gone forever
unless you have a backup. This leads us to
our next discussion on exporting and importing. Exporting and importing assets are important for two reasons. First, if we need to create
a backup of our assets, remember affinity
stores the data locally on our computer. What happens if the computer breaks or stolen and whatnot? Of course, we never hope
for bad things to happen, but we need to prepare
if those do happen. Second reason we need
to export and import commands is when we need to transfer our assets
to other people, such as our family and friends to export
all of your assets, you can click again on Cart button and then
choose export assets. Affinity will ask you where
you want to save the file. As you can see,
assets are stored in a special file format
called AF Assets. You can then save the
file in Google Drive, for example, or share
it with your team. Then on another computer or if you need to retrieve
your assets backup, you can click on the
Cart button again, choose Import assets,
and then look at DIF assets file that
you exported before. If you do that correctly, you will have all
your assets back. Okay, guys, this is
basically how you can use the Assets panel to manage
your graphical objects.
72. 07-07 Getting free Google Fonts: In the next video of the course, we will create three
logos that use custom fonts to prepare for
these projects in this video. I need to briefly
discuss how you can download free phones
from Google Repository. If you already know
how to do this, feel free to skip the video and continue
with the projects. For example, in
the first project, I will create this
Kenny product logo. Let's say that we
know we want to use the word priceless in logo, but we are still not sure
what phone we want to use. In such a scenario, you can head over to the
Google phones website, which is at phones.google.com. After you have the
website loaded, you can type in this box the word or multiple words
that you want to use. Now, if you cannot see the
left sidebar or section, make sure you turn on
the filters button. If it is off, you cannot
see the left sidebar, which basically displays
the filters. Okay? We want to create logo type
from the word priceless. So let's type in
priceless in this box. Next, we can use the different filters
provided in a sidebar. Please note that
you can activate more than one filter if you need more precise or narrower
search results. For example, for the
filling category, we want it to be playful, and then you can also activate
the appearance category, say, the Bigels
filter, and so on. For now, I just need a font
in some set of category, say the humanist type. So again, currently, I
have two filters active, the PlayfallFlter, and
the humanist filter. And here is the list of the
fonts that match the filters. Now, I personally like
the wendy One font, but I also like to try different alternatives
inside affinity. Let's say that I
want to download the Wendy one font and
also the Kendle font. For this, you can first
click on Wendy One font. And then click on
the Get font button. If you do that, the font will then be placed inside
the shopping cart. Now, we can go back
to the font list. And then click on a second font that you want to download. Here, you can review the
font again in more depth. If you are done, you can
press the G font button. So now in a shopping cart, we have two fonts. Wendy One and Candle. I know it seems strange to have a shopping cart feature
inside Google Phones. Don't worry, all fonts in the Google Phones
repository are free. The shopping cart feature is just an easy way to download
multiple phones at once. To download all the
phones in the card, you can press the download all button if you
change your mind, or perhaps you want to download
the font individually. You can do that also by pressing the download icon on each
of the phones in the list. We want to download
all of them at once, so we press this button. You will get a single zip file containing all the phone files. Next, you can choose where
to store the Zip file. Or you can find a file in your download folder depending
on your browser settings. After that, you can open a folder and then
unzip the Zip file. I am using the seven
Zip application for this kind of task. Yours may be different. As you can see, we now have the candle folder
and one folder. To install a font, simply go to the folder, Right click on the phone file, and then choose
Install for all users. That is, if you want
the phones to be accessible to all
users of the computer. I actually already
installed the font before, so I don't need to
install it again. For the Candle font or any
other phones you downloaded, you can use the same process. Now, if you are
using my computer, I believe you need to double
click on a font file, and then choose Install
from the popup window. Okay, guys, so that is
basically how you can find custom phones for free from
the Google Phones website.
73. 08-01 Candy logo project part 1: In this project video, we will create a logo
for a Kenny product. Honestly, the real
inspiration of the project is actually
the Pringles logo. Of course, we don't want to create exactly the
same logo as that will be less challenging and also to avoid any
copyright issues, that is why I decided to create this Kenny
product logo instead. For the font, we will be using the fonts we downloaded in
the previous lesson video. To start, we can create an AF
document in landscape mode. Next, to create a text, you can use the
artistic text tool, click and drag to
about this size. And then type in priceless. I know that the correct
spelling has two as letters, but we will just use one to make the logo
less complicated. Press escape or
activate the move tool. Next, change the
phone to we one. And then you can hold
the key and then press left arrow key to make
the letters closer together. I think I change my mind. Let's try the other
font called candle. We can hold the key and press the left arrow key again to
make the letters closer. I think this is enough, but I want to add more distance between
the ii and R letters. We can double click and
place the text cursor in the middle and then hold out
and press right arrow key. And let's make the R letter
move to the right bit. Okay? Scale the text
object if you need to and then recenter it again. Next, we want to bend the text. For this, we can use the web group feature upon
a vector menu, choose new wb group, and then let's use the quad
type as the starting point. Move this node to the right
and bottom direction of the sheaf and also select
this node. Move them like so. Move the bottom right
node to about here. Next, we can make the top
segment curve by dragging it. Make the bottom
segment curve also. Just twig the nodes or handles until you
like how it looks. After that, you can
press Control Enter or press the button up here
that says convert to curves. Now, this is no
longer a text object, but multiple curve objects
placed inside the group. Press V for the move tool, and then press Shift Control
G to ungroup the object. Activate the node tool. I want to bring the
circle over the eletter down a bit to select only
the nodes of the circle. You can click and
wret L Z or you can also select one node
and then press Control A. Use the down arrow key, and also the white arrow
key to position the circle. We can direct this
segment down to curvate and we can
position the circle again. As you may notice,
I am trying to make the eye letter look like the
original pringless logo. If you are happy
with the result, you can use the Move tool again, press Control A to select, and then use the
Ed Bullion button to join all the shapes
into a single object. Next, let's change
the fail color to yellow, slightly orange. And then the stroke
color to black. We can increase the
stroke thickness. We don't want to stroke area
blocking the fill area. To fix this, we can place the stroke element
behind the fail element. And to make the corners sharp, you can set the join
parameter to mi dr. If you find some corners blunt, you can try increasing
the mire threshold. But now I think it
looks way too sharp. Let's just set this back to two and just play around
with the width value. Okay, to dit the stroke
element more freely, we can convert the stroke
to an ordinary object. Through that, we can right click and then choose Expense stroke. Now, the black outline is not
a stroke element anymore, and it is independent of
the yellow fill area. If you activate the node tool, you can see that it is
basically just a fill area. Next, we need to duplicate the black outline object
by pressing Control J. Move the new layer
down and to the left, just a bit to add a dep
effect on the text. To see the next
step more clearly, let's hide the yellow
fill object first. Select the two layers and then press the ad
Boolean button, so they both merge
into a single object. Let's unhide the yellow
field element again. Now, we need to edit the black
object using the node to. To make the black outline
look like a continuous shape, we need to delete the nodes that make the
corners look jagged. We can delete these nodes, for example, then we can
delete these two nodes. Y then these three nodes on
the P letter, and so on. I believe you already understand what I am
trying to achieve here. We can lead these nodes. And then these two nodes. Now, for the letter, we want to drag this corner down and move this
one to both here. I think we are done here. Oh, sorry. Let's late
these two nodes also. Alright? Next, inside the yellow text, we want to add a
high light effect. Basically, we want to create an illusion that the light
is shining from the top. First, we can duplicate the yellow shaped object
by pressing Control J. Hide the top layer for now. Select the bottom layer, and then change the fail
color to something bright. But first, let's set the
stroke color to no color. And now we can set
the fail color to almost white slightly
towards yellow. Okay. Let me hide the black shape for now so
you can see this better. Select the top layer. Make sure that it also
has no stroke color. Now, here comes the
important step. We need to put the top layer so it is inside the
off white layer. Then make sure you select the inner layer and then move it down and to the
left just a bit. This way, we have a
highlight effect. Feel free to twit the yellow shape position
until you like how it looks. The text part of logo is done. If you want finer control, you can use the noeTol to
tweak the shape even more. For me, I will just go with this version because the
video is already quite long. We will discuss adding the Kenry element
in the next video.
74. 08-02 Candy logo project part 2: In this video, we will continue the Kenny logo project that we started in a previous lesson. This is what we have so far. Now we want to create the Kandy drawing
on top of the text. But before we do that, I don't think I want to have
this thin hole in text. We can b click on it and
select one of the nodes, press Control A to select all the connected nodes
and then press the lead. So now this area is solid. All right. Next, we need
to create a circle shape. We don't need a
field color for now, only the stroke with
one point for width. Click and react in
its location and hold control and
shift while doing so. Let's select the text objects. And then press Control G to
group them, hide the group. This way, we can focus only on the Candy
element of the logo. For the Candy, I want to add a spiral effect about ten
spiral lines should be enough. We have discussed the
spiral tool before, so you should already be
familiar with this tool. Click and drag from
the center point. Reduce the tunnel's
value to only one. Then reduce the arc angle
value to about 80 degrees. Scale the spiral to
body size. Okay? Now, we need to duplicate
the spiral curve in rotational motion using this as the center
reference to do this. Make sure you are
in a move to click Ougikn and then activate the
enabled transform origin. Now we need to move the origin
point to the curve end. Do this precisely, we need
the snapping feature. We don't need any
page snappings. We just need geometry
snapping for now. Move the origin point and
then snap it to the curve, and you should see
a yellow color on the curve indicating that the snapping feature
is working, right. To perform duplication,
as always, we can simply press the
entire key on the keyboard. We want a total of ten curves. So turn on the duplicate option and set the number
of copies to nine. And then to set the
rotation value, we can let affinity
do the calculation by tapping in 360/10, then enter. Now we have a total
of ten spiral curves. Click the Oki button
to close the window. Select the spiral objects and then move them
inside the main circle. You don't need to place these curves exactly at the center. Feel free to move them
slightly to the right or left. To make things less complicated, let's just merge
our curves for now. To play safe, we can
duplicate the circle first by pressing Control J
and then height the layer. Select the spiral and
atop circle layer. To extract the zones from these lines and give
them colors in one go, we can use the flood fill tool. Choose a color,
say magenta color. Click on E zone and then click
again on every other zone. Next, we can pick a blue
colour or perhaps more towards Cien and then click
on Rest of the Zones. Okay. I don't think we'll be needing the
spiral curves anymore, so let's just delete the object. We can hide the circle shape. Select all of these layers and press Control
G to group them. Let's cite the Candy
shape for now, let's focus on circle objects. We can move this down so
it doesn't get in the way. The reason why we need
these two circles is that we want to create a white highlight effect on the top right
area of the candy. We can scale this down a bit. And then position it like so. I think we need to make
this bigger again. We are going to extract
the top right zone, but we don't want the edge
touching the original circle. So press Control J to
duplicate the main circle, and then you can either scale it down or use the counter pull. Let's hide the original
size circle for now. Make sure both
circles are selected, activate the flood
field to again, select white for the color, and then click in a zone. Yes, we cannot see
anything for now, but if we place this layer just above
the main candy layer, and then let's hide the circles. If you want to hide
the candy shape, we get this white highlight
on top of the candy. Currently, it looks too strong. We can turn down the
opacity to about 50%. Okay? Next, we want to
create a shadow area. Let's cite the highlight shape
and unhight the circles. We can use this one,
which is the smaller one, but on second thought, let's use the original
circle shape for the shadow move the circle
to the top right direction. Let's side the Kenny
layer for now, select the two shapes, activate the flood filed pool, choose black for the color, and then click in a zone. We cannot hide all
the circle shapes, and then unhide the shadow,
highlight canny layers. We are not going to use
this solid black shadow. Let's pick a purple color, and to make the shade of shape darken the
colors below it, we can use the multiplied
blending mode, reduce the layers of opacity if you still think the
shadow color is too dark. We can then place this
below the highlight layer. Oops, sorry, guys, not inside the highlight layer,
but below it. Okay? Next, we can hide
all the circle layers. We won't be needing
the circle shape, so we can safely delete it. Select all of these layers. Place them below the text
layer. In this phase. You can freely scale, position, or even restort
the shapes as you see fit. Now, the reason why I still
include the circle shapes is that I want to use them to add a specular
effect to the candy. Let's first hide
the text object, and let's hide the outer circle. Scale the circle down, and then convert it into an ordinary curve by
pressing Control Enter. Now that it is an
editable curve, we can use the node tool to add more nodes along
the top white part. After that, you can hold the Control key and then click on segments
to remove them. Just follow how I place the nodes and how I
remove the segments. If you are done, you can
activate the move tool again, change the stroke
color to white, and then increase the
stroke thickness. As you can see, we can create nice looking specular
effects using this method, which is basically
just a stroke. Feel free to adjust
the thickness and cut the curve even more until
you like how it looks. I think we can move the
specular shape to about here. Next, you can reduce the
opacity if you think white colour is too
strong. And that's it. We now have the base
y shape for our logo. We are not done yet. We will add more details in the
next lesson video.
75. 08-03 Candy logo project part 3: In this video, we will continue
our Kenny logo project. This is what we have so far
from the previous lesson. Before we add more
details to the logo, I changed my mind again. Now, I don't want a shadow
ship touching the border. To fix this, we can
use the contour tool, but I'll just scale it
using the move tool. And adjust the position
using the arrow keys. Okay. Next, we can select the circle or
the ellipse shape. As you can see, it has the same shape as the
base candy shape. We want to make use of this shape to create the
outline of the candy. We can set the field color to black and then adjust
the stroke thickness. We should be able
to see the effect better if we place the layer
below the candy layer. Now we can adjust the
stroke thickness. Personally, I prefer not to have uniform stroke
thickness around the candy. It just makes it feel
more natural or organic. We can do this simply by
scaling it using the move tool. Essentially, I want to make the top and bottom parts
thicker than the side parts. All right. Next, I think I
want to change the dy color. Let's expand the y group. Strike the magenta
spiral layers. Combine them all using
the At Bollin button, and let's do the same with
all the blue spiral layers. Let's change the blue
spiral to something else, say a green color. Okay, this matches better
with the yellow text part. Before we move on, let's
tidy up the layers, so we end up with only
having two layers. One pootex part, and
one for the candy part. Next, we want to create
ice porto candy. For this, we can
activate the pen tool. We don't need any fill for now. And we can start with
just a thin line. Click here, hold Shift, and then click here, press
A for the node tool, rag this segment up, and then adjust the handles I
now we can make it thicker. Move the eye shape to the right. We're holding Control and
Shift to duplicate it. Okay. Next is the mouth. We can use the pen tool again. Click here, hold Shift,
and then click here. Then click Andret in this location while
also holding Shift, and then click again
on starting node, activate the node tool, and drag the segment down a bit. And let's move this also. Basically, we can
tweak the nodes or even the whole object using the move tool until
you like how it looks. To make the mouth
corner of shop again, you can increase
the miro threshold. Now we can set the field
color to a dark red. I think I want to tweak
it again. All right. The next step is to add
that heat inside the mouth. We can use the pen tool
again. Click here. Then here and so on. Swap the colors and change
the color to white. Use the node tool to curve
down the center segment, and also the side segment and then we can
direct this so it is clipped inside
the mouth shape. Next, we want to create
the bottom teeth. The process is
basically the same. Create the base shape
with the pen tool. Use the no tool to tweak
the shape, swap the colors. And make the color of white. We need to have a slightly
different color from the top teeth so people
can see the shapes better. Okay. Now we can place this
shape layer inside the mouth, just below the top teeth layer. To make the teeth
look even better, we can add some shadow effects. You can use the pen tool. Click here, click and drag here. Click here, click and drag out and move the
handle here and so on. Feel free to tweak the
shape again if you need to. Next, you need to create another shape for the
bottom teeth shadow. Click here, click
Androg here, and so on. Don't worry if it doesn't
do crack the first time, you can always just sit again afterwards using the note tool. Okay. Next, we can select
both of the shadow shapes, swap the colors, and let's make it darker
and a bit bluish. Change the bleeding
mode to multiply. Put this layer inside
the bottom teeth layer, and then put this layer
inside the top teeth layer. So currently we have three levels of hierarchy
for the teeth element. A I think I want to make the eyes
and the mouth wider. And also try out several
small adjustments to see how they look. All right. Next, we need to add a small highlight
effect under the mouth. Use the pen tool again and then draw a shape
similar to the mouth. Use the note to tweak the shape. And After you are done, swap the colors and
then change the color to white of any bright
colors such as yellow. Set the blending mode to screen, as this is for a highlight
color, not a sudo color. Reduce the opacity to about 15%, and then place it just
below the mouth shape. Sorry, I think 15% is too low. Let's try 20%. Okay. Next, we want to add red or bright circles
on each of cheeks. You can use the Ellipse stool stretch the ship just a
little and then rotate it. Hold control and move it to
the right to duplicate it. Rotate this one and
scale it down a bit. Select both of the shapes and then change the color to
red, reduce the opacity. About 45% should do it. Let's combine the ships, so it's just a single layer. This is what we have so far. I think we need to make
the ice a bit bigger. And also, let's
move the ice down. Okay? If you are done, you can tidy up
other facial layers by placing them
inside the y group. As for the red check circles, I think we should place the layer below the
specular layer. Let's also change the
blending mode to screen so you can see the shape better against the magenta colors. All right. The final part
of logo is the stick. We can create this real quick
using a rectangle shape, press control enter to
convert it into a curve. Use the not to select
this left node. Move it through right
using the right arrow key. We can do the same midwe node. I think the stro color is fine. You only need to change the
field color to an off white. Place it here and
rotate it a bit. Pace sit at the bottom
of layer stack. As the final touch, I want the shapes to be
thinner at their ends. We can click to
access the shape, hold sheaf and click
the right shape, so both eyes are selected. With the node tool active, we can open the stroke
panel in the pressure box, bring the nodes to the middle, and then click and wreck the center up to
make it thicker. And Al handlaO project is done. We have created the
Kenny product logo.
76. 08-04 Laundry logo project part 1: Starting with this
video in the next view, we will create a logo
for a laundry shop. The inspiration of this logo
actually came from this logo designed by an Indonesian artist with a nickname of Krajasabutan. I found this logo on the magnific platform
formerly known as free Pig. As always, we don't want to create the exact logo
as the reference. We should create something original to make the
project more challenging. After you have the main
reference for the logo, the next thing that
you want to do is to find other references, such as the color palette, the graphical elements,
and the fonts. I believe you already know how to find things
on the Internet. We have also discussed
how to download fonts from the Google
repository before. Please note that
in this project, I will be using
two Google fonts. One is called Yellow
Tale for the main text, and another one called Fredoca for the circular
text around Logo. Alright? Let's first extract all these colors that
we downloaded into the Swatches panel
for this task. You can use the
create palette from Document Uption and then
choose as document palette, but you will end up with
too many color variations. I personally prefer fewer colors when working with
logos or icons. So we will go the manual way. We can let this palette and
start new document palette. Let's name this new
palette laundry logo, and then press Enter. For now, just make sure
the palette is active. The quickest menual method
to put these colors into the active palette is by using the
color picker tool, but you need to click on a color while holding
down the Control key. Notice that if you
hold the Control key, the color you click
will be stored as color softs automatically
inside the active palette. I don't think I need
these two colors, and for these colors, we will need all of them. Okay. Before we move on, I want to dreg this red color to the left and then make
it a global color. So right click on the color
and then make global. Now that we have all the
colors in such panel, we can safely delete the
reference image. All right. Next, we want to draw the
washing machine element. We will be using this
reference image. The layer is already locked, but you still need to
reduce its opacity so that later we can see the
actual curves more clearly. Activate rounded rectangle tool. Now for stro color, we want to use the
global color we created before and set the
color to of fail. We can click Android to
create a rounded rectangle. Try to match this size with the reference image and
set the cone radius down. Next, press P for the Pen tool. For now, we only want to use straw color without
any field color. To make the line snap
to existing drawings, we can activate the
snapping feature. For now, we won't be
needing page snapping. We just need the geometry
snapping feature, the only visible option, and also the
bounding box option. Okay, press escape. Click here, hold Shift, and then click here. Hold Control and
click on empty space. Then click here, hold
Shif and then click here. Control and then click. Next, we want to draw the knobs. We can activate the lips tool. Click Android from this point, while holding Control and Shift. Use the arrow keys to
adjust the position. You can move the
circle to the right, while holding Control and
Shift again to duplicate it. Move the circle
to the left while holding Control and
Shift to duplicate it. Scale it up while
holding Control and shaft Press Control C and
Control V to duplicate it, and then scale the new circle while holding Control and Shift. To create the front load, we can duplicate the knob circle by moving it down,
we're holding control. And then scale it up, we're
holding Control and Shift. You can use the arrow keys to
align it to the reference, press Control C, then control
V, and then scale it down, we're holding Control
and Shift and then wreck this circle to the right while holding
down Control, activate the rounded
rectangle to login, and then create the
rectangle in its top part. Next, activate the pen tool. You want to create a word
surface inside the machine. I think we can do this better without the
snapping feature. Click here, click on
right here, and so on. Control and click to finish up. Et's create another
water surface. The process is similar. Just try to make the wave shape different from the first one. You can hold control while using the pen tool to activate
the note tool temporarily. After we have all the curves, we need to clean them
up, use the move tool, and then make sure all
the objects are selected. Activate the shape builder tool, while holding the al key, click on any of the segments
that we don't need. Be careful not to remove the segment
that we actually need. Okay. We won't be needing
the reference image anymore, so let's just delete it. One final touch, I
think I want to add a small circle inside the machine to make the
order look more dynamic. All right, to tidy
up the layers, we can select all the objects
by pressing Control A and then go to the vector menu and then choose merged curves. Now all the curves are
combined into a single layer.
77. 08-05 Laundry logo project part 2: In this video, we will continue
our laundry logo project. We created the washing
machine in last video. Now we can move on to
creating the clothing. I prefer to create this
shirt and the spans. Currently, the reference
image is too small. Let's unlock layer first
and then scale image up to about this size, we can lock the layer
again so we don't accidentally move it,
reduce the opacity. And let's hide the washing
machine layer for now. Okay? To start drawing, you can activate the pen tool. Make sure the stroke color uses the global red color
we said before. First, we need a center
reference. Click here. Shift and click down here, press V for the move tool, and move this line so it's perfectly at the center
of roof shot reference. Next, make sure you have the
snapping feature turned. Use the pen tool again.
Control click to this. Click here, then
here, and so on. Shift click. Then Shift click again at the center.
Control click. And then click here, here, then here on the top node. Next, we can click
here on the node, then here, and then
here on the node. If you are done,
you can press V, then move the center
line aside for now. We'll use this
leader for the pens. Press A for the node to
write this segment down. Make sure you end up with a horizontal curve
at the center node. Next, we can curve this
segment and then the segment. Well curve the bottom
segment leader, use the move tool and
slack all these curves, move it to the left while
holding Control and Shift. White click and then transform and choose
flip horizontal. Now, before we combine
the two parts, we need to remove
the center top line because this is a
continuous line. You need to use the node to select the bottom node
and then press the lad. Now we can go back to the
move to select the left part. Make sure the snap mode is on and then move these
curves to the right. We're holding the Shift
key until they snap. Next, select these two curves. Press A, select these two nodes, and then to join
the adjacent nodes, we can press the
join curves button. And let's just delete the node. Break the segment down to
curve it, and that's it. We have all the curves that
we need for the shirt. To tidy up the document, we can select all these curves. Go through vector menu and
then use merged curves. So now the short curves
are just a single layer. Next, we can move on
to drawing the pens. First, we position
the center line, so it is at the center of
the pens reference image. Activate the pen tool. Control and click first so we don't have the
center line selected. Now we can click here. Shift click. Click here. Then Shift click here and so on until we are back
at the center line. Control click to start
with the new curve. Click here, then shift
and click about here. Click up here and shift
and click down here. Next, click here. Then here, press A
for the node tool, and then direct this
segment to curved. Oh, sorry, guys, we should
drag this segment first. Okay. Then we drag this
node to the segment. We won't be needing the
center line anymore, so let's just delete it press A and then drag the
segment down a bit. Use the move tool and
select all these curves, dig the curves to the left while holding
Control and Shift, right click, transform,
flip horizontal. We need to delete
the center line, or we will have double
lines if we don't. Select all the left
curves again and then drag them all to the right to snap them to the right part. Finally, we can select
all these shapes, go to the vector menu, and then choose Merge Curves. Now we have all the curves
for the pens in a single ear. We won't be needing the
clothing reference image anymore, so let's
just delete it. To recap, up to this point, we have three layers, one for the washing
machine rowing, one for the shirt, and
less one for the pens. I think the pens
needs to be bigger. Let's turn off the
snapping for now. Essentially, we want
to make the pens have a rational size if
they are paired with the shirt. All right. After we have all the curves, we can start adding
field colors to them. We can start with
the washing machine. Use the flood fill tool. For now, we want to use the
smart refill mode so we can recolor the zones safely without having Affinity
recreate the shapes. For the main area
of the machine, we can use this color. Next, we can use the
darker version of color. Use it for this area
and also for this area. Pick the brighter version of the color for the
front load door. Then we can use the
dark blue color for the screen zone
and the inner zone. This blue color is for
water at the back. As for the brighter color, we can use this for water at
the front, for the knobs. I think I want to use the
brighter version again. We can use the darker version for the big dial. All right. P V for the move to now, before we continue,
let's double click onward global color and then change the color to
something dark almost black. Let's now focus on
a short drawing. Make sure the colors that belong to the short
drawing are selected. Use the flood fill
to log in with the smart refill more
active for the shot. I think I want to use
the orange color. As for the short color, you can use a brighter
version of the orange color. And for the inner short part, we can use the darker
version, okay? Use the mouth to to
select the pen curves. For the pens, we want to
use the bright green color. And that's it. We have finished giving colors to
all the drawing elements.
78. 08-06 Laundry logo project part 3: In this video, we will continue working on our
laundry logo project. Now, we want to add
shadow colors to the existing graphic
elements we created earlier. Let's start with the
washing machine. We can create a circle
using the lip stool. Click and Drag while
holding Shift, press V, and move
it to about here. To differentiate the shape
from the existing curves, we can change the color
to red or magenta. For example, hold control and then drag the
circle to duplicate it, scale the circle non uniformly. So it looks something like this. When you are done, you can
select all of the curves, activate the vector
flood fill pull. But make sure it is set to a
two top mode to play safe. Next, select the version
of the machine color. But then we make it even darker. Click here and then here, press V, then select all the
ellipses and then let them. I think you also need to
select the shape and then set the color to the same
color as the shadow area. Alright, the washing
machine is done. Next, we can work on the shirt. Let's activate the pen tool. Click here, then
here, and so on. Try to imagine where the shadow
will fall on this shirt. Press A, then wrote this
segment to curve it down. The segment also. And finally, the segment, press V, and then strike
all these curves. Use the flood field tool again, find the color of the shirt, and then make it darker. Click and drag here, so we have a single
shape as the result. Press V select the red shape and then later,
the short is done. Before working on the pens, I forgot to joint two shadow
shapes in the machine. Just use the ad bullion button to jointed two shapes all right. For the pens, you can
use the pen tool again. Click here. Then
here, Control, click. Click here. Then here,
Control, click again. Lastly, we can click here. Then here, then Control, click. Press A to activate
the Node tool, direct this segment to the
left. And then segment. If you are done, press V
and select all the shapes. Activate the throat
field tool again. Select the dark version
of the green color. Click here, and then
click and drag here, so the result is a single shape, press A and then slack and
delete all the red curves. Currently, we have the shade of shape and the shape separated. We can select both objects and then use the Ed Boolean
button to combine them. Next, I want to show
you a technique to quickly add variations to
the existing line width. In affinity, there is command to separate certain
segments from an object, but we can work around this limitation quite
easily to do this. First, we need to select
the curve object. Let's say that we want to make these three lines
smaller in width. You can go through
the vector menu and then separate curves. Please do not click
on anything else. In this condition, you need
to hold Shift and then keep clicking on the
curves we want to extrate which of
these three curves. After that, open the vector menu again and then
choose merge curves. Now, these curves are combined
again as a single object. Let's increase the
line thickness of the object to 1.5 points. We can keep the width of
the three curves the same, but we should merge
these curves into a single object using the
merge curves command. Okay. Next is the short. It is basically
the same process. Select the curve object, go to the vector menu, then separate curves hold shift, and keep clicking on
the curve that we want to separate Sorry, for the shirt, the border curve is actually already
a single object, so you don't need to
perform merged curves. Just set the line
width to 1.5 points. Next, we can select
these curves. And then perform the
merged curves command. All right. Finally, the
washing machine rowing, select the line object, then perform the
separate curve command, hold shift, and then keep clicking on the curves
if you want to separate After that, combine the
selected curves again using the merge course command and set the line width to 1.5 points. I don't think I want any
lines visible in these zones, so I prefer to just delete them. As for the rest of
the thinner lines, we can select them and then
perform D Merge cvs command, as you can see, simply
having two types of line width can make
the drawing look less generic and much
more interesting. Before we move on, I
think we should select all the circle shapes and a front loading door and then combine them all as
a single object. We can do the same
with the top panels. Combine these two shapes
using the at Bullion command. When you are done, select
all the objects belonging to the washing machine and then press Control G to group them. To do the same with
the shot drawing, press Control G to group them. Lastly, the pens drawing. At the end, you should have
only three group layers. One is the pens drawing, one for the shot drawing, and one for the washing
machine, right? Next, we need to arrange
the drawings and also add a semi circular
shape behind them. First, let's move the
washing machine here. Then rotate the pens, and then move them
to about here, rotate the shirt clockwise, and then move it to about here. Okay. Next, we need
to create a circle. For now, we don't
need any fill color. Let's just make stroke
color use the global color. Start from this point and then click Andra while holding
Control and Shift. To both the size, press V, and let's adjust
it again. All right. Next, press Control J to
duplicate the circle. We will need to duplicate leader as the path for
the tag line text. As for now, just make sure it is hidden so it
doesn't get in the way. You only need one of them visible next,
create a rectangle. We will use this
to cut the circle, select both of the shapes and then perform a subtract
volian eration. Okay? So this is
what we have so far. Next, we can make
the stroke wider. I think three points are enough. Set the field color to the dark purple color and then place the shape all
the way to the bottom. Finally, we want to add forms inside the circle
background object. We can start by
creating a circle. We don't need any
stroke for the shape. As for the field color, we can use the
bright water color, but we can tweak it to be even
brighter to almost white. Just make sure it is different from the washing machine color. Control androc the
circle to copy it. Make it smaller, control
and wreck again to copy it, and then duplicate the
circle to this area. Just repeat the process until you like how
the foam looks. To cover the bottom part, we can create a large rectangle. So like all the circles and rectangle and then perform
an ad boolean operation. Finally, drag the
layer so it is inside the half circle layer because the video is
already quite long, we will continue the project
in the next lesson video. I
79. 08-07 Laundry logo project part 4: In this video, we will finalize
our laundry logo project. This is what we have so far
from the previous lesson. Now, you want to add the main text or the brand
name at this location. Use the artistic text tool. And then type QuickleN with
one K letter and an I letter. Press escape, change the
phone to yellow tail. As a reminder, you can
download this phone for free from the Google Phone's
website or the text here. To make the text
closer to one another, you can hold out and
press left arrow key. Just find an arrangement
that you think is the best. You can resize the text again so it matches the width
of the upper logo. For a text color, I'll go with this light purple,
almost pink color. Now we need to create multiple stroke
elements on this text. The thing is with affinity, at least at the current version, when I'm recording the video, it doesn't allow us to add multiple strokes
to a text object. So the only way we can
add multiple strokes is to convert the text object
into ordinary curves. We can press Control Enter
or open a vector menu. And then just convert to curves. As a result, we have
each of the letters as editable curves all
contained inside a group layer. To combine these curves
into a single shape, we can select the group layer and then press the
ad Boolean icon. So we are left with
a single object. Now we can add multiple
strokes to the object. Let's start with
the first stroke. We want to use the same pink
color as the field color. Four width, I think four or
just three points are enough. Next, we can add the
second stroke element by clicking on this button. We can drag this
new stroke element, so it's behind the
field element. As for the stroke color, we can open Swatches panel and
then use the global color. Then click on With value
and make it quite thick. I think ten points are enough. After that, we cannot
just position again. Basically, I want to cover
this line at the bottom. I think this is enough. Now we can move it
to left or right. If needed, you can readjust the washing
machine position again. And also reposition the shirt. Okay. Now the reason
we add two strokes, one of which uses the same
color as the fill is to add with graphic inside
the text to create this. We can use the pen tool. For now, you only need to fill color without
any true color. As for the fill, you can use
the darker purple color. We can click here, then
click Androg here and so on. A until you have
something like this. Then we also need a wave shape
inside the eye letter dot. You can simply click here, then here, and then end it by
clicking on the first node. Hold Control to
activate the node tool, and then drag this segment down. Just twick the handle until
it covers the dot area. We can do the same
with the we dot. Click here, then here, then click again
on the first node, hold Control and click
drag the segment down. We can also drag this top
segment down to cove it. Let's also drag this
stop segment Okay. When you are done, you can
use the move tool to select all these purple wave shapes and then combine them all
using the Boolean button, wreck the shape, so it is
inside the text shape layer. The wave shape
needs to be higher. We can double click
to select the shape, activate the node pool, select one of the nodes, press control A to select
all the connected nodes, and then move them up, using the up arrow key. Now, I think the first stroke
is to take webset these two points and set the second
rock stroke to nine points. Next, we want to add shiny stars or clean
effects around the logo. For this, we can
use the star tool, but we set the points
value to only four. Set the field color
to pure white, and set the stroke to no color. Click and drag to create a star. We can direct the left
red node to curve out the center corners Move this
star here, rotate it a bit. Control and move it to
the right to copy it, rotate it the other
way and scale it down. Just repeat the process until we have around four or five stars. To make them random
or less uniform, I think we should move this
one closer to the center. All right. Before we move
on to adding the tag line, I want to make the tag lines
in drawing elements even thicker to quickly set a curve
object inside the group. You can double click on it, and let's change the
stroke width two points. Dub click on this line, change the stroke
width two points also. And finally, the B
click on this line and change the width two
points just as before. The last logo element
that we want to add is the tag line
around the logo. Previously, we hit
a circle shape. Now it is time to
use the circle, scale it up while
holding on control and shift for both the size, activate the artistic text tool, then click on the top or at
the outer area of the circle, not below or inside it. Currently, the text is too big. Let's first change
the phone type to Fredoca set the style to medium and set the
phone size to 11 points. We keep it small so
the text can fit in. We can just the size
reader if needed. Start typing in the text. For example, laundry
now or naked tomorrow. To center the text, we can use the center alignment and then wreck the green cursor
here android cursor here. On second thought, let's move these control nodes close
to the main text like SOL. Now we can make the text bigger. Control A, just like, scroll up the phone size value about 23 points
should be enough. As for the color, I believe the dark purple color
will look nice on a text. Okay. Notice that we now have this small
bright area on logo. To fix this, you can create a rectangular shape using
the dark global color. Or another way to fix this
issue is by using a mask. Basically, we can keep
a certain part of the background element
visible and high dress. For this, we can use the
pentol set the stroke width to zero and then create a shape where you want a
background shape to be visible. I Okay. Next, we need to dig the shape, so it acts as the mask for the
circular background layer. Let's make this panel taller so we can see the bottom
layer, all right. Remember to create a mask. You need to drag the shape into the thumbnail of the target
layer, not on its name. So again, drag here, not here, and here
is the result. Oh, sorry, guys, the mask shape is cutting the top
part of Glogo. You can fix this by clicking on the mask layer or
thumbnail and then use the node tool to dig the upper node until no area
is being clipped or cut. Finally, because you are
using a global color, if you think the global
color is too dark, you can double click on the
swatch and then make it a bit brighter or even change it to any
color that you want. I think I will go with
this purplish color. And h DullaO logo is done.
80. 08-08 Game title project part 1: In this project video, we'll create a game title from the words Zombie and boots. The font for the Zombie
text is Bubble B, and the font for the
bots text is tomorrow. As usual, you can download the fonts for free from
the Google Phones website. To start, we can create an AF
document in landscape mode. Next, to create the text. You can use the
artistic text tool, click AndragT body size, and then type in
Zombie press Escape, and then change the
phone type to Bo B. If you think the
gaps are too wide, you can hold the key and
then press left arrow key. Try not to make the
letters touch each other. Okay. Next, you want to add
a bit of prospective effect. For this, we can go
to the vector menu, then choose New group, and then choose quad. Move the top node to
the right slightly, and let's do the same
with the top right node. If you are done, you can press Control Enter to convert the
text into ordinary curves. They are all inside
the group layer. Make sure the group layer
is selected and then press the Ed Boolean button
so the curves are combined into a single
object. All right. For now, we can swap the colors. Currently, I am using only 0.2 points for the stroke width. Press Control J to
duplicate the object, strike the bottom one, move this down a bit, and
then scale it down. We're holding control and shift. To body size. Let's
move this down again. Basically, I am trying to avoid seeing holes inside
letter B holes. Next, we need to create lines to bridge the top and
bottom text shapes. For this to work properly, we need to use the
snapping feature. We don't need any page snapping. We only need the geometry snap and the visible
only snap settings. Activate the Pen tool. You can start from Z letter, click at this corner, and at this corner
on bottom text. Control and click, then
we can click here, click here, then Control click because this will be just
a repetitive process. I speed up the
video to save time. All right. Next, we can
select the up tex shape. We want to place this
on top of allers. You can do that
quickly by pressing, **** control, closing bracket. Let's swap the color and change
the field color to green. Okay. Sorry, you also
need a stroke color. Use the same green color first, but then we make it darker. Let's adjust the width so
we can see the stroe color. I think two points are enough. Place stroke not in the middle, but inside the shape a. Feel free to just stroke
color again if needed. If you are done,
we can select all of the objects by
pressing Control A. Sorry, I think we should first join all these
curves as a single object, so later we can easily
select or delete it. Select the first curve, which is the one just below
the green color text, called sheaf and then
click on bottom layer. Open a vector menu and then choose the
merge curve command. Now we only have two layers. Make sure both are selected. Activate the vector
flood field tool. Select the less dark green
color and make it even darker. Click right here, and
then click right here. As for the bottom, you can click Break all
these three zones. We will fix this spot leader. Click and drag these
three zones around the letter. Click ones here. Click, click. Click, click, click
and drag here. Click and Drag again. Click. Click drag these three
zones to remove the hole. Zoom in and try to click drag from the smooth
zone to the left. Click and Drag here, and
then click drag here. Click and break
these three zones. Click and Drag this side. Click, click Brek and
finally click and drag. Now that we have the fill areas, we can select the black
stroke object and then delete it. All right. Before we move on, let's fix several areas in
existing shapes. For example, we can
select this shape, A, select this node and
then just delete the node. Let's find other unwanted
shapes that we need to fix. Notice that there is a small
gap below the B letter. Again, we can fix this
using the node tool. We can move this node to the top and we also need to
move the handle like so. Okay, guys, I think we are
done for this lesson video. We'll continue the project
in the next video.
81. 08-09 Game title project part 2: In this video, we will
continue our project, which is creating a game title. This is what we have so far
from the previous lesson. Now we want to add shading effects using
gradient coloring. We will start with simple
two node gradient coloring, and then after that with more complex three to
four node gradients. Let's start with this shape. Use the field tool. I think we should turn off the
snapping feature so it doesn't get in the way. For the shape, we can click
andrag from left to right. Next, we can select the shape. On second thought,
let's first focus on other shapes that need
simple two node gradients. For example, we can click on this shape and then click
Andrag to the left. This should use a more
complex gradient. You can use a simple
gradient for the shape. Click and drag to the top,
slightly to the right. I think you can use a simple gradient
also with the shape. And also on the shape. Okay. Click on this shape, and then click
Androg to the left. Click on the shape, click Andro likes and we can do the
same with the bottom hole. Select the bottom shape, click Andro to the right We can also use a simple
gradient on each side. And also on the side, play around with
the nodes positions until you like how it looks. Select the shape and then click Andrag to the
bottom left part, and then just do the
same with the shape. Okay. I think all of the simple gradient
colorings are done. Next, we can start working
on more complex gradients. We can click on
this shape and then click Androg to create a
simple gradient first. We want to make
this area darker, just like the upper area. For this, we need to add
a new node at the center. For the new center node, we can pick a brighter
version of the green color. As for the bottom end node, we can pick a
darker green color. I think we should add another bright color
node in the center, so we have a total of four
nodes in each gradient. All right. For the bottom shape, you can start from
a two node gradient and repeat the process. But a faster way to
do this is by copying the existing gradient
from the previous shape. For this, we can
use move to first, and then select the
shape you want to copy, press Control C. Next, select the target shape, and then press Control Shift
V to paste only the style. If you forget the shortcut, you can always open
the edit menu, then paste and
then choose style. As you can see, the shortcut
for this command is Control Shift V. Now, sometimes affinity slings or skews the gradient
nodes. No worries. We can easily fix this by
moving the strengthen nodes. Let me move this here so
you can see it better. Basically, if you make it perpendicular to the main nodes, you will get the original
gradient control nodes. Okay? Just move the nodes around until the shading
effect looks believable. I think I'll go with this setup. Next, we can select the shape, press Control Shave V, or use the edit menu, and then the pace style
command again, just as before. Fix the skew control nodes. And then tweak the nodes
until the shading looks nice. Select the bottom shape, press Control Shave V
two pace the style, fix the skewing and then adjust the nodes positions
And that's it, I believe we are done with
the gradient coloring. Next, we want to add highlight
effects to the text, but before we do that, let's like all the layers that make up the shading colors. And then press Control
G to group them all. This way, we are left with just two man layers
in layer s panel. Okay? Now, we need to focus
only on the upper text layer. We can hide the
bottom layer for now. To create yellow highlight
effects on top of the text, we can first press Control
J to duplicate layer. Hide this layer for now. As for the bottom layer, we want to change the field
color to yellow. Okay. Now we can unhide
the top layer again. As a reminder, we now have two similar layers stacking
on top of each other. The bottom one is yellow, while the top one is green. We want to drag the green layer, so it is inside
the yellow layer. Just to show you again
what is going on here, you can see that the green text is now inside the yellow text. Okay? Next, by using
the down arrow key, we can notch or move the
green layer down a bit. For the inner green tags, we don't need any straw color, but we do need to add
gradient coloring to it. Use the fill tool. Click and drag from the bottom to the
top while holding Shift. Like so. Let's unhight the
bottom shading sheets. So this is what we have so far. Next, we need to add additional details to
the highlight areas. We can use the pen tool we will be needing only the field color without any stroke. Set the field color to solid color and then pick the existing
yellow highlight color. I don't think I will need
to change the yellow color, but to play it safe, you can create a global color
from this yellow color. That is, if later, you want to easily revise it, you can start by creating a
new document palette named the palette Zambiogo the yellow
color is already active, so we can just click on this add color as
global color icon. Next, we can create a
polygonal shape like this. Then another one here. And let's create
another shape here. Basically, I am trying to make the highlights look better
by adding more shapes on top of the existing rowing because the process
is repetitive, I am speeding up the video. As you can see, I am just using polygons or sharp
nodes in this process. You can create better shapes
with smooth segments if you want to Now, when you are zooming in, you may get annoyed
by this pixel grid. You can turn it off by
going to the video menu, then show, and then
choosing pixel grid. Again, because the
process is repetitive, I'll speed up the
video to save time. After you have all the shapes, feel free to tweak them
again as you see fit. I'll just skip the video. As I am sure, you already
understand the process. After you are done,
you can select all the yellow highlight
shapes and then combine them all using
the Ed Willian command. A
82. 08-10 Game title project part 3: In this video, we will continue
our game title project. This is what we have so far
from the previous lesson. Now, we are going to add green dots all over
the zombie text. For this, we will need
to use the Ellipse tool. We won't be needing
the stroke color, but we will need a fill color. We can set it to the dark green color that we used before. Create one single ellipse here. And then we holding control, we can copy this ellipse. Just repeat the process until we have multiple ellipses
across the text. Try to randomize the ellipses
so they look natural. To make them look even more
organic or less generic, you can rotate and
stretch or squash them. Just repeat this process
for all of the ellipses. I'll speed up the
video to save time. Okay. After that, we
can select all of Phillip's layers and then combine them all using
the ad Willian button. We can reduce the opacity
just a little bit. And then we want to clip or move this layer so it is inside
the top text layer. If you want to edit some
of ellips placements, you need to do this using the node tool for the Block leak to select
the ellipsis object, and then select
one of the nodes, Control A, and then move them to any
location that you want. I think we need to lower
the opacity again to around 60 or 70%. All right. Next, we want to
add the bots text. Use the Artistic text tool, click and write like so. Then type boots. Let's Escape, and then change
the phone type to tomorrow. Change the style to both
or perhaps extra bold. Before we edit the gap, let's first add a
gray field color. For the stroke color, we can also set it to
gray but much darker. Next, we can increase the stroke with value and set
the corner type to mi dr Now, we can edit the tracking
or the kerning, press V, then hold out and press, arrow key to add more gaps. As you can see, the gap
is not that uniform. You can double click to place the text cursor here, press out, and then left arrow
to move the text, place the text cursor here, and then hold and press, left arrow again
to reduce the gap. Okay. Next, we want to add yet another stroke
outside the existing stroke. If you remember in this
version of affinity, we cannot add multiple
strokes to a text object. Basically, we need to convert this text into an
ordinary curve object. For this, we can
press Control Enter. As usual, affinity creates all letter shapes
inside the group. You can then select
the group object and press the add Bolan button. Now we can add more
strokes to the object, place the new stroke
at the bottom. Set stroke color to
yellow, almost orange. And then you can set the
stroke with value quite high. Let's make the corner of shop I think about
5.6 should do it. After that, we can place
it in front slightly below the zombie text. All right. Before we move on
to the next step, I think we should add a
dark background color now. Use the rectangle tool. Click and drag to body size. We don't need any extra
color for this background, and then choose a dark
bluish color almost black. Place this layer at the bottom, and then lock the layer. Sorry, guys, I think we need to make the
background darker. You can double click here if you need a larger color picker. Okay, we can now lock
the layer again. First, we can use the fill
tool and then click and write downward while holding
Shift to create a straight gradient
color on both stacks. Next, we want to add
a reflection effect. For this, we can
click here to create a new gradient node and then change the nodes color
to something bright. We can make it light sine color. And then we can add
yet another node here and make the color
for this node darker. Move this node up almost
touching the next upper node. Just play around with
the nodes positions. Essentially, I want to make it look like a reflection
of the horizon. And for the bottom node, I think I want to
make it brighter. All right. Next, we need to create another gradient
coloring, but Oatic stroke. For this, first, we need to
select the stroke element. Sorry. Make sure the
object is selected, then select this stroke element, activate the field tool. Before we do anything, make sure the content type
is set to stroke. Click andro or holding
shift from top to bottom. For the upper node, you need to use a
very bright color. The brightness should surpass the bright color
in the field area. We can make it almost white. As for the bottom node, we can make it darker than
the bottom fill color. Okay. Next, we can draw custom shapes to strengthen the highlight of the
specular colors. For this, we can
use the pen tool. We will only need
the fill color. We can set stroke width to zero, just to play it safe and then set the field
color to white. You can click here, here, then here and here. Control click to finish up. Just do the same with
the other letters. I'm speeding up the
video to save time. Now, we want to add
the opposite effects. We want to strengthen
the shudo area. We can use the pen tool again, but now we use a black color. We need to reduce the opacity. We can input the value if
we use the color of spanel. Let's set this to 40%. We can click here, here, then here and here, and back to the first node. I'm splitting up the video again as the process is
basically identical. All right. Next, I think I
want to add highlight colors also on surfaces that are less bright than
the top surfaces. You can use white
again for the color. But you set the opacity
value to only 30%, create a shape on the surface. Next, on the surface, and so on, the process should be identical, so I'm speeding up
the video again. And this is what we have so far.
83. 08-11 Game title project part 4: In this video, we will finalize
our game title project. Previously, we added highlights and shadow color effects
to the bots text. I still think that
the bots text needs more specular effects to
define some of its edges. For this, we can use
the pen tool again, set the color to white. Make sure the opacity is
set all the way to 100%. For example, we can
create a white, sharp edge on this area. Like so, we can also create one on the left
side of the letter. Then another one on the
right side of the letter. And finally, create
another one on the letter. I think these are enough. Before we move on
to the next step, we currently have
so many layers. We can selack all the shape with the same fill color and then combine them using the
Ed Boolean command. We can combine these
back transparent layers. And finally, we can combine all these
white colored layers. Now, we only have one, two, and three layers
for the effects. We can select the three
layers and then group them. So at the end, we are left with just a single layer to control
the effects feasibility. Next, we will add both or screw elements
around boots text. We can start with
the Ellipse tool, click and ack while
holding Shift. Use the field tool and
then click and Rack like saw change the gradient
type to radial. Then for the top node color, we can dig this bright color. And for the bottom node color, we can pick this dark color. Now I want to make the specular highlight
on both shape sharper. We can do this by first
creating two additional nodes. Make them close to one another, then select this node
and then make it darker. Okay. Next, we want to add a bit of shadow
area around the bolt. You can do this by adding a black stroke color and
then make the stroke wider. Sorry, I forgot to
select the bolt object, make sure it is selected, set the stroke color to black, and then try to
increase the width. I think one point is more than enough because the bolt
object is very small. Set the stroke
placement to be in the middle and place the stroke
beneath the fill element. I think the size is
already correct. We just need to make the
stroke color less opaque. I think 20% is enough. Next, you can use the move tool to reposition
the bolt object. Hold control and then move
this down holding sheaf, then hold control and
move duplicate here, and then duplicate another
one here and so on. This will be a
repetitive process, so I'll speed up the video. Alright. To tidy up layers, we can select all
the both layers and then group them all
into a single group layer. And so this is what
we have so far. Next, we want to create green melting glue
from zombie text. For Ruffles phase, we
can create ellipses, set the field color
to solid color, and then pick the existing
green color in a zombie text. But let's make it brighter. We won't be needing any stroke, so let's just zero this out. We can place an ellipse here, then here, and so on. Remember, this is the first
phase of the process. We will connect these ellipses later so they look like
a continuous liquid. Just try to place these ellipses according to how you want to form the liquid. Okay. Next, to
connect the ellipses, we can use the fan tool. For now, we won't be
needing any stroke element. We'll just need to feel color. Also, the snapping feature should be helpful
in this process. We can start from here and
then click and drag here. Essentially, to make the
final surface look seamless, we need to drag the
handles so that they align with the cur
feature of the ellipse. Another example, you can click and drag
like this and then click and drag in
its direction to match the curvature of iv shape. Click here and just
repeat the process. I am speeding up the video asst of the process is
practically identical. Feel free to edit the ships with the node tool if you are
still not satisfied with the first drawing
we created using the Pen tool. All right. When you are done,
you can select all the green shapes and then combine them all using
the Bullion command. Press control shave,
open bracket, to move it to the bottom. Now it is hidden behind
the background layer. Press control closing bracket
to move it up one level. The last step of
organ title project is to add a black outline
around the title. First, try to find the layers
that hold the text element. They are inside
these three layers. Select these layers and then press Control J to
duplicate layers. Let's move this on top for now. We can directly combine these two zombie text layers
using the Ed Bullen button. But for the boots text, you cannot do that directly. Just to prove this, if I use the Ed Bolean
command directly, you can see how the
stroke elements are discarded by affinity. Let me undo this. Basically,
if you have stroke elements and you want to add those strokes in Bollan process, you need to first convert the strokes to fills to do this. You can open the
vector menu and then choose expense stroke
as you can see, the strokes are converted into
fills in separate layers. Now we can select all these
layers and then press the eight boolean button to combine them all into
a single object. Okay. You can change
the field color to black and also set the
stroke color to black, set stroke type to mire, and I think we can leave
the rest as they are. Move layer, so it
is at the bottom, but above the background layer. Now we can increase
the width value I want to make this whole
fully covered or in by color. 8.9 should do it. If you like how the title looks, then you can consider
this project done. Personally, I am not a fan of
this sharp bump at the top. If you want to fix this, you need to perform the
Band stroke command again. As before, affinity creates additional layers to contain
the converted field area. You can select both
layers and then combine them using
the Adblean command. Now you can press A
for the node tool, select this node, and
then move it down. You can edit other
areas if you want to. As a final touch, let's add a bit of gradient shading
to the go element. For this, we can activate
the field to click and drag from the bottom
up while holding Shift, and that's it. AHdilla, our game
title project is done.