DargonZine Graphic Artists' FAQ Correctly sizing graphics and selecting formats and color depth Whether composingart on the computer or by hand and use that as the eventual transparent color. http://www.dargonzine.org/artists.shtml
Extractions: Return to DargonZine Home Page DargonZine has two primary uses for original artwork: story illustrations and Web site graphics. Story illustrations are typically small colored drawings which portray a meaningful item or scene in the story they accompany. Web site graphics range from typical banners and navigation icons to maps and other information graphics. Potential future directions include original issue "cover art", as well as depictions of popular characters and things for their "glossary" entries. Back to Contents DargonZine is the result of a collaboration of artists (writers as well as graphic artists) whose only compensation is the experience and expertise they develop by practising their craft. All work is done on a pro bono basis. We do not offer financial compensation to our writers, nor to those individuals who contribute artwork. However, you do retain all rights to further use of your work, as outlined below. Each person who has material (either textual or graphical) published in DargonZine has the right to maintain a "bio" page on the magazine's Web site. We hope that this kind of exposure is of benefit to you as an aspiring artist.
Mailing List Guitar-editors@mail.maclaunch.com Message 5 Other international graphics include chord charts (a thumbnail showing the Thecolorcode facilitates easy composing/improvising, transposing http://mail.maclaunch.com/Lists/guitar-editors/Message/5.html
Raster3D Package For Photorealistic Molecular Graphics Output is in the form of a pixel image with 24 bits of color information perpixel. Raster3D does not depend on graphics hardware for operation. http://www.hhmi.umbc.edu/toolkit/figures/raster3d/raster3d.html
Extractions: The Raster3D molecular graphics package consists of a core program render and a number of ancillary programs which produce input files for rendering from Brookhaven PDB files of atomic coordinates. Raster3D can also render images composed using version 1.4 of Molscript Raster3D uses a fast Z-buffer algorithm to produce high quality pixel images featuring two light sources, specular highlighting, Phong shaded surfaces, and shadowing. Output is in the form of a pixel image with 24 bits of color information per pixel. Raster3D does not depend on graphics hardware for operation. Four image output formats are supported: AVS, TIFF, SGI libimage, and a private format which is backwards-compatible with earlier versions of Raster3D. To actually view or manipulate the images produced, you must also have installed an image viewing package (e.g. John Cristy's ImageMagick or the SGI libimage utilities). An alternate version of the rendering may be built which directly outputs JPEG images [only]. Ancillary programs are provided for the generation of object descriptions based on atomic coordinates stored in Brookhaven PDB format. Although the rendering program is not specific to molecular graphics, Raster3D is not intended as a general purpose ray-tracing program. Some of the algorithms used have been chosen for speed rather than generality; that is, they happen to work well for the types of images the program is intended for, but may produce odd results if used for very different types of image.
Intro To Computer Graphics | Project Specificatiions introduction to computer graphics. and other discrepancies between the various imagescomposing our final image. Deadline color print, beginning of class week 9 http://www.eskimo.com/~traphic/cgspecs.html
Extractions: john hansen, instructor intro duction to computer graphics project specs + support materials week 1+2 assignment - starting with a new document, create an 800 point Times capital S, place it in the background layer, lock it and trace it using the pen tool. The objective is to have as few points as possible since each point is an opportunity for a bump to show up. Be sure to keep your path continuous. Its best to go all the way around the letter and come back later to fix any mistakes, and there will be several. After closing the path, use the inspector and the arrow tool to select and modify points and their handles along the path to make it perfect. You will probably need to move some points, delete some and possibly add one or two. When you have a perfect "S" do the same with an 800 point lowercase "a" also in Times. Be aware that this will need to be a composite path, a path (the outline) with another (the counter) inside. Deadline: black & white laser print, beginning of class week 3. click here for a more detailed orientation week 3 assignment - illustrate a mask or other object of your choosing (subject to instructor approval). This project does not require that you have any traditional drawing abilities. Use both bezier tools and shape tools to create closed paths, filled with color. Work with layers and styles to both experiment with and control variables. Consider how lighting, texture and contour can be interpreted in your composition. Work from images downloaded from the internet or create the image directly in Freehand. Deadline: color print, beginning of class week 5
Basic HTML Tutorial: Colors In HTML Two4U s color Page Several color databases, plus a color composingengine, and other color resource links. VisiBone Webmaster s http://www.iboost.com/build/programming/html/basic/762.htm
Extractions: Quick Links » Home Build Programming HTML ... Basic HTML Tutorial 1.6 Colors in HTML HTML defines colors based on a hexidecimal system. The colors are based on RGB (Red, Green, Blue combinations). Each component is assigned a value, which ranges from 00 to FF. The 3 values are combined into one value, which produces the color. The hexidecimal system is difficult to remember, so HTML uses some standard color names, as you may have noticed from the last sample. The standard color names used in HTML are: Black
AGH: Colecovision Vs. Atari 5200: Hardware Comparison (Page 2) the edge in terms of both resolution and colors. and many 5200 games use charactergraphics for their symbols is because the pixels composing the characters http://www.atarihq.com/5200/cv52/index2.html
Extractions: Miner 2049er for 5200 (left) and Colecovision (right) Trying to decide which machine has "better" graphics a prime example of how hairy these comparisons can get. The CV has four graphic modes, the 5200 has something on the order of 17 (14 different ANTIC modes, and 3 additional variations on mode F handled by the television adapter chip). Rather than listing them all, the most similar modes will be compared. NOTE: In the following text you will see graphics mode statistics like 160x192x4 or 256x192x16. For those not familiar with this type on notation, the first number is the screen's horizontal resolution (rez), the second the vertical rez, with the third number representing the number of colors in that mode. Rez can refer to total pixels or characters, but usually refers to pixels unless otherwise indicated. Total screen colors includes colors displayable in the graphics area, and does not include the ability to set the screen border colors to something else.) 1. Text mode
Nonprofit Prophets: Technology Resources Building a World Wide Web Page; Producing Video Conferences; Creating Computer graphics; ColorComposing Engine this is the best way to choose the background and http://www.kn.pacbell.com/wired/prophets/archive/prophets/prophets.res.tech.html
Extractions: Advanced Search Log In Not a Member? Contact ADC ... Version and Compatibility Information The ColorSync Manager continues to fully support the ColorSync 1.0 interface, including the ColorSync 1.0 profile responder. Note, that this support is provided primarily for backward compatibility. If you are writing new code, you should take advantage of the many new features added between version 2.0 and version 2.5. However, existing applications and drivers that use ColorSync 1.0 functions will continue to work properly, as will ColorSync 1.0 profiles, ColorSync 1.0 CMMs, and QuickDraw GX 1.0. Although newer versions of the ColorSync Manager continue to support use of the profile responder from ColorSync 1.0, this feature is not supported by the ColorSync Manager interface. ColorSync 1.0 Profile Support ColorSync 1.0 Functions With Parallel 2.x Counterparts The ColorSync Manager continues to support the use of ColorSync 1.0 profiles. For example, you should always use ColorSync 1.0 functions with ColorSync 1.0 profiles, if possible. For example, always use ColorSync 1.0 functions to match colors between the color gamuts of two devices if both devices have ColorSync 1.0 profiles. The four ColorSync 1.0 functions and their new counterparts are listed in Table 7-4.