Scaling Down images in Illustrator

I scaled down original images into a file in an illustrator file but the pictures are still the original HUGE picture size. When I scale it down or save the file as a pdf is there anyway to get the size down proportional to the scaled down version? This is going to press so I can't reduce the quality.

Look at the preferences for pdf export, I believe it is under the edit menu. You can set the image reduction there. If necessary, create a new preset with the options you prefer, but one of the pdf-x options should work. (I never tired the pdf-x presets, so I am assuming it would be right).

Similar Messages

  • Is there a scaled down version of Illustrator?

    Is there a scaled down version of Illustrator similar to Elements for Photoshop? I'd like to be able to get a scaled down version of the software because I'm not a serious designer, so I wouldn't use most of the more complex functions.

    No. You can always use the free Inkscape or tools from other vendors.
    Mylenium

  • It's about attaching scaled down image

    hi...
    i'm attaching an image that has been scaled down from 3040 x 2016 to 1200 x 796 (using photoshop) to a jpanel via drawImage...
    it works fine, but then a message occur on the console when the program terminated :
    'Corrupt JPEG data: 3304 extraneous bytes before marker 0xed'
    i've tested attaching the real image (3040 x 2016)... there's no problem, but it's way too big,
    slowing down the program initialization...
    so is it a problem attaching a scaled down image ?
    thanx !

    Does the image open properly in photoshop? What type of image is it?

  • Scaled down images look poor

    when placing .png files into CS5, they look fine, though as I  scale them smaller, once I reach a certain size, they begin to  look pixelated and the edges are jagged. Why is this? Why would they look worse at smaller sizes and how can I scale them down without them doing this?
    Thanks.

    I agree with the last poster,  .png is a newer format.
    You problem may be with bitmapped graphics previews in Illustrator. The best accuracy of a bitmapped graphic preview is in photoshop at 100% (1 pixel file to 1 pixel monitor). As you zoom in on a scaled down illustrator the preview will get better, as Illustrator uses the bitmapped preview part of the file to display the image, but the interpolation may make thin lines look bolder or thinner when not in a 1 to 1 pixel preview.
    Please post an example screenshot if you still need help, and we can answer your question much better.

  • Scaling down images to thumbnails with bilinear/bicubic filtering in Flex?

    Hi!
    I develop a Flex based AIR Application, which needs to create
    thumbnails of big images. My Thumbnailer class does what I want to,
    but the results look not so well. The problem is, that even with
    "smoothing" turned on, when drawing the bitmap smoothing only
    effects up-scaling.
    The thumbnails look very jagged and crisp. Photoshop uses
    bilinear or bicubic filtering when scaling down an image, which
    looks much better. I have searched the web with google and I have
    looked for other Flex projects using thumbnails but I could not
    find anything producing better thumbnail images.
    Performance is not very important because I save the
    thumbnails to image files and use these. So scaling does not to be
    real time.
    Is there a way to create better thumbnail images in
    Flex?

    I don't think it should be necessary to do things this way.
    I tried following the approach outlined here:
    http://blog.739saintlouis.com/2007/02/05/scaling-an-image-with-smoothing/
    in both an AIR app and a normal web app, and it looked
    noticeably different (worse) in AIR. Have you done the same
    experiment?
    Anyway, someone will look into it. (It's still possible you
    may be able to get better results following your method,
    though...not sure about that).
    Mike Schiff
    Flex SDK team.

  • Having problems scaling down image

    Hi there, I was hoping somebody here may be able to answer a query I have.
    I'm currently creating the following icon in Illustrator:
    The Image was created within illustrator using the shape and pathfinder tools, the problem I'm having is that when I come to scaling it down, this happens:
    The strange thing is that when I scale the icon upwards it does it perfectly as it should, but the problems are coming from scaling it down.
    I think it may have something to do with the size of the image already, it's quite small, approximately 50px accross. I'm looking to get it down to about 25-30 px accross, but when i take it down to about 40px the distortion occurs and gets worse as I make it smaller.. I thought it may have something to do with the handles on the anchor points overlapping? But I'm not so sure as I've never had an issue like this before, although I've never worked at this small scale before either.
    Any help on this is much appreciated.
    Thanks in advance,
    Lionel.

    In your transform palette turn OFF align to pixel grid, prior to scaling. Adobe since CS5 has made that to be on by default when you create an RGB document.

  • Pixelated images when scaled down issue.

    I have scaled down some JPG's in flash and they look fine but
    when I publish to a SWF they look pixelated. I've read other
    threads and done what is suggested i.e. Smoothing on or off, JPG's
    instead of PNG's and quality at 100% with no success. I know that
    Flash isn't a resolution based application and bitmaps are but the
    images look fine in the Flash IDE.
    Can anybody help me further with this. Thanks in advance for
    any help.
    Simon.

    Hi andy 3r x1...I'm not sure I understand what you mean,
    sorry. I have JPG's inside flash and they look fine but when I
    publish and view them through the player they don't. The JPG's are
    scaled in the flash movie but are seen 1:1 later on in the movie.
    The scaled versions are pixelated.
    Anyhow, I've found what the problem is. I'm publishing for
    Flash player 7. If I publish for 8 and above the JPG's look fine.
    Haven't got a clue why this is other then the players are better?!?

  • Stop imported images from being scaled down

    This is a quote from the Adobe Premiere Elements 7 web page Guidelines For Adding Files
    Guidelines for adding still image files
    By default, Adobe Premiere Elements scales still images to fit the project frame size. You can override this behavior and instead add your files at the size at which they were created.
    My question is how do you override the down scaling my image of 4000x3000 is getting scaled to 1280x??? so when I zoom it is pixelated.
    Thanks all.

    Also, how do you intend to export this 4000 x 3000 pixel still? If you go Share/Personal Computer/Windows Media, even with the choice preset = 1440 x 1080 HD anamorphic, the max that you can type in for frame size = 2000 x 2000 pixels.
    In the OP's case, the Export will be to the chosen Frame Size. Let's just say that it's 1440 x 1080. That is all that will show. However, PrE will be displaying that Frame Size from the larger still, and as it moves about, within that Frame Size, the image will change to reflect the current view of that still image. It's like having a 1440 x 1080 window. Behind that "window," the scene is moved about, as is needed. The view will always be through that window, but with something like the Effect>Motion>Position, will be dynamically altered, frame by frame. Without Scale to Fit, only the 1440 x 1080 "view" will be seen, and never the 4000 x X full view. It's about the same as a PiP, that is created by Effect>Crop. The full image of the Video Clip on Track 2 is never seen, as we have created a "window," reflected by the Crop. That is all that the NLE "sees," and Exports.
    Still, the resources useage will be predicated on the size of the source material, even though we only see that 1440 x 1080 "view" of it. The program has to "crunch" the "big picture."
    Hunt

  • Green screen filter and scaling down distorts image?

    I captured footage from Digital Video Camcorder NTSC ZR30 MC (standard definition camera 2001?) through firewire connection. Footage was recorded in 12 bit rate. Captured in equivalent DV NTSC 32 kHz. Edited the footage using green screen, scaled down to about a quarter of the frame and used oval shape video generator.
    Using FCP 0.6. After rendering all edited footage, it plays back digitally distorted (digital lines constructing the image are out of sync). When exported through Quick Time Movie the image remains distorted.
    What can be the cause of that?
    Please help,
    Hazel

    When you slow down footage you are creating frames where there were none before.  I'd suggest you do this in a two step process:
    1. Slow down your footage and render it.  export selfcontained movie, do not recompress all frames.
    2. re-import the slowed down footage and apply green screen filter.

  • Choppy Blocky Images in Illustrator - HELP

    When I open a high resolution image in Ai they look somewhat distorted and choppy. They are jpeg files that I am placing in order to envelope distort onto a mesh. For some reason any bitmap image I open with Ai looks like this. However, when I open the same image with Acrobat Pro or Ps the image looks perfect. Images are RGB in both apps.
                 Image in Ps or Acrobat                                                Image in Illustrator
    There most be something in Illustrator that is causing this. Images are being embedded and cannot be linked since they need to be distorted. I am runnung CS6 on Intel iMac Maveriks
    If anyone can help I would be truly greatful!
    Thanks in advance    

    Illustrator does not have as accurate a preview for bitmapped graphics. Usually the image jsut looks softer. Is the image scaled a large amount?
    I suggest you print this, or do a save for web and view at 100% in photoshop.
    I see your images are screenshot, cold you post the oriignal image, and tell us if the image looks bad prior to embedding & envelope distorting. You can also envelope distort or warp in photoshop, which I would recomend, unless you absolutley need to use make with top object.

  • IOS: Thoughts on scaling down Retina content for iPad 2?

    I don't have a non-Retina device to test on (yet. Still early in development on my universal first app), so I was wondering if anyone else is considering scaling Retina content down 50% for non-Retina devices? (iPod Touch 3rd Gen, iPhone 3GS & iPad 2) This method would sure be nicer than having to package a bunch of extra images!
    Testing for appearance in Flash CS 5.5, this scaling method seems to work fine, with the exception of small text; (button labels) doesn't look that great. Anybody have some insight or experience with scaling text on these screens? Will it look better on the actual device or should I import native resolution non-Retina elements for the smaller text?
    Thanks for helping an iOS noob!

    Update since I played with this some more today...
    I decided to create new tab/nav bar with buttons at standard (non-Retina display) resolution and call that in for non-Retina devices, while scaling down my app pages 50%. (Larger text seems to look fine when scaled down) I dropped the font on my button labels from Helvetica Neue "medium" to "regular" as well as checking "use device fonts." Both actions seemed to bring a marked improvement on legibility for the small font size (11). Hopefully this will all check out when I get to test it on a real non-Retina device, but I do hear Apple's hardware does a pretty good job at scaling.
    Hope this helps someone...

  • Blurry/Scaled Down Artwork Column and Cover Flow are in 9.2

    i have noticed on my iMac 27" that the album artwork is really blurry, and when i double click the art work at the left bottom and enlarge it, it looks fine. For some reason Apple scales down the pixel size of images and it looks really blurry. Before it was the standard 600x600 artwork that looked beautiful but not anymore..
    This is an infuriating problem as I have taken a lot of time to embed high res art in my fles. The art still remains hi res in the bottom left, but in cover flow or the album artwork column it is a crappy looking blurry image.

    I noticed this also. And yes, it infuriates me too. I used to browse my music collection in Cover Flow on a 46" LCD. Not any more since iTunes 9.2. iTunes 9.2 comes with several new features and improvements, including this one: "Album Artwork improvements make artwork appear more quickly when exploring your library".
    It turns out that the album artwork cache build by iTunes consists of scaled down copies with a size of 128x128!!! These scaled down copies are used in the album artwork column, grid view, and cover flow. Not much you can do about it except give feedback (http://www.apple.com/feedback/itunesapp.html). That's what I did.

  • Video scaled down becomes pixelated with graphics

    Hey everyone,
    I have a clip in my time line which I resize (720 x 480) scale down to 32% from 100% to the corner.
    Adjusted all the Pixel Aspect ratios which are set to NTSC CCIR 601 (lower) & TIFF images (square). Tryed also RT which is dynamic.
    My lower 32% scaled down video is a bit distored blurry with any graphic file or motion file. Tried adjusting the layers,aspect settings, codec. If I remove the graphic..it clears up to normal. The full 100% scaled is fine.
    I'm trying maintain the digital quality in the small scaled down video.
    Suggestions would be helpful.
    Thanks!

    Render it, then view on a proper external ntsc/pal video monitor.
    x

  • Scaled down, rendered clips have weird motion blur

    I have a project I'm doing in FCP 4.5 on a G5. I have several clips that I have scaled down to 55% and have positioned at even X,Y coordinates. The project is rendered, but I get a weird motion blur happening - like when you're watching a low grade QT movie. I have copied and pasted the sequence into a new project/sequence timeline and re-rendered. I have motion blur selected in my main user preferences (render options) and in the sequence settings (render options).
    Any ideas why I'd be having this problem? I don't want to have to go to the length of recapturing the source footage, but I'm almost at that point.
    Any thoughts?
    Jaimey
    Powermac G5 Dual 2Ghz Mac OS X (10.3.9)

    Are you monitoring this on an external NTSC monitor or TV? You cannot judge the quality of your images as viewed on the computer screen.
    #2 Playback is blurry
    Shane's Stock Answer #2:
    1. Disable overlays on the canvas
    2. Make sure you've rendered everything (no green bars at the top of the timeline
    http://docs.info.apple.com/article.html?artnum=24787
    DV footage requires large amounts of data and many computations. In order to maintain frame rate and be viewable at a normal size, only about one-fourth of the DV data is used in displaying the movie to the screen. However, the DV footage is still at full quality, and is best viewed thru a TV or NTSC monitor routed thru your camera or deck.
    Shane

  • Proportional Scaling external Image to stage

    Sounds confusing I know but basically I want to place some images on the stage and I want every image, whether big or small, portrait or landscape, to be scaled to about a quarter of the stage size.
    I have tried coding this myself and even tried many suggestions found on the web, but they all seem to do the same thing. The code either sizes every image to be equal in width and varying height, or scale every image to be equal in height with varying width.
    Say you have some images all the same size, but some in landscape orientation and some in portrait orientation. Most of the code I found for "proportional scaling" would scale the landscape images okay, but make the portrait images the same height as the others, so they looked alot smaller. Or the reverse was true.
    example:
    image.width = stage.stageWidth;
    image.height = stage.stageHeight;
    ( image.scaleX < image.scaleY ) ? image.scaleY = image.scaleX : image.scaleX = image.scaleY;
    This makes all the images fit on the stage all right, but they all have the same width. reversing the equality amkes all teh heights the same.
    If two images did not have the same width before they are scaled down, they should not have the smae width afterwards in my opinion.
    Sometimes I get some code that seems to work, then I change the stage size to check it and all the images did not scale to 1/4 of the stage new size when the FLA was run.
    I bet this is simple, but I have been working on it too long, y mind is in a knot!

    I loaded an array with a Loader and then used a random a variable to pick from the array using a variable that has the length of the array in it: here is the code, but the cut and paste does not wok that well.
    import com.greensock.TweenLite;
    var XMLURLLoader:URLLoader = new URLLoader();
    XMLURLLoader.load(new URLRequest("link to picasa photo rss feed"));
    XMLURLLoader.addEventListener(Event.COMPLETE, processXML);
    var media:Namespace=new Namespace("http://search.yahoo.com/mrss/"); imagesArray:Array = new Array();
    var imagesDateUploaded:Array = new Array();//The title properties of the XML File
    //var imagesWidth:Array = new Array();
    //var imagesHeight:Array = new Array();
    var imagesLength:uint;
    var imagesLoadedCount:int=0;//A counter, counts the images loaded
    var formatFont:Myriad = new Myriad();//This is the embedded font 
    var textformat:TextFormat = new TextFormat();//A TextFormat Object
    textformat.color=0xFFFFFF;
    textformat.font=formatFont.fontName;
    textformat.size=80;//Use the same size you used when embedding the font from the Library 
    var
    function processXML(event:Event):void {
    var XMLdata:XML=new XML(XMLURLLoader.data);
    imagesLength=XMLdata.channel.item.length();
    for (var i:uint=0; i < imagesLength; i++) {
      var loader:Loader = new Loader();
      loader.load(new URLRequest(String(XMLdata.channel.item[i].enclosure.@url)));
      imagesArray.push(loader);
      var imageDate:String=XMLdata.channel.item[i].pubDate.substr(6,10);
      imagesDateUploaded.push(imageDate);
      loader.contentLoaderInfo.addEventListener(Event.COMPLETE, imagesLoaded);//A listener to the function that will be executed when an image is loaded
    function imagesLoaded(event:Event):void {
    imagesLoadedCount++;//Adds one to the imagesLoaded variable
    if (imagesLength==imagesLoadedCount) {//When all images are loaded
      prepareImages();//This function is explained in the next step  
      var maxSize:Number=stage.stageWidth/2;
    function prepareImages():void {
    //These actions will be applied to all the images loaded so we use a "for" and the "images" array to do that
    var i:uint = Math.floor(Math.random()*imagesLength);
    trace(i);
      var container:Sprite = new Sprite();//A container that will store the image, frame, TextField, TextField background and shadow
      var frame:Sprite = new Sprite();//The Frame Sprite
      var infoArea:Sprite = new Sprite();//The TextField background
      var infoField:TextField = new TextField();//The TextField
      //build the frames
      frame.graphics.beginFill(0xFFFFFF);
      frame.graphics.drawRect(-20, -20, imagesArray[i].width + 40, imagesArray[i].height + 40);
      frame.graphics.endFill();
      //creates a black rectangle in the bottom part of the image, where the TextField will be.
      infoArea.graphics.beginFill(0x111111, 0.5);//.5 is alpha
      infoArea.graphics.drawRect(0, 0, imagesArray[i].width, 100);//100 = height 
      infoArea.graphics.endFill();
      infoArea.y=imagesArray[i].height-100;
      //The following code sets the TextField properties and adds its contents
      infoField.defaultTextFormat=textformat;
      infoField.embedFonts=true;//You have to add this to use the embedded font  
      infoField.antiAliasType=AntiAliasType.ADVANCED;//This property will display the text more clearly
      infoField.width=imagesArray[i].width-5;
      infoField.height=100;
      infoField.text=imagesDateUploaded[i];//The content, obtained from the XML and stored in the Array
      //The images will have a random position based on the center of the Stage area. We use Math for that.
      //add a shadow filter
      //Distance, angle, color, alpha, blur, strength, quality
      var shadowFilter:BitmapFilter=new DropShadowFilter(3,90,0x252525,1,2,2,1,15);
      var filterArray:Array=[shadowFilter];
      container.filters=filterArray;//Apply the filter
      //adding children to container
      infoArea.addChild(infoField);//Adds the TextField to the TextField Background  
      container.addChild(frame);//Adds the Frame to the Container
    var bd:BitmapData= new BitmapData(imagesArray[i].width, imagesArray[i].height);
    var bmp:Bitmap = new Bitmap(bd);
    bd.draw(imagesArray[i]);
    container.addChild(bmp);
    // using the loader from the array directly was causing problems like only showing once.
    //  container.addChild(imagesArray[i]);//Adds the Image on top of the Frame in the Container  
      infoArea.visible=true;//We set the image information to invisible by default  
      container.addChild(infoArea);//Adds the information area in top of everything
      //resize the images to no more than 1/2 the image width or height compared to stage
      if (container.width>container.height) {// horizontal asset
       container.width=maxSize;
       container.scaleY=container.scaleX;
      } else {// vertical asset
       container.height=maxSize;
       container.scaleX=container.scaleY;
      container.x = Math.floor(Math.random()*(1+stage.stageWidth - container.width-20))+20;
      container.y = Math.floor(Math.random()*(1+stage.stageHeight - container.height-20))+20;
      //the  plus and minus 20 keeps the image in the stage boundary. something wrong with the container width calculations
      this.addChild(container);//Lastly, we add the Container to the Stage
      container.alpha = 0;
    TweenLite.to(container,1,{alpha:1});
      trace("Just added child");
    var timer:Timer = new Timer(5000,1);
    timer.addEventListener (TimerEvent.TIMER, initTimer);
    timer.start();
    function initTimer(event:TimerEvent):void{
    trace("Timer started");
    prepareImages();
    timer.reset()

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