As can be seen, some regions have merged w/ different coloured regions — this becomes clearer if we import the pixel image and place it on the background:
Note that we now have doubled-up geometry for certain regions — the easiest way to deal with this is to create a new layer, move the second scan to it:
(optional, one may clean up the scan at this point as well)
For the more complicated regions, it will be necessary to do a bit of node editing, duplication of geometry, and use the Trim Vectors tool to clean things up so that one has b/w geometry which may be used together, and the geometry which represents the yellow regions which would be used separately.
Note that since much of this is text, it could be just be reset if one identifies the fonts and the shadow effect is done using multiple copies of the text which speeds things up if one goes to edit things.
I got to the point of deleting extra geometries and I don’t really understand what I should be deleting. Anything I delete affects the text. Thank you very much for the help btw! Southside.c2d (1.2 MB)
True Confessions time. Fixing it got a bit tedious, and I was annoyed by the scan not quite being perfect due to the low resolution of the original image, so I re-drew it and fixed it in FreeHand.
First job out of college was drawing 40 hours a week in Adobe Illustrator and/or Macromedia Freehand (not counting time spent fixing files from Quark Xpress or doing various file conversions or working up various techniques).
The young should never envy their elders for their knowledge and experience
for they have paid for them by emptying a purse which can never be refilled.
What I’m saying is, you can learn this too, probably much easier/faster than I did.
The pages I wrote on Carbide Create should cover the basics, and see the documentation for other drawing programs such as Adobe Illustrator, Macromedia Freehand, or Inkscape.
When my daughter was going to R.I.T. for Illustration I bought her a copy of:
Please note that to gamify things, the The Bézier Game shows some wrong constructs.
General rules:
on-curve nodes should appear at extrema (top/bottom, north/south, right/left, east/west) and points of inflection (where a curve changes direction into another curve — think the curve of an S)
off-curve nodes should follow the “rule of 30” and be not quite one-third of the way (30 %) towards the matching on-curve node