Convert Images Into Illustrations in Inkscape: Use Trace Bitmap Like a Pro | Brandon Grant | Skillshare
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Convert Images Into Illustrations in Inkscape: Use Trace Bitmap Like a Pro

teacher avatar Brandon Grant, Game Developer and Graphic Designer

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Class Introduction

      0:52

    • 2.

      Class Project

      0:52

    • 3.

      Trace Bitmap: Single Scan Tab

      5:51

    • 4.

      Trace Bitmap: Multicolor Tab

      4:18

    • 5.

      Trace Bitmap: Pixel Art Tab

      2:15

    • 6.

      Sample Project: Sport Logo

      8:10

    • 7.

      Sample Project: Paint Splatter Illustration

      4:57

    • 8.

      Conclusion

      0:20

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About This Class

Demystify Inkscape's Trace Bitmap feature and learn how to use it to turn images into beautiful illustrations!

The Trace Bitmap Dialog in Inkscape is an incredibly useful and versatile feature, but it can seem quite overwhelming and challenging when you first start to use it. In this class, I'll teach you the ins and outs of Trace Bitmap, and we'll take a look at a number of ways in which we can apply it to our work, by using it on various images to create some real-world projects together.

For this class, I recommend that you have some knowledge of Inkscape, as we'll be using a few basic tools, like the shape tools and the Bezier Pen Tool, which I won't be explaining during the class. If you're completely new to Inkscape, I have several courses on Skillshare in which I explain, in detail, everything that Inkscape has to offer. You can find these courses in my profile.

See you in the first lesson!

Meet Your Teacher

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Brandon Grant

Game Developer and Graphic Designer

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Design Graphic Design
Level: Intermediate

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Transcripts

1. Class Introduction: If you love using Inkscape and you want to learn how to use it to convert images into amazing works of art. And this is the class for you. We'll do this using the incredibly useful Trace Bitmap feature. We'll begin with all the unnecessary technical stuff, learning how a Trace Bitmap works, and what we can do with it. After that, we'll learn how we can apply Trace Bitmap to our work in several different ways by creating two sample projects. My name is Brandon and I'm a graphic designer and video game developer based in the USA. Throughout my career, Inkscape has been the cornerstone of my work and through my videos and courses, have been teaching everything I know about Inkscape to thousands of students have all levels. This class is for anyone with at least a basic knowledge of Inkscape who wants to take their skills to the next level. If that sounds like you, then I'll see you in class. 2. Class Project: Second half of this class, we'll be creating two sample projects together. For each project, we'll be using several images. Now provided a zip file containing all of the images as a downloadable resource in case you would like to use the same ones to follow along. However, I encourage you to also try out everything with a different images. And for your class project, you can either complete one or both of the sample projects while perhaps using different images, shapes, and, or colors. Or you can create your own entirely unique illustration using what we learned throughout the class. As for where to find images, I typically use either pixabay.com or pexels.com. The images at both of these websites are completely free to use for personal or commercial purposes and don't require any kind of attribution. So you don't have to worry about running into any copyright issues if you use them in your work. When you're finished with your project, don't forget to submit it because I would love to see what you come up with. 3. Trace Bitmap: Single Scan Tab: In order to use Trace Bitmap, we need to have an image imported into our document. For demonstration, I'll be using this image of a dog on a beach. He could find this image in the downloadable resources in case you would like to use it to follow along. But of course you can use a different image if you'd like. Okay, so we next need to open the Trace Bitmap dialogue. To do this, we can either select the image, then go up to the path menu and choose Trace Bitmap. Or we can right-click the image and choose Trace Bitmap in here. We now have the Trace Bitmap dialogue open here on the right. At the top of the dialogue, we have three tabs, single scan, multi-color, and pixel art. In this section we'll cover the single scan tab. Alright, so in the single scan tab, we first have a detection mode setting. The detection mode tells Inkscape how to go about converting the selected image into vector paths. E.g. the default detection mode brightness cut off. He texts areas of the image that are darker than the value of this threshold setting and creates a path that encloses those areas. We can see a preview of what the path will look like down here. If you don't see a preview, first, make sure you have the image selected. Then either check live updates, which will automatically update the preview whenever we change any of the settings, where could the update Preview button here to manually update the preview. Okay, so in the preview here, everything in black will be included in the path. And as we can see that the brightness cut-off mode, the darker part of the image is, the more likely it will be included in the path and the more detail we have, right? And to create the path being click the Apply button down here. After a short delay, it creates the path on top of the image. As we can see, a basically removed all of the brightest parts of the image, like the sky and the white parts of the dog, and left us with just the darkest parts, like the black parts of the dog, the dog's shadow, and the dark parts of the ground. We can also see that this is all a single path, which is actually the case for all convergence that we do in this single scan tab. If we look down here in the status bar, we can see that the path consists of quite a lot of nodes. If you want to remove some of the nodes, it can go up to the path menu and choose simplify. This reduces the number of nodes quite a bit, but it also reduces the quality of the path. Alright, if we delete this path and select the image again, we can check out some of the other settings we have in here. First, by changing the threshold value, we can change how much of the image gets included in the path. Next, we check Invert image here, it will remove the darkest parts of the image, leaving us with just the brightest parts. We next have these three settings on our details. With the speckles, we can ignore small spots up to a particular size and the image with smooth corners, we can smooth out any sharp corners at the image might have and will optimize. It will try to optimize the path by joining together adjacent Bezier curves segments in the path. I find that changing these settings doesn't really resort in any noticeable differences. So I usually just leave them on the defaults. Finally, we have User assisted trace. With this, we can draw a path over just the part of the image that we want to vectorize. And it will attempt to cut out everything else in the image. E.g. I. Can first go to the pencil and draw a rough path around the dog. The path actually needs a fill color in order for this to work properly. So I just choose a random one down here. Now if I go to the Select tool and select both the image and the path, then check User assisted trace and give it a few seconds. We can now see it cuts out pretty much everything but the dog. I can click Apply. Then delete this path I created. Now I have a tracing of just the dog, right? I'll delete this path, select the image again and uncheck User assisted trace I. Now let's take a look at the other detection modes. First, edge detection attempts to create a tracing of just the edges of the objects in the image. We can use the edge threshold setting to change the amount of detail in the tracing. This could be useful for converting simple images into pages for a coloring book, e.g. next, color quantisation uses color changes in the image to determine how to do the tracing, changing the colors setting here to give us quite different results. The next detection mode is auto trace. This one doesn't show us a preview. The click Apply to see what it does. This tends to give us similar results, that brightness cut-off mode, except that gives the path a fill color using a dominant color from the image. With this mode, we have two settings. We can change filter iterations and error threshold. However, in my experience, changing them doesn't seem to have a noticeable difference. Finally, we have central line tracing. This one also doesn't give us a preview. Swiftly click Apply. With complicated images like this, the result of central line tracing tends to be pretty weird and in my opinion pretty useless. However, what this mode works well with as line art images, e.g. if I use it on this line drawing image of an elephant and does a pretty good job at converting the lines into a path. It also gives the path the stroke color instead of a fill color, unlike the other modes. Okay, I'll go back to the dog image and in the next section, we'll take a look at the multicolored tab. 4. Trace Bitmap: Multicolor Tab: With the multicolored tab, we can get results that are much more closely match the original image. Then we can get with a single scan tab. This is because the options and the multicolored tab will perform multiple scans of the image, creating a separate path for each scan and placing all of the paths into our group. The number of paths it creates is whatever value we choose for the skin setting here, with a default value of eight, the tracing will be a group consisting of eight paths. Like with a single scan, we have several detection modes to choose from. The default mode brightness steps separates the image into different levels of brightness and creates a path for each level as big as see in the preview, even with the default of eight scans, it gives us a pretty detailed result. When we click the Apply button, we'll have to wait a bit longer than we did with single scan, since it's performing multiple scans of the image. Here's the tracing. As we can see in the status bar. This is a group of eight paths. We could double-click the group to enter into it and access the individual paths. With the brightness steps mode, we have paths that are varying shades of gray. If we change the scan setting, we can increase or decrease the number of paths and thus the amount of detail and the tracing. The higher we go, the longer it will take to perform the tracing. Under the scan setting, we have these three checkboxes which like smooth, it will apply a Gaussian blur to the image before tracing, which will give us a slightly smoother looking resort. With stack. It says it will stack the scans on top of one another instead of tiling. Then this is basically just an attempt to fill in any gaps in the tracing, producing a resort with fewer transparent areas. If you do the tracing again without stack checked, we can see that the resort has quite a few areas that are partially transparent. And if we do a tracing with stack checked, there are fewer transparent areas. It also tends to look cleaner. Finally, remove background here, removes the bottom-most path from the group after the tracing. This is usually the brightest part of the image. So this setting is mainly useful for removing the background of an image that has a white background. Next, we have the same three details settings that we had for the single scan tab, which again, don't really have a noticeable effect on the resort. And we can also use User assisted tracing, the multi-color tab. So e.g. I. Can draw a path around the dog. The path that fill color. It's like both the image and the path. And check User assisted trace. And it will give me a tracing of just the dog. Okay, so that's the brightness steps mood. The next move we have is colors. With this one, we can actually get some of the colors from the image and the tracing. Next we have agrees. This is similar to brightness steps, except it tends to give a higher-quality resort. For comparison. Here's the result with grays, and here's the result with the brightness steps. Finally, we have auto trace. This one doesn't give us a preview, so we have to click apply. However, this mode can be extremely slow and will often cause Inkscape. You freeze up unless we use it only on very small images. I also find that it gives me weird resorts. So I normally just avoided altogether. He does it for the multicolored tab. So next we'll take a look at the final tab, pixel art. 5. Trace Bitmap: Pixel Art Tab: With a pixel art tab, we can factorize pixel art or other small images. I say small because we will use this tab to do a tracing. It will create one path for each pixel in the image, then group all of the paths together. This means that even tracing is a relatively small images can consist of thousands of pads. And the more paths required, the longer it will take to produce the tracing. For demonstration purposes, I'll be using this pixel art image of a light bulb. This image is pretty small at only 100 pixels wide by 64 pixels high. This means that in total, the image has 6,400 pixels. So when I vectorize it, the result will consist of 6,400 paths. Let's go ahead and click Apply to see what we get. If we zoom in, I can see all the little square paths that make up the tracing. We can see in the status bar that has a group consisting of 6,400 objects. We enter into the group, we can access the individual squares. Okay, so let's take a look at the settings we have in the pixel art tab. First, we have a bunch of heuristics settings that we can change. I've tried different values for all of these on a number of different images and as far as I can, so they don't have any noticeable effect on the resort. They might be used for, for more detailed images. But then we run into the problem and the image possibly being too large, which can cause Inkscape to freeze up. In any case, I encourage you to try these out on different images and see what kinds of resource you can get with them. Alright, And finally, we have two options under outputs. Voronoi is the default output option, and it's what gives us the resort consisting of separate paths for every single pixel we changed to be splines. It will combine all adjacent pads that had the same color. For images like this, made up of only a few different colors. Using these plants can give us a resort with much fewer paths. As we can see, the group now only consist of 534 objects. Case that's how we use the Trace Bitmap dialogue. And the next couple of sections, we'll see how we can actually implement it in real-world projects and create some pretty cool looking illustrations. See you there. 6. Sample Project: Sport Logo: For this sample project or create a sport logo. In particular, I'll be using this image of a skateboarder to create a logo for a skateboard club. The main thing we're looking for in the image is that the part of the image that we want to keep stands out pretty well because there's plenty of contrast between the skateboarder in this image and the almost white sky. He'll be pretty easy to cut out. Alright, so I have the image selected and then the Trace Bitmap dialogue and back on the single scan SAB using the default detection mode of brightness cutoff with the default settings, the result looks okay, but I want to try to get as much of the skateboarder and the tracing as possible without getting too much of the background. To do this, I'll start increasing the threshold setting and I'm not going to worry about the detail of the skateboarder because I'm actually going to make him a fully solid color in a bit. Okay. It looks like 0.95 is about as high as I can go before everything starts to mix together. It's now I'll click Apply to get the tracing. I won't be needing the image anymore, so I'll go ahead and delete it. Okay, What we want to do next is removed everything in this path except the object that we want to keep. To do this, we can first go to the pen tool and create a path roughly around the object. So I'll draw one around the skateboarder. Then we can go to the Select tool and select both paths. Then go up to the path menu and choose intersection. Okay, next we want to fill in and most of the empty areas in the path. In my case, I want to fill in everything except for the part between his arms and legs here. To do this, first go to Path break apart. This gives me one big path with all the empty parts filled in. And it also gives me a bunch of smaller pads where all of the empty part used to be. So what I want to do now is take this path where the empty area between his arms and legs used to be, and cut it out of the main path by de-select everything, I guess like just the main path and change its color. Now if I send it below all the other paths, by clicking the lower selection to bottom button, I can see all of the smaller paths or dislike this path right here. Hold shift and select the main path and go to path difference. I get this like all the remaining paths and turn them into a single path by going to path Union. Right now if we zoom in some, it might have a few artifacts hanging out around the outside of the path. To get rid of these, we can go to the Node tool and select all of the extra nodes and delete them. All right, we can set this aside for now. Let's work on the rest of the logo. First, let's go to the circles and ellipses tool while holding down the control key. That's quite a large circle here. And I'll make it red for the moment. Next week I'll put the brand name at the top of the logo and make it follow along the same curve as the circle. To do this as first use the text tool to create a text object. I'm going to type the word shreds and all caps. For the font. I'll go with something that has nice thick letters, like chunk 51. More thing we want to do up here is change the alignment to center. This will make it easier to get the texts perfectly centered in the logo. Alright, now we can go to the Select tool as skeletal attacks while holding control to maintain the width to height ratio. Alright, so to curve the text near the top of this circle, Let's first duplicate the circle by right-clicking it and choosing Duplicate. Let's make the duplicate a different color. Let's shrink it down while holding Shift and control to keep it circular and centered. Can always hold Shift and select the text, then go up to the text menu and choose put on path. Now we can select just the small circle and rotate it while holding control until the Texas Central at the top. I'm also going to scale the circle down a bit more or holding Shift and Control. Alright, and at the moment, the letters and the texts are a bit too close together to space them out. I'll select the texts objects, go to the text tool, click the spacing button up here and increase the spacing between letters value. Does it work? Can always cut the text out of the larger circle. To do this, we first need to turn the texts object into a path by going to path, object to path. This gives us a group of paths which we need to ungroup by going to Object Ungroup. Now we can turn the paths into a single path by going to path union. Then we can hold Shift and select the big circle and go to path difference. We can go ahead and delete the smaller circle. Now. Right? Now we can grab the tracing over here and bring it to the top and clicking the race selection to top Biden can we can position it where we want it on the logo. Like we did with the texts. Let's cut the path out of the circle by selecting both objects, going to path difference. Next, just to make it clear that this is a logo for a skateboard club, I'll create another text object with the word skateboard club on two separate lines. For the font, I'll go to something that contrasts nicely with chunk five, like Verdana. Now similar to change the alignment to center. Right? Now our scale up the text and put it at the bottom of the logo. I want this to be vertically aligned and the logo. So I select the text object and the path, hoping that the align distribute dialogue, Equity Center on vertical axis button. A couple of more things I want to do to the texts is add some spacing between the letters and add some spacing between the baselines. So select just the text object and go to the Text Tool. Now increase the spacing between the baselines here. Then I'll drop down the spacing box and add some spacing between the letters. Alright, and to cut the text out of the logo. First turn it into a path. Then ungroup the paths, union them together. Select everything, go to path difference. Another great use of Trace Bitmap is for adding texture to our drawing. To demonstrate this, I'll use this concrete wall image to give my logo or grungy look. First with the image selected, I'll head back over to the Trace Bitmap dialogue. Bring the threshold down to around 0.4. Then click apply our resize this path to fit the logo. To cut away all the extra parts of the path, I'm going to duplicate the logo pad, hold Shift and select the texture path and go to Path intersection. Next omega texture path of light gray. Then I'll go over to the fill and stroke dialogue. And at the bottom, I'll change the blend mode to overlay. It can't really see this on pure red. But if we change the color of the logo, we can see that the texture path of text, the color of the parts of the logo underneath it. Using different shades of gray for the texture path will give us different results. Okay, and that's it for the sport Logo. See you in the next section. 7. Sample Project: Paint Splatter Illustration: For this sample project, will use an image of a flower along with a few ink splatter images to create a paint splatter illustration. To start, let's go ahead and create a rectangle to represent the background of the illustration. Just make mine white for now. Can always grab the flower image, head over to the Trace Bitmap dialogue. This time we want to go to the multicolored tab and choose colors for the detection mode so that we can get some of the colors in our tracing. If we take a look at the preview, are currently only getting a few of the colors in the tracing. To get more of the colors, again, increase the number of scans. 13 looks pretty good. Let's go ahead and turn on Smooth and stack to make the quality a bit better. We also want to cut out the background, leaving us with just the flower. You can use the User assisted trace option for this. So first let's go to the pen tool and draw a path roughly around the flower. Let's give it a fill color. Select both the path and the image. Check User assisted trace. Right now Let's click Apply. Okay, So sometimes users as a trace will replace the background with a white path. So what we can do is we can first undo the tracing, select both the image and the path again, and check remove background here. Now if we click Apply, it will remove the white background path for us. Alright, we can delete this extra path now as well as the image. Now if we zoom in on the flower tracing, we currently have a darkish border around it. To help the flour blend in with the splatters later, we can hide the border to do this as first duplicate the tracing. As we learned earlier, the tracings we get with a multi-colored tab or groups at pads. So let's go ahead and ungroup the duplicate by going to Object Ungroup. Now let's turn these paths into a single path by going to path union. Now we want to insert this path a bit and use it to clip the tracing underneath. First, let's make the path of different colors so we'll be able to see it better. Go to Path inset. Let's do it a few more times. Alright, and we also want to fill in all the empty areas in the path to do this week. First go-to path break apart, then path union. Okay, now we can use the path to clip the group by selecting them both. Then going to object, clip, clip. Now the border is mostly gone. Right Now let's go ahead and raise it to the top and put it on the background. Now let's work on the splitters. These are going to be pretty easy to vectorize because they have transparent backgrounds. So let's grab the first one. And this time we want to be on a single scan tab with the brightness cut-off mode chosen. We can adjust the threshold if necessary, but I think it already looks pretty good. So I'll click Apply. Alright, I'll move my path up here and delete the image. We can bring the path to the top, move it onto the flower, lower it one step to put it below the flower. Now we can adjust it however we want. For the color. I'll go to the color picker tool and choose this peak here on the flower. Now we can do the same for the remaining splatter images. Okay, now we can grab everything but the background rectangle. Let's group it all together by right-clicking and choosing group. Alright, now we can duplicate the background rectangle. Hold Shift and select the group and go to Object, clip Sutcliffe. Finally, I'll grab the background rectangle and make it a lighter shade of this tan color and the flower. That should do it for this sample project and this class. So I'll see you in the conclusion. 8. Conclusion: Congratulations on completing this class and learning how to use Inkscape. So Trace Bitmap feature to convert images into illustrations. I use Trace Bitmap quite often in my work, and I hope this class inspires you to do the same. I also hope you enjoyed the class and if you have any questions or suggestions, please let me know. Thank you very much for joining me. I hope to see you again soon.