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Photoshop
6: The Best Gets Better
by
Tim Wilson
Producer,
Digital Media Net
It's
almost impossible to overstate the importance of Adobe Photoshop
to computer graphics. Adobe's website calls it "the world-standard
image-editing solution," which, remarkably enough, barely does
it justice. Photoshop is used in everything from print and web,
to video, and feature film work.
As
such, reviews of Photoshop perform a different function than
those for other software. The questions are never whether a
new graphics artist needs to buy it, or whether a current user
needs to upgrade, because the answer is always yes. The questions
regard what new and current users will face as they venture
in.
Photoshop
6 features by far the most sweeping changes to its interface
since the introduction of layers with Photoshop 3. The good
news is that those changes are almost without exception ones
that are easy to see and understand, and add significant new
power. Best of all, this new power is added without getting
in the way of the work you may already be doing in Photoshop.
Before
we dive in, I have to note that some of the online reviews of
Photoshop 6 you may have already read are based on beta versions
of the software. Some writers were scrupulous enough to tell
you that they were using early versions, but, regardless, some
of what I've seen in print simply doesn't apply to the version
you'll have in your hands. I think you'll also find that few
of them bothered with the level of detail I'm going to go into,
but I don't blame for them that. Five thousand words now, I'll
still have only covered a few highlights of this upgrade. And
they'll all be right.
Pixels
and Vectors
The one obvious exception to Photoshop's dominance is that it
has until now largely devoted itself to mastering the domain
of bitmapped images, which are composed of individual pixels.
You can tell how Adobe feels at about this at the moment by
looking at their website -- the link to the "New Features" section
is called "Beyond Pixels." There are lots of other new features,
but this is clearly a big deal the deserves a little explanation.
The category of graphic software working in pixels is commonly
called "paint" software. Vector art is built on math, in "drawing"
programs like Adobe Illustrator. If you use vector art, which
is extremely common in the world of print, you know what the
advantages are -- infinite editability and scaling for one,
and smaller file sizes for another.
It's
a little harder to follow for pixel wranglers, like most of
us who create video or web graphics. A graphic that's the same
size as a frame of video is roughly 640 pixels by 480 pixels
(to use one common frame size), multiplied by 3, for each of
the three layers, or channels, that makes up a video image (one
each of red, green and blue). Six hundred and forty pixels multiplied
by 480 pixels is roughly 300,000, multiplied by 3 is 900,000.
So no matter what you put into a bitmapped image, even if it's
otherwise blank, the frame size can't possibly be smaller than
900 KB, or kilobytes.
A
vector image uses numbers to describe what's actually there,
so a blank 640x480 image I just created in Adobe Illustrator
is only 140 KB. It's not zero KB, because we still need numbers
to describe that there's a document, who created it and when,
and the fact that nothing is in it still requires some space
to describe.
My
reason for taking this detour into the numbers is to emphasize
that these are two very, very different approaches to creating
images, so different in fact, that you've needed two different
applications to take advantage of the strengths of each. There
are some other applications that have tried to combine the two
methods before, and rather than insult them here, I'll delicately
observe that none of them are Photoshop. (Corel? Please.)
Which
is why, of course, that Photoshop adding vector art is big news.
(The image above, by the way, is taken from the section of Adobe's
website describing the benefits of the vector
format SVG. More about that later.)
Next:
The Shape Tool
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