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Drawing Vector Graphics

Thumbnail sketching


From:

Drawing Vector Graphics

with Von Glitschka

Video: Thumbnail sketching

Since illustrative design is all about drawing out your ideas before you build them digitally, the place to start is with thumbnail sketches. Let's talk about what thumbnail sketches are, how many you need to draw, and most important, selecting your strongest ideas. What are thumbnail sketches? They are nothing more than small, thumbnail-sized rough drawings that you'll use to capture general ideas regarding your visual design. Using all the information you gathered in the creative preparation stage you'll now approach your design project and begin to sketch out your rough ideas.
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  1. 2m 31s
    1. Welcome
      1m 26s
    2. Exercise files
      1m 5s
  2. 18m 36s
    1. What is illustrative design?
      54s
    2. A systematic creative process
      1m 26s
    3. Exploring analog tools
      2m 39s
    4. Exploring digital tools
      13m 37s
  3. 18m 31s
    1. Creative preparation
      1m 13s
    2. The creative brief
      2m 25s
    3. Creative thinking methods
      1m 2s
    4. Word associations
      1m 55s
    5. Mind mapping
      1m 55s
    6. Before. During. After.
      1m 26s
    7. I think, therefore I design
      2m 46s
    8. Selecting the appropriate style
      2m 57s
    9. Using reference material
      2m 52s
  4. 8m 50s
    1. Solid creative foundation
      53s
    2. Anyone can draw
      2m 17s
    3. Thumbnail sketching
      2m 34s
    4. Refining your drawn ideas
      3m 6s
  5. 44m 40s
    1. Workflow enhancements
      57s
    2. Keyboard shortcuts and recording actions
      2m 25s
    3. Keyboard shortcuts and recording actions: Demo
      13m 15s
    4. Using custom scripts
      6m 44s
    5. Graphic styles and custom color palettes
      8m 19s
    6. Using layers
      7m 15s
    7. Toggling Smart Guides on and off
      5m 45s
  6. 38m 59s
    1. Building your vector shapes
      1m 0s
    2. A roadmap for vector building
      4m 40s
    3. The clockwork method
      7m 4s
    4. Prime point placement
      3m 40s
    5. The point-by-point method
      8m 22s
    6. The shape-building method
      6m 46s
    7. Symmetry is your friend
      6m 1s
    8. Art directing yourself
      1m 26s
  7. 19m 54s
    1. Presenting your designs
      1m 4s
    2. Presentation formats
      5m 50s
    3. Revealing your designs
      1m 36s
    4. Writing a design rationale
      1m 56s
    5. Responding to client revisions
      3m 46s
    6. Renewable creative energy
      5m 42s
  8. 49s
    1. Next steps
      49s

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Drawing Vector Graphics
2h 32m Intermediate Dec 21, 2012

Viewers: in countries Watching now:

Join illustrative designer Von Glitschka as he deconstructs the creative process to teach you how to develop and create precise vector graphics. The course begins with an overview of his methodology for design and drawing—analog methods that are vital to digital workflows. Next, discover how to prepare yourself and your client for the project by defining the scope and expectations early on. With the creative brief ready and ideation explored, Von jumps into sketching, refining, and creating vector graphics through simple build methods. He continues to art direct the work and conducts digital and physical presentations of the final designs. The last chapter includes some workflow enhancements designed to save you time and conserve your creative energy for future projects.

Topics include:
  • What is illustrative design?
  • Establishing a creative brief
  • Defining client expectations
  • Exploring creative thinking exercises
  • Art directing your drawing
  • Selecting an appropriate style for each project
  • Drawing and thumbnail sketching
  • Discerning anchor point placement
  • Building vector drawings with shapes
  • Presenting your illustrations
Subjects:
Design Illustration Design Techniques Logo Design Drawing Design Skills
Software:
Illustrator
Author:
Von Glitschka

Thumbnail sketching

Since illustrative design is all about drawing out your ideas before you build them digitally, the place to start is with thumbnail sketches. Let's talk about what thumbnail sketches are, how many you need to draw, and most important, selecting your strongest ideas. What are thumbnail sketches? They are nothing more than small, thumbnail-sized rough drawings that you'll use to capture general ideas regarding your visual design. Using all the information you gathered in the creative preparation stage you'll now approach your design project and begin to sketch out your rough ideas.

Keep it simple or even crude. These are glorified doodles. There is no need to refine or redraw anything at this point. You're just taking an idea as it forms in your mind and capturing them on paper. These loose drawings will encapsulate your general ideas. Once you've drawn one, move along to the next one and keep drawing. As you do this you'll no doubt stumble upon other visual possibilities and you can sketch those out as well.

So how many thumbnail sketches do need to draw? There is a Latin phrase on our money that says E Pluribus Unum. It means out of many, one. This is also a good way of defining thumb nailing. You could draw hundreds of roughly hewn ideas in order to discover a few that will work well. There is no set number, but a good rule of thumb is to do far more than what you think you'll need. At least 50 sketches is what I'd consider the minimal amount on most design projects.

It's now time to audit your thumbnail sketches and isolate the strongest ideas. These will be the ones you move forward with and develop fully. Remember only the strong survive. So focus in on those ideas that do the best job of communicating with the intended audience. Does the design you've drawn fit the bigger marketing picture and will work well in all the various applications of use? I recommend picking at least three to five solid ideas you can move forward on and refine during the next stage of drawing.

Whatever project you work on make sure to thoroughly work through your ideas using thumbnail sketching. We may work digitally, but our ideas are still best developed in analog form.

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