Clip Studio Paint is optimized for drawing and painting, making it ideal for illustrators. The painting brushes are highly customizable and easy to use. There's a thriving community of users who constantly contribute to the online materials library. Clip Studio Paint is also ideal for illustrators who specialize in linework. The smoothness of lines, lack of lag while drawing, as well as the vector output make drawing very fun and efficient.

CSP is a versatile digital painting program great for painting and inking with many unique features.

One of my favourites is the perspective ruler which is super useful and convenient for planning or drawing backgrounds!


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If you click with the brush tool, then press down shift and click elsewhere, it draws a straight line between the two points, If you hold down shift, it keeps drawing straight lines between the points, like a polygon tool.

A further added extra benefit of doing it with the pen tool is that once you've drawn your path, you can duplicate its Curves layer and hide the duplicate, before rasterising the original. Then you can always go back and change the line/path later if you want to.

You can "cheat" by creating a form, and setting its TransparentColor property to its background color, then draw on it. However, this prohibits you from drawing the transparent color because it won't show.

I am trying to use the paintbrush tool to draw something that I need to appear on all the images in the imported stack. However, it only draws to the currently displayed image. Is there a way to get what I draw to be on all the slices?

Hi Sara, when I use the overlay brush I see the overlay on every image in the stack and I can flatten it (ctrl+shift+f) to every image or a single image by choice. If, on the other hand, I use the regular paintbrush the pixel values are changed directly, this is not an overlay and will only appear on the one image.

To clearup what I meant by my question.. I got used when making a game in C# using the .NET framework, to implement my own DrawScene() method and call it whenever I want to redraw the game's graphics (basically after any instance in the game has moved or changed its shape/state), like the following:

So, if the two cases above does the drawing exactly the same way (From the Graphics viewpoint), and there's no harm keeping on my usual implementation as in the first case.. Then when is it best to use the invalidate() method?

This increases memory usage (since redraws can occurs very frequently), and also since you're not disposing graphics you're creating (basically you should do it with any object implementing IDisposable you no longer need to use) - system resources used by graphics not being freed.

Also, your form can be redrawed not manually by your call, but in some other cases (overlapping by other window, show/hide and so on). If your paintings will be done in Paint handler - then they will be done automatically, but in your "first" approach whey will not until you manually call your drawing method.

The illusion of depth and sense of form is, in part, constructed through this color property. When we shade a drawing to show depth and dimension, we are setting up a value pattern. A value pattern is the arrangement of values into a visual structure.

In this presentation, we learn how to use these guidelines in our drawing practice. I demonstrate drawing the guidelines to place and size the eyes on the head when drawing the head accurately. I draw a basic head shape, then sketch the figure proportions guides we use to set up the positioning and size of the eyes.

As it pertains to drawing the head, we use the head length to find the position of the eyes along the vertical axis of the head. We divide the head length into smaller measurements to determine how high up on the head to place the eyes.

This video is a follow-up to the previous video, Figure Drawing: Understanding the structures and anatomy of the ear. In that video, we look at the ear anatomy to better understand the forms that make up the ear that we need to draw when drawing the ear. In this video, I draw an ear to demonstrate how we can that information as we draw.

This week I demonstrate drawing a bee, and this demo walks you through the steps to draw a bee from start to finish. From this tutorial, we learn to use the basic shapes and forms to step up the structures of the bee, then learn how to add the details onto that structure.

Our drawing technique is the method in which we engage with the tools we use as we draw. Our primary tool is the pencil. The pencil is a very versatile tool and, if we learn how to use it to take advantage of that versatility, we'll improve our skills. As a result, our drawings will be a higher quality of craftsmanship. A more confident artist will have created these drawings as well.

As we explore different techniques, practicing helps us better understand them. It is through practice that we truly learn each technique. Let's take a look at an easy exercise to practice how we use the pencil to draw lines.

To explore and practice our linework, we want to draw as many boxes as we can. We should fill each page of our sketchbook with boxes until there is no more room for any more. We also should fill several pages of our sketchbook this way to give ourselves enough practice.

The arm is an excellent example of the problems we might encounter as we draw. Though we regularly see arms, we are, likely, not as familiar with the different structures of the arm as we might think. Nor are those new to figure drawing necessarily familiar with the various elements we need to consider when illustrating the arm.

To make it easier, we can separate the elements that go into drawing an arm into stages. Then we can focus on them at different times, allowing us to address one part at a time. That is what we do in this demonstration.

Custom painting should RARELY ever be done in the paint() method, especially the paint() method of a JFrame. Custom painting is done by overriding the paintComponent() method of a Swing component, generally a JComponent or JPanel. Read the section from the Swing tutorial on Custom Painting for more information and working examples.

However, im this case you don't event need to do any custom painting. You just create an ImageIcon and add the Icon to a JLabel, then you add the JLabel to a panel. Read the section from the Swing tutorial on How to Use Icons for working examples.

Update() clears the all color in an offscreen graphics data buffer to the current background color of the GraphicsObject. And, you must also know the exact three methods done inside Swing Components' paint():

(2) the method painting its borders; and then last is the painting of its child Component. One last very important and inevitable thing: use a class, nested, named or anonymous, with this overriden Container methods. And pass that class to JFrame's setContentPane(Container actualgraphicsreference) method; this is a must. I hope that I have made my explanatory and informative approach unambiguous. Self-explanatorily, you may now use freefrompaint to paint beyond, and the Operating System's call to your Frame's repaint() will not invoke a "twin Graphics" default raster-clearing operation, which now you have suppressed in going to code as I above instructs and recommends to you. Thank you for an expressive opportunity.

For instance, if I create a new image that's size 800x600 I can draw anywhere in the image. I think paste in a screenshot of size 400x200. My original drawings are still visible, but I can no longer add anything outside of the 400x200 area of my pasted screenshot. I've tried pasting normally, and pasting as a new layer, but nothing works. The background layer cannot be edited outside of the 400x200 area after pasting in the image.

After you paste a screenshot in Paint.NET, a selection is visible around the edge of the screenshot. The selection indicates that any edits only available in the area of selection. This even applies to ms paint, photoshop. 


I want to make some way to compose "drawing" or "graphic" values -- lines, rectangles, circles, arcs, ... groups, ... (with a bitmap image as just one special case) each with colored fills, borders, etc. -- and to eventually draw the result on the stage (or actually, in the workspace as a displayable value).

the only way to do that would be to record the starting pos, then move, then use the end pos, and then draw a line between those positions, but that would mean, place that script in every time you move. The only way I can think of making it efficient (and a lot less copy and paste code), would be to make custom blocks for the motion blocks which have the script in them. Not very ideal, but pretty much the only way you can do it.

If you look in the second sprite, its doing that on purpose. You can just use the pen as normal when using the block. What it does is it creates a hidden clone that detects when the parent moves. When it does move, the clone will switch to the costume of the pen trails, and stamps it on the sprite. This has only one problem: If you set the sprite on an already painted pen trail, the pen trail will appear on the sprite, even though it hasn't been drawn on.

Sure you can be an awesome rigger without learning to draw, some people are great animators and never learned to draw but in general if you want to create beautiful visual art then why the bloodey hell are you NOT trying to learn to draw.

Fantastic posts and well said Lunatique, drawing over and over helps brainstorm ideas in a manner that is clear to understand instead of merely notes. Sometimes only the original artist might be able to fully interpret them, but if your coming up with a character concept and have a sketch book of ideas eventually a solid concept will be locked into your mind to work with. It can be frustrating seeing people dive into 3d and skipping any other steps, especially the absurdly large crowd that feels that starting with zbrush makes them 3d masters. Regardless of medium having core values and fundamentals deeply rooted can completely transform artists work into something spectacular. e24fc04721

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