Scratchboard Drawing Effects

When it comes to drawing, there's nothing I like more than crisp black lines on a white background. Color drawings are fun and powerful, but there's nothing like the simplicity of a good old black and white illustration.

The problem is that most drawings that are computer generated look as if they were computer generated. These days, most professionals can tell if a layout was done in QuarkXPress or InDesign, and a lot of us can guess pretty accurately whether an illustration was done in FreeHand or Illustrator. Determining whether a drawing was done with conventional media or on a computer is a piece of cake.

So I got to thinking about scratchboard techniques, and how easy it would be to do on the computer. With custom brushes that have been available in FreeHand since version 10, all the tools are there - you only have to use them.

The basic premise to this style of drawing is to create a handful of brushes (see Figure 1, I made three different brushes and flipped two horizontally to make life easier) and work with blends. From there, it's a matter of looking for the opportunity to make a blend that will create the illusion of form, light, and shade.

Figure 1. All the brushes used for the
scratchboard drawingon this page
.

What's a Brush?

When it comes to vector drawing, a brush is a graphic shape that becomes attached to a path. The brush shape can be a single element that stretches from the beginning of the path to the end (called a “paint” application), or it can be applied as a “spray” whereby the graphic element is repeated over and over - similar to a dashed line. The illustration that leads this article was “painted,” but we'll get to the sprayed style later in the article. In FreeHand you can create a set of brushes - say, a variation of balloons, blades of grass, bubbles, rocks... you name it - and the variants used to make a random graphic pattern.

Brushes are easy to make, but the dialog boxes can be a little overwhelming when you first open them. After an hour or two you'll be finding the need for custom brushes in half of your projects.

A conventional paint brush can be loaded with many different colors of paint or ink, but a FreeHand brush is pretty much stuck with whatever colors were involved in its creation. You can't change the color of the brush without editing the brush, so keep your wits about you when you're working out the details of your project. For instance, the lead illustration shows white strokes on a black field. The original drawing was done with black strokes on a white field. Using the standard Find & Replace dialog box has no effect on brush strokes. Therefore, in order to invert the colors, I would have had to edit each of the five brushes by changing their colors from black to white. Instead, for this example, it was much simpler to invert the image in Fireworks.

Creating a Brush - Quick and Dirty

The brush creation process is four simple steps:

1. Draw something - it can be simple or complicated; lines or gradient fills. (see Figure 2)

Figure 2. A brush made from two circles
that were blended in 6 steps.

2. Copy the object to the pasteboard (Command-C/Control-C).

3. Choose Modify>Brush>Create Brush.

4. Select either the Convert or Copy button in the dialog box that appears. (see Figure 3)

Figure 3. The Create Brush dialog box.

5. Name the new brush and set any attributes you need. (see Figure 4).

Figure 4. Many variables can be set in the Edit Brush dialog boxes. The above figure is for Paint application; the lower figure will make a Spray use of the brush.

 

That's sort of like the way Monty Python gave instructions on how to play the flute: “You blow in this end, and run your fingers up and down the other end.” Here's a little more detail - probably more than you wanted.

Creating a Brush - the Dirty Details

First of all, a brush is nothing but a symbol that is attached to a path. Brushes can be found in the Library with other symbols, and have the same use and editing rules as symbols. You shouldn't create an overly complicated graphic for a brush. At some point you will want the brush to do something that it can't, and you'll be frustrated. Instead, create multiple brushes that are similar, but different enough to be useful. Then draw paths that can use your specialized brushes efficiently.

When you are stumped at the Convert or Copy dialog box, here's your reasoning: Convert turns the graphic into a symbol, leaving nothing immediately editable on the drawing. You can edit the graphic that makes up a Converted brush, but to do so, you must select the brush from the Library and choose Edit. A new document window will open with only the brush in it. Make any changes you want and just close the window. The symbol is updated, and so is every instance of the brush in your document - including the graphic you used to create the brush. Copy leaves the graphic alone and creates a brush/symbol based on a copy of the graphic. If you edit the original graphic (for instance to create a variation for a new brush), it won't affect any of the brushes you've already applied. If you change the symbol, it won't change the original graphic, so you're covered both ways. If you're not sure, opt for Copy.

Edit Brush

The heavy options come when you get to the Edit Brush window. It appears when you first create a brush, and again if you choose Edit from the Options drop-down menu in the Stroke inspector. In the bottom of Figure 4 you can see that I've selected the Spray option and changed many attributes. I won't bore you with the details of what Spacing, Angle, Offset, and Scaling do - their names pretty much tell it like it is. The important thing to remember is that every drawing is unique. Every time you place a custom brush stroke, it's going to be on a unique path or shape. Therefore, you have to experiment. After awhile, you catch on to the settings you want for a given instance of a given brush.

Applying a Brush Stroke

It's too simple. Select any FreeHand object that has a path. That's anything that you can draw, including text that has been converted to paths. Click the Stroke item in the Object inspector (it usually shows the stroke width and color), and choose Brush from the drop-down menu (it's set to Basic as default). Then you gain another drop-down menu that contains all the brushes you have in the current document. Choose a brush style, and the selected object now has the chosen brush stroke. If you don't like it, choose another style. In fact, with FreeHand MX, you're not stuck with just one stroke - you can add more by repeating the process. There are some pretty cool effects you can create that way.

If the brush is set to Paint, and the path is closed, the stroke will completely surround the object. That can make the brush too skinny (or maybe too fat). If that happens, open the Options menu in the Stroke inspector window and choose edit. Adjust the Scaling settings to suit. When you click OK, you get a new window that asks if you want to make a global change to all the instances of the brush in use, or create a new brush. The decision is yours - if you've used the brush in several places, the global change might throw a monkey wrench in the drawing.

Changing a Brush

It was covered briefly above, but let's say that you want to change the color in about half of the instances of the brush you used. Open the Library; select the brush symbol; duplicate the symbol and make your modifications. Then select the entire modified symbol and choose Modify>Brush>Create Brush - just as you would if you were starting a brush from scratch. Now select the brush strokes that you wish to change, and choose the new brush stroke from the Stroke inspector.

Things that Drive You Nuts

The functioning of the new Object inspector panel in FreeHand MX can frustrate even the most seasoned FreeHand veteran. It's no exception when it comes to brushes. When you're drawing, you usually want to see what you're drawing, and how the paths are laying out. To do that, you either have to have a stroke of some width and color applied, or be comfortable working in Keyline view. I opt for the former. You may decide to click the Add Stroke button in order to apply the brush. When you do, you'll get the brush, but the original stroke will also appear. To get rid of the original, select it in the Stroke window and click the Delete icon in the top right corner of the inspector.

Let's say you want the original stroke and the new brush stroke. In order to arrange them, you can move one above the other in the hierarchical menu in the Stroke window.

Okay, you have that down pat - what about the weird things that happen in sharp corners? What weird things? Take a look at Figure 5. The black stroke is the Default Paint brush that comes with FreeHand. The mitering that is set causes the points of the star shape to be squared off. The colored stroke is a variation of the brush used back in Figures 2 and 4 (only the colors have been changed). Notice the odd and even overlapping that results in strange gaps and holes. That's not anything I can live with, so this brush would be an unacceptable choice for me - I'd have to experiment to come up with a better solution.

Figure 5. Watch out for the Odd and Even overlapping and mitering when you’re working with brushes.

 

 

Now, to Scratchboard Techniques

Fine. You've made a drawing and now you want to make it look as if it were done in scratchboard. If you want to make white brushes and draw on a black background, that's fine. I prefer to work in a positive atmosphere and invert the image later. I also choose the brush shape (with the Pointer tool selected) before I start drawing so I can get a feeling for what the brush is going to do for the modeling. To provide the modeling, draw a path that conforms to the shape at a terminal point of the shape, and either clone and move that path, or draw another path at the other terminal point. You can draw as many intermediate paths as necessary to mold the shape of your object, but keep the space between paths roughly the same. Create a blend from the paths, and adjust the number of steps to suit your taste. If the shape you're modeling has compound curves, you can draw a path that follows the length of the blend, then attach the blend to the path. With simple manipulation of the blend/path, you can get pretty close to just about any shape. Figure 6 shows my final drawing. Any guess as to what this thing is? It's a 12-Volt gizmo that you plug into your car's cigarette lighter socket. Now you can plug in your cell phone and electric commuter mug at the same time. Lights in the front tell you if the car's battery is running low so you can unplug something.

Figure 6. The original scratchboard drawing before inverting the colors.

 

 

 

 

 

 

 

 

Summary

So now you know just about all you need to know to create drawings that don't look computer generated. Make one and email it to me.

 



 

 

Every issue, we try to bring you some news about the new features, bugs, workarounds, and other information that can make your FreeHand life more comfortable.


Multiple Imports. If you are on a Macintosh computer running OS X 10.2.x (Jaguar) you can import several files at the same time. Choose File>Import (or click the Import icon if you have it in your main menubar like I do) and navigate to the folder that contains the files you want to import. Select the first file, then hold down the Command key as you click on other files. When you’re through with your selections, click the Choose button to close the Import window. The cursor will turn into the right angle “import” cursor. Click to place the first file, and continue clicking when the cursor changes to the right angle again. I’ve placed as many as half a dozen files at once. (If this also works in Windows, please let me know.)

SWF Imports. You probably already know that in FreeHand MX you can import a SWF file, but have you ever wondered why you’d want to? Simple. Say you’ve already done a Flash movie, or been given one by the client, and now you’re preparing a comprehensive layout of the Web site. You can set up the document with the page size you want as the standard, and make several pages with different colors and layouts. Each page can have the SWF file at a different size or placement, so you can experiment, or let the client choose the layout they like best. If you (or the client) decide that the Flash movie needs to be edited, select the SWF file in the FreeHand document and click the Flash jump-to edit button in the Object inspector. The file will open in Flash so you can edit it. When you’re done, just close the Flash window and click the Done button. All incidents of the movie will be updated in the FreeHand file. It must be said that you can distort the SWF file with anamorphic scaling, skewing, rotating and so on, but that would be ruining a lot of hard work that had been done in Flash... At any rate, you can export the FreeHand document in HTML format, and the Flash movies will be exported at the size and position you created. Using this technique, you could upload the HTML work to the Web with buttons on the various pages to allow the client to navigate through your layouts. That way, they get a true touch and feel of the site.