
Try to, say, setup a realtime document formatting macro, or use an edge-tracing plugin to make an irregular selection which you then as a mask for layer occlusion, or implement a custom lighting setup with multiple invisible reflections - though, and you'll probably be Alt+Tabbing over to your web browser and Google pretty quickly P (or at least that should be your first instinct, it truly does provide the quickest results if you're persistent and lateral in your use of keywords).ĭo you have any experience with programming (at all)? You might be aware that it takes a reasonably long time to get to grips with the way a language works, how nonintuitive/higher-level tasks are typically accomplished in that language, and so forth. Learning to manipulate text formatting, or pen styles, or intersections - is not hard to grasp. The moment both start up you can immediately start writing, drawing, or adding vertices. Speaking honestly, learning a graphics program really is only as complicated as learning to use, say, Word. Paper does have caveat that arguably makes more complex to use than a graphics program, though: it lacks Ctrl+Z.
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are all things you already know how to do, and you only need to *fine-tune* these skills to work with paper - you don't need to learn them from scratch. While I don't prefer paper myself, this method is admittedly a lot simpler to hit the ground running with, because while paper is actually just as complex to "use" as a graphics program is, all the mechanics - fine motor control, haptic/sensory feedback from the pen/pencil, zooming, rotating the paper/canvas (sometimes), adjusting the lighting, switching ink colors or pen/pencil/brush styles, etc. As you go along you'll discover you begin to know the program like the back of your hand. After you've done this, and it'll take you a couple of months, then and only then can you begin to build artistic skill and technique on top of technical knowhow.
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First, you need to develop a technical/non-artistic grasp on how to use the software - where the controls are, what they do, and how you use them. So, to do art on a computer, you need to do two things. Looking at a program for the first time, you'll probably go "Huh, this looks involved but fairly manageable," but as you dig deeper you'll eventually come to realize that all graphics programs without exception are giant fragmented tangled unintegrated architectural-design disasters hiding behind a very thin purely aesthetic veneer of apparent usability and simplicity that shatters the instant you click something. Using art software is a lot like learning to fly aircraft. I'm yet to explore the whole art thing myself - I'm not a paper person, and my computer is way too old to handle today's software - so while I haven't drawn anything as yet, I'll share what I understand up to now.
