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    English

    Catal

    Espaol

    Check out these articles:

    Using dingbat fonts

    The WhimbatsCreating the Whimbats

    Selected links: typography

    Font creation workshop: the basicsFont creation workshop: advanced

    High Logic: font software

    We also keep an online journal,

    called The Typephases

    Observatory. Its our blog where

    we periodically add some newthoughts, links and whimsical

    occurrences. Heres its RSS feed.Find also more ideas and

    inspiration in our Specimen book

    and the Serving suggestions.

    Every graphic designer who uses computers thinks about creating or modifying

    fonts, sooner or later: "how do I create my own fonts?" "how can I retouch one of

    the fonts I have to better suit my needs?" "Is it difficult?" "will I be able to do it?"

    There is something clear: somebody has drawn the fonts we have, either with

    traditional tools or with a computer... and some of the designs are clearly based

    on handwriting forms.

    Contents of this article:

    Introduction

    What is a digital font

    Necessary equipment and WorkflowStarting points for a typeface

    Step by step

    Scanning

    How to trace the contoursCreating the glyphs

    The vector shapes: important details

    How to generate the fontFont making programs

    Resources

    Part 2: Advanced techniques and tips

    To create a new typeface isn't a particularly difficult task. Indeed, the idea is

    very easy to get, and the necessary equipment, very basic . At the worst, we can

    regard the process as something more or less laborious, and it requires good

    organisation and planning. This guide doesn't aim to be either a complete manual

    on fontmaking or a tutorial about the software you will use (there can be plenty

    of programs involved -or just one, depending on what you choose.) This is only a

    quick, start level, introduction; if you want to achieve optimal results, some

    advanced understanding of those programs is recommended. Once you begin to

    have more confidence in creating fonts, go on to part two of this workshop.

    The best starting point is to study the workflow diagram below. It illustrates thewhole process: which kind of files we will deal with, what programs can be

    used. We can follow different paths to get to the same result: a digital font for

    the computer, so we can choose the procedure that best fits our equipment,

    software and skills.

    What is a digital fontA TrueType or a Type 1 font is a group of vectorial drawings. They can be scaled

    with no loss of quality. The vectors that describe each character are stored in a

    file, which we shall install in order to use the font. In the PC platform, the

    TrueType files have a .TTF extension, and the Type 1 files are composed of two

    files: a .PFB and a .PFM file. This last file stores the metrics information. In aMac system the file structure is somehow different, but this is a minor

    difference: the process of designing a font is pretty much the same, only

    choosing another saving option in the last step.

    FONTS & DINGBATS APPLICATIONS CUSTOM WORK NOTEPAD STORE

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    To create a digital font, we only have to 1) draw the shapes and 2) export them

    as a .TTF or a .PFB + .PFM file. Well, this sounds like Monthy Python's How to

    write a novel! There are plenty of programs that will help us in the first part,

    drawing. However, the second part requires more specialized software.

    Fortunately, a very common program, CorelDraw, includes a font-export filter.

    What is more, the entire process can be completed from within CorelDraw. For

    this reason, we will focus the techniques of fontmaking in using a drawing

    application such as CorelDraw (and its user's manual includes detailed

    information.) The tools these drawing applications include are usually easier touse and more powerful than those in a font-making program, but the fine details

    in a font file (kerning, spacing, hinting...) require them.

    Necessary equipment and workflow.Apart from the usual requirements for digital graphic design (or course, a

    computer, which can be very basic, even an old 486SX PC if you use CorelDraw 3!

    and the common programs), we will need:

    A scanner.

    Even an old b/w scanner will suffice: we don't create the fonts in colour,but as black and white vectors.

    Auxiliar drawing programs.

    Used to acquire images in the computer, retouch where it's necessary andprepare them for the typeface. Even the Paint app included with Windows

    will do, but it is recommended to use a propram with more features:Paintshop Pro, the Gimp, Photoshop, PhotoPaint, PhotoImpact...A recent

    version can be overkill: even PSP 4 will be more than enough -that's what

    I use.

    Programs to convert the image to vector.

    This isn't absolutely necessary, but it will help speed the process and

    keep it in control. Most designers use CorelTrace or Adobe Streamline as

    vector tracer, if the program itself doesn't include this option. The vectorediting programs include Freehand, Xara, Illustrator , and CorelDraw. The

    two first have an internal tracing utility. There is a basic (freeware in itsversion 2) vector editing tool, called Mayura Draw that will do, too.

    Programs to generate the font file.

    Several programs can do this last task. On the one hand, we havededicated solutions, from entry-level shareware programs like Softy or

    The font Creation Program (FCP), to full-featured fontmaking professionaltools (Fontographer, FontLab .); on the other hand, there is the special

    case of CorelDraw, a swiss blade of a program that will let you export as

    a digital font. So, if you already have Corel, this is a good starting pointbefore buying a dedicated program. This isn't a plug: you may love Corel

    or hate it, but it's an extremely powerful program that can be found as a

    bargain, and it includes many extras (tons of clipart, premium quality

    fonts...)

    The diagram that follows is a workflow for fontmaking. It considers almost every

    option; includes the programs that can be used and the kind of files they will

    work with. And you can choose your own itineraries.

    Starting

    points for a

    typefaceFirst, we shall

    design the

    characters of a

    font (the glyphs).

    The diagram

    shows some of the

    possibilities:

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    A drawing onpaper

    1.

    Every drawing

    implement willdo: pencil, ink,

    eraser, paper, or

    technical tools:ruler, measures,

    T-square,

    whatever. It canbe our own

    handwriting. Then,we will have to

    load the file into

    our computer. We can draw directly with our painting or drawing program

    2.

    or even the font-creation program. We can use the mouse, or have better

    control with a graphical tablet. Most professional-quality fonts have been

    drawn with painstaking detail with a drawing application, using (or not) ascanned template. We can modify another font, or digitalize a traditional

    design

    3.

    But first, we must check all the legal questions, copyrights, and all this stuff. If

    it is legally possible, we can use another type design as the basis of our own.There is another interesting possibility: we can recover old designs, and bring to

    life (digitally) centuries-old typefaces. There is a good page at the University of

    Zaragoza in Spain that explains the recovery of a XVIII century font, the Ibarra

    typeface. Their page is a recommended complement of this tutorial.

    Step by stepIt isn't easy to detail the fontmaking process, because it isn't a single chain-like

    task; it is grid-like, and it is possible to use different programs with different

    routes. In order to cover most of the steps, we will follow the longest possible

    routine, starting at the top of the workflow diagram, from a sheet of paper with

    some letters drawn in, through the final step of generating a font. Of course, anyother route is possible: for example, you could complete the whole task in

    CorelDraw or in ScanFont.

    Scanning recommendationsThe exact instructions and settings for your

    scanner depend on every machine, but there

    are some common points. It is better to scan

    at 300 dpi or less, and use a sample the

    largest the better. For example, characters

    with a height of 5 cm. or more (2 inches) will

    scan smoothly at 300 dpi. The reason why: ifyou scan small characters at a very high

    resolution you will get a lot of noise and a

    contour that reflects every irregularity; a

    low-rez scan of a big letter will let you

    discard the artifacts without affecting the

    overall shape, which is what you really want

    to use.

    Yes, forget your fancy 32 bit-colour, 2400 dpi

    scanner. Set it to scan in greyscale, at a

    lower resolution (300 dpi or even less if you have big letters.) If you want to

    autotrace, this resolution is recommended; if you will trace the contours

    yourself, and the scan will only serve as a template, you can scan the drawing at

    screen (72 dpi) resolution.

    It is often a good idea to apply a subtle blur filter to the resulting greyscale

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    image, and refine it with the contrast and brightness or the levels controls. Use

    the gaussian blur option if available, and test it to get a more soft contour. This

    will polish the uneven contours and make the next step easier.

    When the image is ok, we must save it. Save a greyscale copy (in the native

    format of your application, or in a lossless format, such as TIFF, GIF or PNG.)

    Then, convert it to bitmap (black and white); toy a little with the "threshold"

    parameter to push more or less pixels to black. Use either the BMP or the TIFF

    format, and save it. So now we have a bitmap file, like myfont.bmp. It is time

    to scan the contours.

    How to trace the

    contoursIf you examine the workflow

    diagram, you will realize that

    a number of programs will let

    you bring your bitmap file to

    the next stage, the vector file

    in adobe illustrator or EPS

    format. This vector filecontains shapes that are

    defined by means of Bzier

    curves, mathematical

    instructions to place points

    and adjust curves and lines to

    them. This kind of

    geometrically defined curves

    are pretty much the same

    stuff that makes up a digital font. Read your drawing program documentation

    for a detailed description of Bzier curves, or visit some page such as Mike's

    Sketchpad or the PostScript section of Luc Devroye's.

    Let's see what the tracing step is. You must place anchor points and handles to

    define the vector shape, on top of the bitmap image you prepared in the first

    part. You can do it manually, but in many cases the autotrace option or a

    dedicated autotracing tool will do a good work. If you are lazy and/or the

    quality isn't a critical factor, forget the hand tracing and open the autotrace

    engine!

    When the either the autotrace or manual trace is ready, we must have something

    like the figure shown here. The figure has been approximated with more or less

    fidelity, by a number of anchor points that define vector shapes. Now we can

    save the results as a vector file, in Adobe Illustrator (.AI) or .EPS format. It is

    advisable that we use an older version of the AI format (version 5 or lower) to

    solve any compatibility issue.

    Creating the glyphsNow, open your drawing application, or if you have it, your font-making

    application. I will use CorelDraw as an example, because this is what I have, but

    you could use any other vector drawing tool, such as Illustrator, Freehand, Xara

    or even the humble but postscript-solid Mayura Draw. The process of font

    creation in CorelDraw is covered in several other tutorials that you can find on

    the net. Nick Curtis, of Nick's Fonts fame, uses it to create his wonderful

    typefaces, and he has an article about his techniques (see the links below.)

    First, we need a template to place the characters we will export to the font.

    The size of the characters must be big enough to test the contours and be sure

    they will look good at different point sizes. The recommended size is a 750 x 750

    points page. This isn't the standard page in CorelDraw, so you will have to

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    change it. Double-click anywhere on the page and the properties dialog will

    show up. Then, place some guides to have consistent baselines, x-heights and so

    on. Just make the rulers visible, and drag the top ruler to place a horizontal

    guide, or drag the left ruler to place A typical template page should look like

    the accompanying picture.

    The

    template is where you are going to place the AI/EPS files you traced before, or

    where you are going to draw the characters from the start. Take advantadge of

    the many and easy-to-use tools of your illustration application, and use the

    options of copy-paste, scale, unite, split, etc.

    One moment now. A complete font has many dozens of characters. If we don't

    want to go nuts, it's better to tidy up our working environment. CorelDraw and

    Freehand have a multipage option that you can use to place a character in each

    page (sharing the same guides in all of them.) Even if you have a multipage file

    it may become unmanageable with more than 200 pages; it is better to createseparate files, for example, for lowercase letters, uppercase, numbers and

    punctuation and extended characters. In other apps you will have to use some

    workaround, for example, prepare a page with groups of characters, with its

    own guides, then select them individually to export them to the font file.

    Another alternative, that will work even with very basic versions, like CorelDraw

    3, is to have files with layers, where you put up your characters separately. Keep

    only the rulers and the active layer visibles to work easily.

    The vector

    shapes: important

    detailsCreating the shapes can be

    very easy if we autotrace

    the image, or if we use

    relatively simple shapes

    (circles, rectangles) that

    we weld, split or modify in

    other ways. There are only

    a few points that we must remember:

    It is better to simplify the contours to the minimum number of anchor

    points. If the vector has many nodes, it will be unnecesarily complex -itcould even prevent the font from displaying or printing correctly. Morecomplexity means more memory usage and often a worst quality. Keep in

    mind that a shape can be defined with just a few Bzier nodes: for

    example, a dot needs only two points. If you have started with a cleanscan, it is more likely that you will have leaner Bezier curves.

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    Each character in the font must be a single path, filled and closed . Ifnecessary, you can use a and composite path. For example, you create a

    dot with a single shape, a circle or ellipse; to create an hyphen you need

    a solid rectangle.However, to create an "O" you cannot do it with an empty ellipse. The

    shape must have a fill. So you use two ellipses, and the smaller one cuts

    the hole in the outermost one. And you cannot use intersecting paths: forcertain effects, you must use the "combine" or " create composite path"

    option, together with "removing overlap" or welding several shapes into a

    single path.There is another detail that can be corrected with some programs, and is

    the path direction. Composite paths have specific directions in eachcomponent (clockwise or counterclockwise) and as a rule, they should be

    inversed each time that a path contains another path. The outermost path

    must be counterclockwise, while the inner paths combined with it shouldhave a clockwise direction. You can read more details about this topic in

    an article on how to make fonts in Corel in their site, designer.com (see

    the links down in this page.)

    How to generate the fontThe process of making single characters yeld the single or combined paths that

    will make it to the next and last phase, generating the font file.

    In CorelDraw, select one character at a time, go to the File > Export menu, and

    choose Export as... then TrueType or Type 1, depending on the kind of font you

    want to generate. Caution: You must check the box "only selected" in the export

    dialog box. The following box will appear:

    Here you

    type the

    name of

    the font,

    check the

    box if youare

    creating a

    Symbol

    font, and

    leave the

    rest at their default values. When you press "Accept", another dialog box pops

    up, this time prompting you to select the character that corresponds to the

    shape-s you are exporting. In this example, we must find the ! character in the

    central column, and select it:

    Finally, we press OK in this dialog and we can repeat the process for the rest of

    the characters.

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    So, this is the way people creates fonts! This is boring as hell, isn't it? Yes, and

    even with the Big Daddy of Font creators, Fontographer, you create the

    characters one at a time, and the process is more or less the same as we have

    explained above. So take it easy. Go get yourself a good coffee mug, put some

    music and et to work. You can do it in several sessions if you get really bored.

    But in the end we will have our own font creation, something we can share with

    other people and -who knows- even sell. When the font is complete, we only

    need to install it to the computer and start using it.

    Font making programsCorelDraw can generate fonts, but it proves very limited when it comes to define

    most parameters of the font. It is good to create symbol, dingbat or illustration

    fonts, but if spacing, kerning, and hinting is critical you must use a dedicated

    solution to create and edit fonts.

    Most font editing programs let you draw directly the character. In some cases

    you can also autotrace them from a BMP or TIFF bitmap. And you can place

    AI/EPS files created in other applications. Again, the many possibilities are

    shown in the workflow diagram of this article. The main handicap of Font

    creation programs is the price/functionality relation. They can be reallyexpensive and you will only use them for font creation/editing. This means that

    if you create fonts ocasionally, you will find little use to the program. Consider

    this: depending on the route you follow on the Workflow, you will need a proper

    fontmaking program only for a short time. If you have some friend that has one

    of these programs, if he lets you use his computer for a while, you can bring a

    disk with your .ai or .eps files ready to place in the character slots, or better

    still, a raw font produced in a cheap utility or in CorelDraw. Then, in a while you

    can prepare a decent font and generate it. This is what I do.

    There are several fontmaking programs that are available for trying out. The

    most notable and powerful of these is Pyrus Scanfont . With this tool, creating a

    font can be a matter of, literally, a few minutes. Just open a bitmap of thefont, or scan it directly with the program. One command separates the shapes

    (that is, autotraces them), then you drag these shapes to a character map

    window, and the font is ready. Name it and you're done! Amazing. It you start

    with a clean scan of your handwriting, you can have it ready to use in a few

    minutes. Of course, you may need to tweak individual characters, spacing, etc.

    and you can do it with precision. You can try Scanfont to create up to five fonts!

    Get it from their distributor, Pyrus or FontLab. The same company offers the

    most advanced font creation program, FontLab, and a basic font editor and

    creator, TypeTool (also with a 5-font tryout), together with some other type

    utilities. A visit to their website is recommended.

    There are two basic font creators, Softy and FCP ( The Font Creator Program)that you can download from the net. The first is a very small program, but it

    isn't very intuitive and lacks a good help system. FCP is available from High

    Logic, in the Netherlands, and is a good starting point to learn fontmaking.

    And finally, what about Fontographer? This used to be the most used font

    creation tool. A professional caliber program, distributed by Macromedia. There

    is no tryout version of this program, so you will not be able to get a feel for it

    before buying. You can find more information about Fontographer at the

    Macromedia site, and there is also a Fontographer newsgroup. However, many

    years has passed since the program was last updated and it lacks many features

    present in Fontlab.

    Don't forget to take a look to the net resources listed on the below and to check

    out the second part of this tutorial. Jump there...

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    Resources on the netThese are some selected articles about fontmaking.

    This collection makes almost a complete reference

    book to get you started. These articles cover almost

    every topic. If some of the links doesn't work, don't

    blame mein the Internet they get stale faster than

    home made cream.

    ChankDiesel tutorialA very good and detailed tutorial chez Iconian Fonts (Dan Zadorozny)

    Divide by Zero tutorialCreating fonts in Corel Draw

    Another detailed tutorial for CorelDraw users.

    The digital recovery of a 18th century font, Ibarra, explained by ateam

    from the University of Zaragoza. You can download the font, too.Even more information about font-editing programs, and actually anything

    relatedto type at Luc Devroye's On Snot and Fonts. Good coverage ofPostScript language, Bziercurves, etc.

    Of course, a search on Google will yeld many good results. Take a look

    and see for yourself.

    A tutorial using Fontforge and Autotrace. The process described there

    can be applied to any program, however.See even more links about typography in our links page.Now it is time to proceed to the second part of this workshop, where

    we will learn a few tips and advanced techniques.

    2005 Typephases Design Home Credits Contact information

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