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Production Graphics

Production Graphics

Working solutions for the graphics professional

Interview: Stephen Johnson on Digital Photography
A master photographer and teacher since 1977, Stephen Johnson is widely recognized as a pioneer of digital photography. You'll learn about the versatility of digital photography, the equipment he uses and the main reasons for choosing the digital approach when creating images. By Nathan Segal. 1101
Best Practices for Accessible Flash Design: Part 2
This week we look at methods for controlling the reading order using off stage content, screen reader detection, keyboard access, how to avoid empty hit areas, control over audio playback and more. By Bob Regan. 0807
Best Practices for Accessible Flash Design: Part 1
In this section you'll learn about accessibility challenges in Flash. Included is a sampling of use cases to help designers create effective strategies for people with disabilities. By Bob Regan. 0731
The Creative Process of Photography
This week you'll learn about the creative process from the artist's perspective. Broken into three parts, you'll learn how to stay creatively alive, how the images were shot, manipulated, prepared for printing, and more. By O'Reilly Media Inc. 0606
Masking with Channels in Photoshop
Masking is one of the most important aspects of working with Photoshop and often the most difficult. These week you'll learn how to create effective masks for tree branches and fur, how to make the most of blending modes and more. By O'Reilly Media, Inc. 0410
The Benefits of Building a Web Site
If you're thinking about building a Web site from scratch, you need a combination of creativity, a good eye, a well-thought-out plan and a purpose. This week, you'll learn about what goes into building a great site. By Wiley. 0403
Stock Photography for Web Developers: Part 10
This week is the last article in this series which features an abbreviated glossary of terms, information on stock photography pricing software, image editing applications, resource materials and Web sites. By Nathan Segal. 0330
How to Use Bridge and Version Cue: Part 2
This week we look at the PDF review process, file naming in Version Cue, adding and viewing metadata in Photoshop, Illustrator, InDesign, Acrobat, GoLive, Bridge and more. By O'Reilly. 0327
How to Use Bridge and Version Cue: Part 1
Just when you thought you knew everything about Creative Suite, Adobe has given you more to work with - and the ability to connect all your Creative Suite 2 applications via the new Bridge and manage your files with Version Cue CS2. By O'Reilly. 0320
Stock Photography for Web Developers: Part 9
This week we�re going to take a brief look at the photographic and design techniques necessary to create your own stock images. By Nathan Segal. 0224
Stock Photography for Web Developers: Part 8
This week we look at methods of using stock photography for web layouts, more image compression options, how many images to use on a page, image slicing and more. By Nathan Segal. 0113
Stock Photography for Web Developers: Part 7
In this issue we look at the state of the stock photography industry in 1995 and what it took to become involved, including software and hardware. To conclude, we look at royalty splits, then and now. By Nathan Segal. 1229
Stock Photography for Web Developers: Part 6
This week we continue our exploration of computers and how they've changed the stock photography landscape. We'll look at concept photography, the power of variations and creating libraries of masked images. In conclusion we take a quick look at the three main file types for the web and how to use them. By Nathan Segal. 1219
Stock Photography for Web Developers: Part 5
This week we continue our exploration of computers and how they've affected the stock photography industry. Topics covered are using stock photography in layouts, why you should use a drawing tablet, image editors, plug-ins and more. By Nathan Segal. 1130
Stock Photography for Web Developers: Part 4
This week we look at computers and how they've affected the stock photography industry. Some of the topics we'll look at are how to prevent the illegal use of digital files, problems with marketing digital images, implications for photographers and more. By Nathan Segal. 1118
Stock Photography for Web Developers: Part 3
In this issue we explore other ways of obtaining images and the realm of Copyright. Some of the issues covered are public domain photographs, Copyright protection issues and misconceptions, Copyright on the Web, how to enforce Copyright and more. By Nathan Segal. 1028
Stock Photography for Web Developers: Part 2
This week we're going to look at the different types of stock photography and what licenses are available. Generally, the most common terms that people are familiar with are rights protected and royalty free imagery, though there are other options which we'll examine here. By Nathan Segal. 1014
Stock Photography for Web Developers: Part 1
This week marks the beginning of an ongoing series on stock photography. In this and subsequent articles, we'll have a look at the stock photography industry, how it works, what images cost, copyright issues and how all of this benefits you as a Web developer. By Nathan Segal. 0923
Book Review: Classroom in a Book. Adobe Creative Suite 2
A collection of specific articles showing you how to get the most out of Photoshop and the devices that work in conjunction with it. Here, you'll find articles on such topics as buyer's guides, monitor calibration, graphics file formats, compression, scanning issues, white balancing and much more.
The World of Texture
This article revisits a previous one by Dmitry Kirsanov. The article has been updated with new information and links to current (and past) examples. May 6, 2005
The Game Artist's Guide to Maya, Part 3
In our final section, we have a look at the process of UV mapping the head of the character and applying materials to the model. You'll also learn about applying a texture to a material, 3D painting tools, vertex coloring and texture painting tips. January 17, 2005
The Game Artist's Guide to Maya, Part 2
This week, we look at UV Mapping of the body and Armor. A section on UV Layout Tips is also provided, about Sharing UVs, UV Area Size Applicable to Model Size, Mipmapping and Texture Usage in Gameplay. This is a book excerpt from Michael McKinley's "The Game Artist's Guide to Maya", published by Sybex.
The Game Artist's Guide to Maya, Part 1
To bring life to your model, you must texture it. The main process you need to be aware of is what is known as UV Mapping. Here, we look at Mapping UVs, UV Projection Commands, The UV Texture Editor, Texture Resolutions, Formats, Alpha Channel and Pixel Shader Effects. January 4, 2005
KISS: Keep It Simple ...
How do you choose what to add to your Web pages and what to leave alone? This article will help you to define what is important and give you the basic tools to leave unnecessary page enhancement behind, inlcuding creating table backgrounds and CSS controlled text menus.
CorelDraw Import and Export
This tutorial takes you through the concepts of importing and exporting files and provides step-by-step instructions to export the most popular file types.
That Darned Content
That Darned Content 2
In the first article of this series, you can learn the basics of getting massive amounts of text under control. Any text can be broken into smaller pieces that are easier for readers to absorb. Make your pages easier for your visitors to read. The second part answers a few questions about font, and then takes a look at ideas for gathering more content, as well as what to do with tiny amounts of content.
Zoom in on the Best Image
Some photos are not so great when they start out, but with a little judicious cropping and your understanding of resolution and how to strip out a background, you can bring most images to life.
Web Photos that Pop
Confused as you try to separate Web instructions from books designed for print? Take a quick route to better photo understanding, including topics like color controls, sharpening, contrast, brightening and tone.
CorelDraw Fills: Part 1
CorelDraw Fills: Part 2
CorelDraw offers a nearly unlimited number of options for filling vector objects. In this first of a two part series, we look at the different types of fills you can choose, and zero in on fountain fills. Learn how to set and customize your graduated fills. Don't miss this tour through the most advanced fill options in CorelDraw.
Photoshop and ImageReady Rollovers
Rollovers are the one constant on almost every page on the Web today. If you are a designer, every bit of help you can find for rollover production speed or quality is very important. Photoshop and ImageReady team up to reduce time and increase quality. Make sure that you are getting the best from your rollover team.
Menus with Beauty and Brains
Menus with Beauty and Brains 2: Graphics
Need some menu help? No need to be shy about it, creating effective navigation is a complex subject with few rules. Complex, but quite logical once you learn to divide your navigation needs into sections and add some planning tricks. This first article in this series about menus will help you to master site navigation and improve your reputation as a designer. The second article shines the spotlight on graphics, including methods to create clear text at small sizes and tab menus. The "don't miss" highlight this time is designing menus for liquid design, including how to cover flexible areas with an image.
Into the Shadows
We all use shadows, but do we really use them correctly? This entire article is devoted to understanding shadows. Learn customizing methods to create dynamic shadows, shadows that will make your page jump to life for viewers.
Masks 2
Though masks can be confusing they are really quite simple, as you will see in this two part series. Take a break and practice with the techniques included. They aren't so hard ... really!

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Comments are welcome

Created: August 7, 2000
Revised: December 7, 2004