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We have no illusions that this will be a simple task. Shaping and manipulating
nodes is not exactly an intuitive procedure, and it is unlikely that you
can draw on past life experiences that would make it easier. This is probably
uncharted territory for you. It took us a good 30 minutes to complete,
and it could very well take you two, three, or four times longer.
Here is our version of the seagull, with 24 nodesas simple as possible,
but no simpler.

Of those 24 nodes, 10 of them are cusp nodes and the rest smooth. In
the above graphic, we blackened the nodes that we turned into cusps, for
your reference. Note that we were successful in describing the severe
curve above the beak with just two nodes (even though it is a sharp angle,
it doesnt change direction). On the other hand, we needed four nodes
to depict the birds tail, what with all those sharp angles.
This exercise really drives home the point, so well say it one
more time: creating in DRAW is entirely different than actual drawing
or painting, where you simply place ink or paint on a page.
Youll find seagull.cdr, our finished version, on
the companion Web page for this book on the Sybex Web site.
Going Freeform:
Head for the Hills!
One alternative to the Bézier route is the Freehand tool. First,
lets distinguish between the two ways you can use it:
- If you click from point to point, you are
essentially doing the same thing as you did in the Bézier exercises
earlier in the chapter. The difference is that you have to click twice
on each node to connect them.
- If you click and drag the Freehand tool,
you are simulating use of a pencil.
Theres just one problem: your mouse is no pencil, and even if you
used a tablet, the screen is no sheet of paper. In short, tracing or creating
a shape by dragging a cursor across the screen is, at best, a tedious
affair, and at worst, a graphical disaster waiting to happen.
The only point that mitigates this is DRAW 9s new Freehand Smoothing
tool (see the section Draw Straight, Curve Later earlier in
this chapter), which does its best to eliminate unnecessary nodes and
smooth over rough edges. Nonetheless, here is the best we could muster.

This drawing is significantly better than the pathetic chicken scratching
we spewed forth using DRAW versions 8 and earlier, but even with Freehand
Smoothing, its unacceptable. The most damning point of all is what
the status bar tells us: 42 nodes, almost twice as many as needed. To
refine this graphic, you would have to first determine which nodes to
eliminate and then move the surviving ones to their proper homes. Or not...you
could leave them where they are...and settle for a lower fidelity image...and
hope that nobody notices.
No, this is one of those times when going the extra mile pays off. By
taking the time to place the nodes properly, you tell your audience that
you know how to create high-quality shapes with DRAW.
Autotracing:
You Might Get Lucky
The final avenue of object creation is akin to a get-rich-quick scheme:
you might get lucky...but probably not. If you need to trace an object,
and that object can come to you in the form of a monochrome bitmap, you
could try DRAWs built-in autotracing module. Think of this as the
microwave oven in the CorelDRAW kitchen. It can warm up a meal, but it
wont cook it. Unfortunately, in the case of our seagull, it didnt
even get it lukewarm.

We had a chuckle over the effort at the lower left: its as if Autotrace
started to head to the right to go behind the tail, then said to itself,
Nah, forget it, and turned back up the wing. Wed trade
such consciousness for a bit of intelligence. Until then, youre
not likely to get much satisfaction out of Autotrace.
And What about CorelTRACE?
There is one more place you can turn to as a tracing strategythe
real tracing utility. CorelTRACE is one of the applications
in the CorelDRAW box, and it is more intelligent and skilled at
converting bitmap art into vector.
Some say its easier to use TRACE than to manually trace around
an object. However, if you were to poll the Mastering CorelDRAW
9 team of writers and artists, you would find no consensus on
this question. Some believe that TRACE is an excellent starting
point; others dont trust it.
Regardless of our collective or individual dispositions about TRACE,
we dont think its wise to depend on it for node-editing
and curve creation. We think learning the manual skills is a necessary
fundamental.
TRACE could be considered a viable tool as long as it used in tandem
with a conscientious clean-up session in DRAW. It did produce a
pretty good starting point.

But as with the Freehand method, there are too many nodes, each
extraneous node adding an unnecessary bump to the picture. Also,
TRACE used cusp nodes throughout, resulting in a harsher image with
coarser corners.
CorelTRACE can provide you with a workable starting point for bitmap
images that you want to convert to vector, as long as you understand
your role as cleaner-upper. And with clean-up promising to take
longer with an autotraced image, we would just as soon see you hone
your drawing skills and create the object yourself.
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