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ClaudeWave
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digital-art

Digital art tools, techniques, and workflows for art education. Covers raster and vector workflows, digital painting, photo manipulation, generative and procedural art, 3D modeling and rendering, pixel art, the relationship between traditional skills and digital execution, and ethical considerations of AI-generated imagery. Use when working with digital tools, evaluating digital art, or bridging traditional art concepts into digital practice.

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git clone --depth 1 https://github.com/Tibsfox/gsd-skill-creator /tmp/digital-art && cp -r /tmp/digital-art/examples/skills/art/digital-art ~/.claude/skills/digital-art
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SKILL.md

# Digital Art

Digital art uses computational tools as the primary medium of creation. The fundamental art principles -- observation, composition, color, value, form -- remain unchanged; what changes is the material substrate. A digital painter still needs to understand value structure (drawing-observation skill, Technique 6) and color relativity (color-theory skill), but executes with pressure-sensitive stylus on a tablet instead of brush on canvas. This skill covers the major digital art modalities, their relationship to traditional practice, and the specific technical and conceptual issues unique to digital creation.

**Agent affinity:** hokusai (composition and printmaking as precursor to reproducible art), albers (systematic color investigation in digital color spaces)

**Concept IDs:** art-materials-making, art-creative-process-portfolio

## Digital Art Modalities

| # | Modality | Tools | Traditional parallel | Key difference |
|---|---|---|---|---|
| 1 | Digital painting | Photoshop, Procreate, Krita, Clip Studio Paint | Oil/acrylic painting | Infinite undo, layers, non-destructive editing |
| 2 | Vector illustration | Illustrator, Inkscape, Affinity Designer | Pen and ink, graphic design | Resolution-independent, mathematically defined curves |
| 3 | Photo manipulation | Photoshop, GIMP, Affinity Photo | Darkroom techniques, collage | Non-destructive, compositing, masking |
| 4 | 3D modeling/rendering | Blender, ZBrush, Maya, Cinema 4D | Sculpture, architectural model-making | Virtual camera, lighting, materials |
| 5 | Pixel art | Aseprite, Piskel, GraphicsGale | Mosaic, cross-stitch | Deliberate low resolution as aesthetic |
| 6 | Generative/procedural art | Processing, p5.js, TouchDesigner, GLSL shaders | Algorithmic drawing, systems art | Code as medium, emergence, randomness |

## Modality 1 -- Digital Painting

Digital painting replicates the experience of painting with physical media using a pressure-sensitive stylus on a tablet or screen. The core difference is non-destructive workflow: layers can be hidden, blending modes applied, colors sampled and reused, and any stroke undone.

**Strengths:** Speed of iteration, ability to experiment without wasting materials, easy color correction, seamless compositing of reference material.

**Risks:** The ease of undo can weaken commitment to brushstrokes. The infinite color picker can lead to oversaturated, disharmonious palettes. Zoom-in culture (working at 400% magnification on details) can destroy compositional coherence.

**Discipline:** Work at full canvas zoom regularly. Use a limited digital palette (lock 6 colors, mix from those). Turn off undo for 30-minute sessions to build brush confidence.

## Modality 2 -- Vector Illustration

Vector graphics define shapes as mathematical curves (Bezier splines) rather than pixel grids. This makes them resolution-independent -- a vector logo is sharp at business card size and billboard size.

**Key concepts:** Anchor points, handles, stroke weight, fill, pathfinder operations (union, intersect, subtract, divide). Vector illustration rewards precision and planning over spontaneous mark-making.

**Relationship to printmaking:** Hokusai's woodblock prints required the same precision -- every line was carved into a block, and the block was a "vector" in the sense that it could print at any ink density without losing edge sharpness.

## Modality 3 -- Photo Manipulation

Photo manipulation encompasses compositing (combining elements from multiple photographs), retouching, color grading, and photomontage as artistic expression.

**Key concepts:** Layer masks (non-destructive selection boundaries), adjustment layers (non-destructive color/value changes), blending modes (mathematical operations combining two layers), and selection techniques (pen tool, quick mask, channel-based selection).

**Ethical dimension:** Photo manipulation raises questions about truth and representation that painting does not. A painting is understood as an interpretation; a photograph carries an implicit claim of documentation. Artists and designers must be transparent about the degree of manipulation.

## Modality 4 -- 3D Modeling and Rendering

3D modeling extends sculptural thinking into virtual space. The artist creates mesh geometry, applies surface materials, places virtual lights and cameras, and renders the scene into a 2D image or animation.

**Key concepts:** Polygonal modeling (vertices, edges, faces), subdivision surfaces, UV unwrapping (flattening 3D surface for texture application), PBR materials (physically based rendering -- roughness, metalness, albedo), ray tracing, and compositing the rendered output.

**Relationship to sculpture:** The sculpture-3d skill's spatial thinking principles apply directly. The difference is that the virtual sculptor can see the work from any angle instantly, work at any scale, and undo freely.

## Modality 5 -- Pixel Art

Pixel art treats individual pixels as the fundamental unit of composition, typically at very low resolutions (16x16 to 256x256). Every pixel is a deliberate color choice.

**Key concepts:** Dithering (creating the illusion of gradients using alternating pixel patterns), anti-aliasing (manual smoothing of jagged edges), limited color palettes (often 4-16 colors), sprite design, and tile-based environments.

**Historical context:** Early video game graphics were pixel art by necessity. The contemporary pixel art movement is a deliberate aesthetic choice -- a constraint that forces economy and clarity, much like the haiku form in poetry.

## Modality 6 -- Generative and Procedural Art

Generative art uses algorithms, rules, and randomness to produce visual output. The artist writes code (or constructs node-based logic) that generates imagery, often with an element of controlled unpredictability.

**Key concepts:** Noise functions (Perlin noise, simplex noise), particle systems, L-systems (fractal branching), cellular automata, shader programming (GLSL, HL
art-history-movementsSkill

Major art movements and their historical context for art education. Covers 12 movements from the Renaissance to contemporary art, their defining characteristics, key artists, signature works, and the intellectual/social forces that produced them. Use when analyzing artworks in historical context, understanding stylistic lineages, identifying influences across periods, or connecting studio practice to art-historical precedent.

color-theorySkill

Color theory principles for art education. Covers the three color properties (hue, saturation, value), color mixing systems (subtractive and additive), color relationships (complementary, analogous, triadic, split-complementary), color temperature, simultaneous contrast and the relativity of color perception, and practical palette construction. Use when analyzing color in artworks, planning color schemes, understanding optical phenomena in painting, or investigating Albers's Interaction of Color experiments.

creative-processSkill

The creative process in art from idea to exhibition. Covers five phases of creative work (inspiration, incubation, exploration, execution, reflection), sketchbook practice, artist statements, critique methodology (formal and conceptual), portfolio development, and the studio as a working environment. Use when guiding students through project development, facilitating critique sessions, developing artist statements, curating portfolios, or understanding how professional artists structure their creative practice.

drawing-observationSkill

Observational drawing and visual perception techniques for art education. Covers contour drawing, gesture drawing, negative space, proportion and measurement, value mapping, spatial depth cues, and the cognitive shift from symbolic to perceptual seeing. Use when teaching drawing fundamentals, analyzing observational accuracy, or developing visual literacy in any medium.

sculpture-3dSkill

Three-dimensional art and sculptural thinking for art education. Covers additive and subtractive sculptural processes, armature construction, modeling in clay, carving principles, casting and moldmaking, assemblage and found-object sculpture, installation art as expanded sculpture, and the conceptual transition from pictorial to spatial thinking. Use when working with three-dimensional media, analyzing sculptural form, understanding spatial composition, or investigating the relationship between sculpture and site.

celestial-coordinatesSkill

Celestial coordinate systems and sky positioning. Covers horizon (altitude-azimuth), equatorial (right ascension-declination), ecliptic, and galactic systems; epoch and precession; coordinate transformations; planisphere use; and practical sky-locating from any latitude and date. Use when locating objects, planning observations, converting catalog coordinates, or teaching the geometry of the sky.

cosmological-observationSkill

Observational cosmology from Hubble's law to the CMB. Covers redshift, Hubble expansion, the cosmological parameters, the cosmic microwave background, large-scale structure, galaxy rotation curves and dark matter, Type Ia SNe and dark energy, and the current state of Lambda-CDM. Use when reasoning about the large-scale universe, interpreting cosmological surveys, or teaching the Big Bang evidence chain.

distance-ladderSkill

The cosmic distance ladder from radar ranging to Hubble flow. Covers parallax, spectroscopic parallax, cluster main-sequence fitting, Cepheid and RR Lyrae period-luminosity relations, Type Ia supernovae, Tully-Fisher, surface brightness fluctuation, and redshift-distance relations. Use when estimating, cross-checking, or critiquing any astronomical distance from a parsec to a gigaparsec.