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Digital graphics for Game design

Artistic styles used in computer games


Photorealism is a genre of art
that encompasses painting,
drawing and other graphic
media, in which an artist
studies a photograph and then
attempts to reproduce the
image as realistically as
possible in another medium.
Although the term can be used
broadly to describe artworks in
many different media, it is also
used to refer specifically to a
group of paintings and painters of the American art movement that began in the
late 1960s and early 1970s. Photorealism is the art style of trying to convey,
objects, characters and scenes, to look as real as possible. By taking pictures of
real object and texturing them how the real object looks. There is an argument
going on between developers on, whether photorealism is needed to advance
the video game industry or isnt. It is mainly used in first person shooters to
show detail. Photorealism games usually take more time to create as every
object is made up with polys and pixels, yet photorealism takes up more disk
space, thats why some games come as two or even three disks. Cell-shading
(often misspelled as "cell shading") or toon shading is a type of non-
photorealistic rendering designed to make 3-D computer graphics appear to be
flat by using less shading colour instead of a shade gradient or tints and shades.
Cell-shading is often used to mimic the style of a comic book or cartoon and/or
give it a characteristic paper-like texture. There are similar techniques that can
make an image look like a sketch, an oil painting or an ink painting. It is
somewhat recent, appearing from around the beginning of the twenty-first
century. The name comes from cells
(short for celluloid), the clear sheets of
acetate, which are painted on for use
in traditional 2D animation. Cell
shading is a type of rendering which
makes 3d models look hand drawn. It
is mainly used to mimic comics or
cartoons. Some games that use cell
shading include; Borderlands,
Catherine, and many Dragon ball
games. It is somewhat recent,
appearing from around the beginning
of the twenty-first century. In addition to computer graphics, it most commonly
turns up in video games. However, the result of cells-shading has a very
simplistic feel like that of hand-drawn animation. The name comes from cells
(short for celluloid), the clear sheets of acetate which are painted on for use in
traditional 2D animation, such as Disney classics.
Abstraction in its main sense is a conceptual process by which general rules and
concepts are derived from the usage and classification of specific examples,
literal ("real" or "concrete") signifiers, first principles, or other methods. "An
abstraction" is the product of this process a concept that acts as a super-
categorical noun for all subordinate concepts, and connects any related concepts
as a group, field, or category. Conceptual abstractions may be formed by filtering
the information content of a concept or an observable phenomenon, selecting
only the aspects which are relevant for a particular purpose. For example,
abstracting a leather soccer ball to the more general idea of a ball selects only
the information on general ball attributes and behaviour, eliminating the other
characteristics of that particular ball. In a typetoken distinction, a type (e.g., a
'ball') is more abstract than its tokens (e.g., 'that leather soccer ball').
Abstraction is the art style of, less is more, this is where the art style of the game
really doesnt mean or consent to anything is just there. An example of this is
Tetris and arguably pacman. Artwork that reshapes the natural world for
expressive purposes is called abstract; that which derives from, but does not
imitate a recognizable subject is called non-objective abstraction
Exaggeration- anime & manga: Exaggeration is a
very sought of playful art style that is used in
various games. The art style concentrates on using
very over the top graphics that can really make the
game seem like it its not meant to be taken very
serious. There you are most likely to see the use of
exaggerated graphics is on the Nintendo Wii, which
contains a huge library of games that contains a lot
of party based games that are really exaggerated in
terms of graphics and gameplay just seeming
obscure and meant to be not taken very seriously
at all. Wario Ware is probably the best example of
this using an exaggerated art style that really
compliments its exaggerated gameplay. Anime is
also a widely used art style that is considered
exaggerated because of the proportions of things
can be much exaggerated. The exaggeration art
style might have started at attempting to look
photo realistic, but as the art style has developed, characters features have
become more over dramatic or exaggerated when some audiences favoured the
style. The exaggeration art style to an extent looks almost cartoon, the colours
and edges are very defined and look very similar to the art in animes. Some
famous games in the art style are Final Fantasy, Pokemon, Devil May Cry,
Xenoblade.This is the game Catherine which is focused around using an
animestyle, as you can see the proportions are somewhat exaggerated.
Exaggeration art style is used in many anime or manga games. Its designed to
be over the top. Its done to give the game a more farfetched fun factor. The
images are expressed more highly than normal games. Examples games of this
are, The Naruto Game series and The Dragon Ball Game series.
The style of that I will be aiming for is photrealisum as this is a style that fites
best with my game along with it looks good and after further research this is a
style that im most populrer within the genra of games that I am doing.
Computer game graphics
Pixel art is generated on computers, unlike other digital art forms its created
pixel by pixel. This makes pixel art very time consuming but it is possible to
generate works of higher quality.
2D
A sprite is a bitmap graphic that is
designed to be part of a larger scene. It
can either be a static image or an
animated graphic. Examples of sprites
include objects in 2D video games,
icons that are part of an application
user interface, and small images
published on websites. In the 1980s and
for most of the 1990s, sprites were the standard way to integrate graphics
into video games. Graphic artists created small 2D images that were used
to represent characters and other objects. Developers referenced these
sprites in the source code and assigned properties such as when the
sprites were displayed and how they interacted with other sprites. For
example, in a side-stroller, such as Super Mario Bros, the sprite of an
enemy Koopa would turn into a flattened Koopa when Super Mario jumped
on it. Today, some video games still use 2D sprites, but most mainstream
games use 3D polygons instead. Since computers and gaming consoles
now have dedicated 3D video cards, they can actually render 3D objects
more efficiently than 2D sprites. While sprites have become less common
in modern video games, they are still used by software developers for
other purposes. For example, sprites are often used to add buttons,
symbols, and other user interface elements to software programs.
Developers can attach actions to sprites within the user interface, such as
playing an animation or changing the current view of the window when the
sprite is clicked. Sprites are especially useful for adding custom graphics
that are not natively supported by the operating system's API. Sprites are
also used on the Web for navigation buttons and for adding visual appeal
to webpages. In recent years, sprite sheets have become a popular way
for web developers to load website graphics. By combining a large number
of sprites into a single image, all the sprites can be downloaded and
cached by a user's browser with a single request to the server. The images
are then displayed using CSS properties that define the locations of
individual sprites within the image.
3D isometric sprites
3D isometric sprites are 2D sprites that give the impression of depth,
posed in 3D, these are used in "The Sims" to add depth to the single
perspective. They are still used in games today normally on foliage (as you
play games the grass and leaves on trees turn to face you to give the
impression of depth) Originally sprites referred to independent objects that
are composited together, by hardware, with other elements such as a
background. This occurs as each scan line is prepared for the video output
device, such as a CRT, without involvement of the main CPU and without
the need for a full-screen frame buffer. Sprites can be positioned or altered
by setting attributes used during the hardware composition process.
Examples of systems with hardware sprites include the Atari 8-bit family,
Commodore 64, Nintendo Entertainment System, Sega Genesis, and many
coin-operated arcade machines of the 1980s. Use of the term "sprite" has
expanded to refer to any two-dimensional bitmap used as part of a
graphics display, even if drawn into a frame buffer (by either software or a
GPU) instead of being composited on-the-fly at display time.
Concept art
Concept art is a form of illustration used to convey an idea for use in films,
video games, animation, comic
books or other media before it is
put into the final product.
Concept art is also referred to as
visual development and/or
concept design. This term can
also be applied to retail, set,
fashion, architectural and
industrial design. Of course the
concept art is very important as this is
what is going to be the basics of the
game design and it is something that is
done for every game and film as it is
the foundation of the beginning of the
game. Concept art is not something
that is just done for the environment
and locations/ settings but also the
characters of course the concept art
can go into further
into detail that is not just the
The image is a concept image
characters but also what they
example of what an enemy from
are wearing & finer detail of
The Last of Us looks like
weapons, accessories
and costumes. The images that are included are examples of concept art
and of course depending on what is wanted and the style of the person
drawing will depend on the look of the concept art.

Characters
The characters will be designed to fit in with the game and visual style.
This means that I will be looking at characters from other games that are
very simlier to that of what I want to create the image to the left is an
example of this as I want my character to have a soilder look to them as
that is what fits in with the game and also the story line.
The game will be shown in 3rd person view this is
similar to Assassins creed & dead rising. As you are
going to be able to see the whole of your character
and makes it easier to see your surroundings. To
the right os an example of what the gaimplay viwe
is going to look like of course once the game has
actully been debelope it will be a bit different as
there is still needs to be a map
Call of duty black added and health bars and also
ops character ammo stats onto tye screen as
well but this gives you a genral
idea of how the charaacter gameplay will look to
the player. The player will be able to move the
character by using the analogue stick. If the player
wants their character to sprint, then they should push the analogue stick
down. The whole of the game can be controlled using the standard XBOX
controller of PS4 condroller depending on your choosen platform. Your
character: The players aim as one of the newly trained soldiers is to
explore the abandon cities and kill any of the flesh eating ghouls they
come across and also develop their basic skills and adapt to the
environment they have been placed in. This will allow them to level up and
gain even more skills in things like combat and health. This will make the
character better and also makes it easier when it comes to being in
combat.
Weapons
The weapons are going to be standard of that in in a shooter action game
and as the player progresses further in the game the player will be
basically be able to craft a weapon from just about anything. Once again
the visual style 0f the weapons will have to fit in with the style of the
game. The player will be able to customize the weapons that you use. This
will either be done by collecting/ finding the parts that you will need to
customize. These are going to be the only things that they player will be
able to customize and change about the character that they have chosen
when it comes to the appearance. Once again the weapons need to fit in
with the game and the storyline an example of this is that you wouldnt
have military soldiers with swords as if they were Vikings and to add to the
realism the weapons actually need to be something that the player will be
able to find and salvage. The image above is an example taken from Call
of Duty Advanced warfare as you can already see that the image fits in
with the lay out. And the style of the game.
Vehicle
Once again the vehicles that are within the game are going to have to fit
in with the visual style and gaming style and once again the vehicle that
are used need to fit in with the style of the game and also the storyline
this means that the vehicles need to tie in with the environment as if the
environment is abandoned then the vehicles within the game need to fit in
with that and this applies thought with every aspect of the game. The
images below are a prime example of this as you can see by the look of

the background the vehicles that are included within the graphics fit in.
Environment
The environment for the game will be that of the same as similar games
such as the last of us and also the Division as this is an example that I
have used thought my work due to the similarity of what I want to achieve
with Dead Nation. The environment needs to be fitting with the story of
the game as this stands the same with any game as the environment is
what sets the scene. The environment for my game is going to be dark
and tense environment as you can see by the images that I have used as
examples lower down this is what I am wishing to achieve as it will be
America with a nightmarish and hostile feeling no matter where the player
goes the barren and lonely environment. As you can see by the images
the theme that I am going for is the look of being abandoned feel. This is a
theme thought the majority of shooter game. As it is to add to the
storyline and the emotions of the game as this is a way that makes the
game more interactive with the player as it interacts with them
emotionally and gets the player emotionally involved.
Texture art
Texture, another element of art, is used to describe either the way a three-
dimensional work actually feels when touched, or the visual "feel" of a
two-dimensional work. The texture art is the look of the game an example
of this is like the different styles of how you can make a game look. Of
course if the game is looking realistic then the texture art will be that of
the same as what it would look like in a game such as what a brick wall
looks like in real life will be similar in the game. Texture artist find ways of
creating exotic, new textures that may go far beyond any surfaces
occurring in nature-at least in this planet's nature. The wall is a very
important element in video game environment and the video game
texture designer has to know exactly what different walls and materials
look like in all kinds of light. Remember, the texture on a wall, a vehicle, or
even on a creature's scaly skin is one of the elements that makes a
difference between a really three-dimensional video
game and just another kiddie cartoon.
After looking at all of the examples and doing my research
it in very important that I put in a lot of thought within
what my characters and also the background look like as
this is what is going to set the
game for the player and of
course all of these elements
listed above are needed for me
to include and also put a lot of
thought into what they are going
to look like and also to make sure
that they fit in with the overall
style of my game.
Background graphics
One of the most important aspects of a successful video game is the
environment. The background is what sets the stage for the player. This includes
things such as the walls, forests and clouds. That is just an example of what
needs to be focused on as the background graphics are what make the game
along with the storyline that
the player will have to follow.
The background graphics need
to fit in with the style of the
game and also the storyline.
Seen as my game is set in the
apocalyptic world this of course
means that the setting of the
game is going to have to fit in
with the storyline. The images that
have been inserted are some
concept images that are form you
game and I will also use gameplay
examples taken from The Division
as an aim of the look that I want to
achieve with my game. As you can
see by the images this is the style of
background images that I will need
to take into consideration as
the style. As well as all of the The image is a concept image
other details that are to e example of locations that are included
focused on within the game as in The Division
from a gamers point of view it is
important to make sure that every detail fits in with the game. As above I have
talked about other aspects that I will need to consider. Seen as this game is
going to be as open world as I can make it there is going to be a lot of different
background graphics to fit in with all the different locations and also different
weather and times of day. As there are going to be night time and also day. Along
with different weather environments
I N - GAME INTERFACE
The game interface is what is going to be shown on the screen whilst the player
is playing. This is often things that help the player. Such as health bar a map so
therefore the player will be able to see multiple stats to help the player complete
the game and also be successful within the game. Below is an example of what
my game interface will look like. This is taken from a game that is very similar to
my own and therefore the interface is a prime example. As you can see by the
game play above this is an example of the game interface that I will have for my
game as it will include things like what level the player is at this can be seen to
the right of the screen along with a map in the left corner and then the objective
of what the player needs to do.
I have decided to have my game interface set out exactly like the image is
shown above as this is the standard set out for shooter games and also once
again the background images need to fit in with the game and also the storyline.

Print media art


Is the packaging of the game, and other merchandise such as posters etc.
The game packaging is what is going to really help sell the game as if the
advertisement for the game looks good then this is going to encourage more
people to buy the game and along this can help to encourage people to purchase
the game on an impulse buy. All of the print media art needs to be relevant to
the game and also what the game is about as it cant miss lead the customer to
think they are buying something else. All of the game art that is shown and also
associated with the game plays a massive factor of how people will view the
game as if all of the art is to do with the game is of a high quality as this is what
will start off the reputation of the game. Of course I need to make sure that the
covers for the game and also marketing posters are fitting with the game. Not
only will I have to take into consideration what I am going to make the covers
look like but also what information I will be including on the packaging this is
going to be important information this is also a vital selling point as what I could
include on the packaging could help the potential customer decided to purchase
the game.
Box cover & Game packaging
The image below is an example of exactly what the cover for my game
should look like. This is also what I will be using as an example for what
cover I wouls like to create for my game and to stick with the design and
also look I will be further using this game as examples throught this
document

Information included on the Box cover

Title
Age ratings
Barcode
Warnings e.g. violence
Platforms the game supports
Description of the game
Who the game is created by and also who supports the game.
Other information such as if the game is a co-op player and also if the
game can be played online.
Another example is of this if of course different
merchandise that can be sold in addition to the
game. But of course I will also need to go into the
advertisement of the game this will include such as
A3 posters and what they look like and how they
are going to be effective in marketing for the game
and also raising publicity for the game its self. I will
be creating further on but I will be looking at
examples for designs of posters that I could aim to
make mine look like. As you can see the posters
normally include a focused image on the main
character and include the title of the game along
with release date this is a very simple and effective
way of advertising. And the call of duty poster
example to the right is what I will be aiming for my
poster to look like.
The design for the console packaging is going to be very simple and also
fitting with the game cover. This is why I am using the XBOX ONE console
bundle for The Division and PS4 game cover to show that with my game
packaging and console packaging are going to be the same and look and
once again fitting in with
the concept of the game
and also visual style of
the game. And of course
the main things the
packaging will need to
include is of course what
in included within the
bundle and also the
console that is being
bought. The main box
background will be of a
concept image from the
game there will be six
different images for each
console that is XBOX
ONE & PS4 so therefore a
total of twelve images.
This adds another aspect
of the game as for hard-
core gamers this will be something else that they will be able to collect.
All of my game packaging and posters are going to be very simple as well as only
include the informations that is needed as through my research I found that
giving minimal information makes the player want to find out more and this can
also give the players 5to look further on within what the game is capable of.

Graphics research
Pixel
Picture element
Pixels or picture elements are what makes up the image, an image
contains thousands of pixels. Each pixel is made up of one or more dots, or
a cluster of dots which make up/create an image. The more pixels used in
the picture the higher resolution the picture will be this will also make it
better quality. Pixels are presented as
squares in rows, horizontally and
vertically which are all joined together in
a grid all of the pixels are the same size
and each square is a full block of colour,
they are not mixed for example you
would not have a square that is half blue
and red it would just be blue or red. The
dimension of the image shows the
resolution of the image by the number of
total pixels that have been included. The higher the resolution is the more
the zoom takes to be able to distinguish between each single pixel. Over
the years more pixels are able to be used in a single image or digital
graphics this means that the way we see things on the computer and on
are phones are very different to the 90s. To the right this is an example of
pixilation. This occurs when you zoom in or stretch an image too much the
more the square pixels will appear and become clearer.

Image resolution
This is the amount of
detail an image has.
The image resolution
changes when you
stretch an image for
example when you
stretch an image to
make it bugger the
pixels are going to
become bigger and
clearer to see. The
intensity of the pixels
and how clear you can
see them can also be
at fault of the colour, if
you use colours that
are bright such as red,
blue and yellow instead of a light tone pixel, this might also show a bright
level of illuminations of a pixel. However, if you use bright colours and
your image has a high resolution then the sharper your image will appear
as the more shades of a colour will be represented by very small pixels. As
each pixel has its own colour. The pixels will only have other pixels around
it with a similar shade. The brightness will also be the same in a pixel and
will not change like a gradient. Above to the right is an image that shows
the more that you zoom in the blurrier/pixelated it will get.

Types of digital graphics


Raster image
A raster image pixilation occurs when you zoom into the picture. Raster
images or in other words bitmap are digital images that are created or
captured e.g. photo. A raster is a grid of X and Y coordinates that are
displayed in a space
an example of this is
three-dimensional
images. An example
of a Bitmap image is
displayed on the
right. A raster image
file is able to identify
which of these
coordinates to
illuminate in
monochrome or
colour value. The
raster file is
sometimes referred
to as a bitmap this is because it contains information that is mapped
directly onto the display grid. A raster file is normally larger than a vector
graphic image file. It is also hard to modify your raster file without the loss
of some information, however there are now software tools that allow you
to convert a raster file into a vector file for refinement and changes.
Raster images are used in programmes such as Photoshop etc. Example
of types of raster files are: JPEG, TIFF, BMP and GIF files.
JPEG: Stands for Joint Photographic Experts Group, it can store more colour
that a GIF but it does normally result in the loss of quality. JEPEG are often
used for images e.g. on the web.
TIFF: Stands for Tagged Image Format. This is a format for storing grey-
scale image data. It is the standard format for scanned images as well as
exporting grey-scale images on Microsoft windows and OS operating
systems.
BMP: Stands for Best Management Practices, this is a file format that is
used to store bitmap images for example on Microsoft windows and OS
operating systems.
GIF: stands for Graphic Interchange Format. This mean that the file for the
format contains a graphic or pictures that are able to move, this is only
around 3 seconds long and a sequences of picture that move.
The pixels make up the final finished image. When a raster image is
viewed the image is smooth and sharp for a photograph or drawing.
However when stretched the pixels will become more obvious, this isnt
good. The smaller the resolution, the smaller the digital image file but this
does mean the easier you may be able to see the pixels.
There are two types of image file compression and these are lossless and
lossy. Lossless compression is reducing the file size whilst still preserving a
perfect copy of the original uncompressed image this dose mean that the
file size is near enough always bigger than lossy file compression. Really
the use of lossless compression is to avoid having to recompress an image
once you have finished editing it. Lossy compression is where a
representation of the original uncompressed image will be showed this
may look like a perfect copy however it isnt. Lossy file compression is able
to achieve a smaller file size than lossless compression, however lossy
compression dose trade the image quality for a smaller file size.

Vector images

Vector Images are not made up of pixels. Vector graphics are made up of
shapes, these are defined by a start and end point as well as other points,
curves and angles. The path can be a triangle, a square or a curved shape.
These paths can be used to create a simple or complex drawing/ diagram.
Paths are also used to define the characters of specific typefaces. Because
vector- based images are not made up of a specific number of pixels/dots
they are able to be scaled to a larger size and not lose image quality or
end up being able to see the pixels. Unlike a raster image where if you
zoom in too much the image will very clearly become pixelated. However,
when a vector image is zoomed in on the edges of the image will stay
clean and smooth. This comparison is shown on the right. This is what
makes Vector graphics ideal for logos, that can be small enough to be put
on something like a business card or big enough to be shown on a full
scale billboard. The common types of Vector graphics are Adobe
illustrator, ESP files and Macromedia freehand. Flash animations also use
vector graphics, as they scale better and take up less space than a bitmap
image.
PSD: The .psd file extension is given to files that have been created by the
Adobe Photoshop computer application. The Adobe Photoshop application
is a professional image-editing program that can create a variety of image
elements such as layers and masks. When these files are created, they are
saved with the .psd file extension. Adobe Photoshop is one of the most
commonly-used image editing applications on the market and it is very
popular among desktop publishers and image editors. The images created
in Adobe Photoshop tend to take up less space than other image file
formats. PSD files can be read by both Windows and Macintosh computers
with the appropriate software installed.
WMF: Files that contain the .wmf file extension are most commonly
associated with Windows metafiles. These files are stored in a graphic file
format and contain a series of drawing operations that are used to create
vector images and raster graphics. The WMF file format was initially
created in the 1990's. This particular image format has been widely
replaced by more recent and versatile image file formats, including the JPG
and GIF file formats. The Widelands software application has also been
known to use the .wmf file extension. These WMF files contain the map
files that are used by the Widelands application.
AI: AI is the acronym for Adobe Illustrator. Files that have the .ai extension
are drawing files that the Adobe Illustrator application has created. The
Adobe Illustrator application was developed by Adobe Systems. The files
created by this application are composed of paths that are connected by
points and are saved in vector format. The technology used to create
these files allows the user to re-size the AI image without losing any of the
image's quality. Some third-party programs allow users to "rastersize" the
images created in Adobe Illustrator, which allows them to convert the AI
file into bitmap format. While this may make the file size smaller and
easier to open across multiple applications, some of the file quality may be
lost in the process.
FLA: is a file format that is used on flash and to add animation, video and
interactivity to web pages. Flash is very frequently used for advertisement
and games. As you are able to compress the file format that is also
viewable on the web with flash software. It is a file that can be edited and
converted into SWF for professional uses.

File extensions
JPEG: Stands for Joint Photographic Experts Group, it can store more colour
that a GIF but it does normally result in the loss of quality. JEPEG are often
used for images e.g. on the web.
TIFF: Stands for Tagged Image Format. This is a format for storing grey-
scale image data. It is the standard format for scanned images as well as
exporting grey-scale images on Microsoft windows and OS operating
systems.
BMP: Stands for Best Management Practices, this is a file format that is
used to store bitmap images for example on Microsoft windows and OS
operating systems.
GIF: stands for Graphic Interchange Format. This mean that the file for the
format contains a graphic or pictures that are able to move, this is only
around 3 seconds long and a sequences of picture that move.
PSD: Stand for Photoshop image file and is used on Photoshop which is a
graphic editing program. The file format consists of layers that are joined
together.
PNG: Portable Network Graphics is a raster graphics file format that
supports lossless data compression. PNG was created as an improved,
non-patented replacement for Graphics Interchange Format, and is the
most widely used lossless image compression format on the Internet

Compression
Lossless and lossy compression are terms that describe whether or not, in
the compression of a file, all original data can be recovered when the file is
uncompressed. With lossless
compression, every single bit of
data that was originally in the file
remains after the file is
uncompressed. All of the
information is completely restored.
This is generally the technique of
choice for text or spreadsheet files,
where losing words or financial data
could pose a problem. The Graphics
Interchange File (GIF) is an image
format used on the Web that
provides lossless compression.
On the other hand, lossy
compression reduces a file by
permanently eliminating certain
information, especially redundant
information. When the file is uncompressed, only a part of the original
information is still there (although the user may not notice it). Lossy
compression is generally used for video and sound, where a certain
amount of information loss will not be detected by most users. The JPEG
image file, commonly used for photographs and other complex still images
on the Web, is an image that has lossy compression. Using JPEG
compression, the creator can decide how much loss to introduce and make
a trade-off between file size and image quality

Image capture
To capture an image, you
will need some sort of
device to do so this can
be a smartphone,
scanner or camera etc.
the better quality of
pixels/ higher resolution
your device has the
better quality the picture
you take will be.
Resolution is the amount
of detail that is in each
picture when it is
captured, this i9s
measured in megapixels
the higher the resolution
the better the quality however the sharpness of the image will depend on
the optics of the lens that is being used. However, there is now computer
software that can improve the quality of your pictures even if the devise
that you took the picture on was not that good. Each devise that you use
will have some kind of internal storage this is generally some form of SD
card, the higher quality of your pictures the more storage that will be
needed as there are more pixels to each photograph to be stored. One
transferred to a computer and put in file storage, it is likely that
automatically they will be put into some kind of order whether this is
chronological in date of when taken or size. These are the most popular
resolutions:

256x256- found on cheap camera phones


640x480 quality low but used for images for the web
1216x912 good for printing pictures
2240 x 1680 the best for good quality prints with no loss of quality
and captures the most colour
Technology has change's and so has the way we control are visual
information. Digital cameras have adapted over the past 20 years. Today
cameras dont have to be taken to get their images developed as they are
now digitally processed aromatically and we are now able to store are
images on are computers. However, some cameras like film cameras do
still need to be developed so that the images can be seen.
The three primary colours combined make up the full colour spectrum. To
capture colour means that to get the fullest colour image as possible.
Handheld scanners do the same thing and are almost exactly like flatbed
scanners but they are just of lower quality.
Flatbed or sheetfold scanners are the most used scanners. The item that
you want to scan is placed between the lid and a glass plate, there also
may be options where you are able to view the image before you scan it.
Scanners allow thicker items to be transferred to a computer like e.g.
books or magazines.
Exposure is to do with the shutter speed and the amount of light that is
able to get to the sensor. The more professional or higher quality your
camera the more control that you have over the shutter speed, this allows
you to determine how much light expositor you want your image to have
e.g. the quicker the shutter the lighter the image.

Optimising
Optimising is used for webpages
when the image is too large and
it needs to be resized, so that it is
then suitable for that webpage.
Using the format file JPEG as the
base file as it keeps the same
high quality but you are able to
reduce the size. So that it is the
right size and can be easily
sent/received and downloaded as
well as it still being high quality
and looking good. If you were to
just leave the original image and not change it e.g. the quality or size,
then what could happen is when people visit your webpage and the
website takes to long for the image to load because of the image size
being too big then you may lose visitors as people are not very patience.
However, in order for the page to load faster the image will need to be
reduced so that the website loads quicker. There are software tools that
allows you to reduce the size of an image and not lose any of its quality
like Adobe Fireworks.
File reduction is when the size and quality is lowered on an image so that
the file size is smaller. When you make a change to the image such as
colour or tone then the editor will have to make a decision on whether to
reduce the size of the image or the quality this will affect the amount of
colour that is used in the image. However, if the image is just used for the
internet then it doesnt really matter as the resolution on a computer
screen is much lower than the resolution need to print a large scale image.
The resolution of a computer screen is usually 72 pixels per inch and the
image that are on the internet are also normally set at 72 ppi, this is so
that the graphics of the image match the graphics that can be displayed
on a computer screen. This is the same with programs such as Photoshop
as they are automatically set at 72ppi however this is not the default ppi
for every program. 72 is the averaged but there are screens that change
to about 96ppi.
Storage of images
File size
Image file formats the normal way to store and organize digital graphics.
They are made of either vector data, pixels, or a mixture of the two. The
image file size is shown by the number of bytes. The greater the number
of rows and columns, the greater the image resolution, and the larger the
file size.

File-naming conventions
The three most common image file formats, the most important for
printing, scanning and Internet use, are TIFF, JPG and GIFF. However, Tiff
cannot be used in Internet browsers.

Asset management
Digital asset management is made out of management tasks and
decisions surrounding the annotation, cataloguing, storage and
distribution of assets. Digital asset management systems have in it
computer software and hardware systems that help in the process of
digital asset management

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