liamwhite1's avatar
Hero of the Crystal Empire
By liamwhite1   |   Watch
176 34 5K (1 Today)
Published: May 4, 2014
SVG: sta.sh/0gtqva6kx2x

Look, I'm on EqD! www.equestriadaily.com/2014/05…

Have you ever seen this before? db.tt/Tt3w8wgv

:icongouseplz::iconthisartplz:
:iconccwelcomedplz1::iconccwelcomedplz2:
Parody Logo by liamwhite1
:iconadobeai-plz: (yes, really)
If you use portions or all of this vector in other vector artworks, you MUST provide the link to your source vector for any of your artwork that includes my work. (what?)
Image size
7778x8109px 1.25 MB
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Comments (28)
TheCartoonWizard's avatar
I always thought Spike would be living in Twilight's shadow but I'm glad he got to be a hero
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spartanguy88's avatarComment Featured By Owner
I wonder how many crystals they had to get from Walter White to make that...
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dasprid's avatar
dasprid|Hobbyist Digital Artist
You should update this based on the season finale where you can see the entire tail.
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ringsandamiss007's avatar
Biggest ego of the baby dragon ever!!!
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Decimix's avatar
Every object seems to be aligned perfectly with objects adjacent to them... impressive. I can definitely see why you didn't want to layer this one, but did your method actually save you much time?
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liamwhite1's avatar
liamwhite1|Hobbyist Digital Artist
Yeah, it sure did. I turned on "Snap to Cusp Nodes" (either on the side or on the top, depending on your layout) and then the pen will simply....well, snap to cusp nodes! =P
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Decimix's avatar
I should really play around with Inkscape more often. Features like these could be so useful at times, yet when you haven't heard about them before you don't think to look for them.
*adds finding out what every button does to a list of things to do*
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liamwhite1's avatar
liamwhite1|Hobbyist Digital Artist
Also try every path effect.
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Gretsch1962's avatar
Gretsch1962|Hobbyist Digital Artist
that must have been pretty tough to vector 0_0 great job!
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liamwhite1's avatar
liamwhite1|Hobbyist Digital Artist
Nah, it was pretty easy, despite me thinking it was going to be hard :XD:
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Gretsch1962's avatar
Gretsch1962|Hobbyist Digital Artist
I notice that the vector has no curves. (which are hard to do) So I guess it must have been pretty easy
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liamwhite1's avatar
liamwhite1|Hobbyist Digital Artist
There are hundreds of curves in this picture, but you don't see anything.....
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dasprid's avatar
dasprid|Hobbyist Digital Artist
Nah, curves wouldn't have made it really harder.
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FallenShadow000's avatar
FallenShadow000|Hobbyist Traditional Artist
Hey, do you happen to have a tutorial for Inkscape? I have it, and want to use it to make a custom watermark.
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liamwhite1's avatar
liamwhite1|Hobbyist Digital Artist
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FallenShadow000's avatar
FallenShadow000|Hobbyist Traditional Artist
Much obliged! :TipOfTheHat: 
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AceBlazewing's avatar
AceBlazewing|Hobbyist Writer
:iconmlpspikeplz: Hello, gorgeous...
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doctormo's avatar
doctormo|Professional Digital Artist
So which bits did you do in Ai and which bits in Inkscape?
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liamwhite1's avatar
liamwhite1|Hobbyist Digital Artist
The Inkscape bit was 99.99% of it.
The Illustrator portion was because Inkscape is not good at handling lines that are touching but not overlapping — a small line forms between them, and it's fairly annoying. However, with a few modifications, it looks perfect in Illustrator. :)
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dervonnebenaan's avatar
Oh yes, I had that problem many times before. I was always hoping that there is a nice and sophisticated solution to this, but if even you can't do anything about it... Looks like I'll just have to make underlapping paths like dasprid says.
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doctormo's avatar
doctormo|Professional Digital Artist
Interesting, do we have a bug report for the issue? bugs.launchpad.net/inkscape
Reply  ·  
Azurexiles's avatar
This is just the way Inkscape draws filled polygons on a bitmap canvas, not really a bug. It draws them sequentially with edge antialiasing achieved through alpha-blending the polygon's color with what's already drawn on the canvas.

Let's say you have two polygons, each covering a half of one particular pixel. The first polygon's edge is blended 50/50 with the background, leaving 50% of the background color visible. The next polygon is blended again, and since it also takes up 50% of the pixel's area, the background color is halved again, which still leaves 25% of the background bleeding through. If the two polygons are touching, they should completely obscure the background, but due to Inkscape's method of rendering polygons, some of it remains visible.

The problem could be avoided by simply adding the partial areas the polygons cover to the pixel value instead of alpha-blending them, but it's not that easy. Such a process must be numerically robust in order to avoid overflow (this can be handled in several ways). The polygons must not overlap (overflow again, but now certain, and meaningless values)— this particular problem could be resolved by using boolean operations, namely subtraction and OR: OR the polygon that's just been drawn with the already ORed bunch that was drawn before, subtract this conglomeration from the next one, draw the result, repeat.

Well, as you can see the whole process is computationally quite expensive and ridden with other problems like handling non-solid coloring or mixing plain polygons with objects with some bitmap filter applied to them (blur, for instance). I guess it's not suitable for real-time rendering, but it could be used in export. By the way, about a year ago, when I was still obsessed with programming my own polygon-filling routines, I looked into this very problem, found the flimsy solution I just described, and, with the help of the Clipper library, implemented it in a tiny 2D polygon renderer I wrote in C. It worked… tolerably well. Perhaps there are better solutions.

By the way, you can mitigate this flaw by exporting your drawing at a humongous resolution and then scaling it down.
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liamwhite1's avatar
liamwhite1|Hobbyist Digital Artist
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