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Graphics Software Programming IT Technology

Art Tips For Programmers? 565

An anonymous reader writes "Recently I've found myself in a bit of a bind with artwork. My programming contracts have been rather small, barely enough to pay myself let alone an artist. The art needs aren't intensive, mostly icons or sprites depending on the project. Despite owning a few key apps (Photoshop, LightWave, Maya) my art production output is rather poor. Are there any other developers who have learned to be self-sufficient? Are there any resources available to educate me on the finer points of making graphics that look professional?" One resource for the less-artistic among us is the collection of free SVG clip art at freedesktop.org, though it won't give advice for creating new art. What are some others?
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Art Tips For Programmers?

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  • Re:The Tools? (Score:2, Interesting)

    by athanis ( 241024 ) on Monday November 15, 2004 @09:18PM (#10825872)
    Actually, that's interesting. It's like the chicken and the egg problem. Graphic tools can only become profitable if enough people use them (PHotoshop being an almost de facto standard in the graphics world). However, the learning curve for these programs are so high and they are so expensive that it seems hardly likely for them to start off.

    It's kind of like Microsoft's penetration due to software piracy..

    In any case, we aren't discussing tools, but computer art. Tools don't make the artist. Practice, patience and passion do, as some famous person once said.
  • by Anonymous Coward on Monday November 15, 2004 @09:19PM (#10825881)
    ... then you can afford to commision a graphic designer ;)
  • by PalmerEldritch42 ( 754411 ) on Monday November 15, 2004 @09:22PM (#10825917)
    I agree. And you can generally find some very cheap (even dare I say it, free) labor at the local art college in your area. You know, the Art Institute of Whatever for instance. You will get some good artwork cheap, and if your sign the right papers for them at the school, they will get credit for an internship. It works very well for both of you. I have done this when I was in school and I helped out some folks with some artwork. I got class credit for it, so I didn't mind working for free. Then, once I graduated, I moved it into a mostly-full-time freelance job. Then, later, I started outsourcing my own work to another school. So, it all comes around full-circle, and everyone wins.
  • Riiiiight... (Score:1, Interesting)

    by Anonymous Coward on Monday November 15, 2004 @09:25PM (#10825931)
    "Despite owning a few key apps (Photoshop, LightWave, Maya) my art production output is rather poor"

    Oh, yes, he's struggling as a programmer but can afford thousands of dollars in digital imaging software. Not only that, but he "owns" both Maya and Lightwave and still doesn't know what he is doing? Who the hell owns both?
  • by Proc6 ( 518858 ) on Monday November 15, 2004 @09:26PM (#10825948)
    Can't "afford" an artist, but can "afford" to buy him or herself Photoshop, Lightwave and Maya?

    Mmmkay.

  • by EEBaum ( 520514 ) on Monday November 15, 2004 @09:29PM (#10825960) Homepage
    If the product allows, there's a certain quasi-postmodern charm in "programmer art", if it is cohesive as a whole. Stick figures and such. It has to be completely confident in its kitchiness, though... amateurish art that is supposed to look professional is awful.

    If it's for an office-esque app, though, the highly "modern professionalist" users would likely cringe in self-righteous disgust at such a suggestion.
  • by jedrek ( 79264 ) on Monday November 15, 2004 @09:30PM (#10825968) Homepage
    Wait, you don't have enough money to hire an artist, but you have enough money for Photoshop, Lightwave AND Maya? These packages cost... oh... a couple GRAND together? Hell, just PS (not studio) is $300-400.
  • by SpamJunkie ( 557825 ) on Monday November 15, 2004 @09:36PM (#10826004)
    I'm a professional designer with much experience with web sites. I've also worked on many other projects including a familiar theme for Enlightenment back when Enlightenment was popular.

    I've seen a lot of sites designed by developers and I can tell you what to do - listen to what I say and you'll be better than 90% of the sites on the net: keep it simple.

    This works on so many levels it's ridiculous. The most well designed sites [apple.com] with the most expensive designers do this as a matter of course. It's not only refreshingly easy on the eyes it's also good business.

    Don't try to be gabocorp or razorfish - those guys already have the look-at-me-look-at-me-look-at-me market saturated. Most paying clients want something more professional. Stick to what you do well - developing, hopefully - and it'll get the recognition it deserves with a design that lets your real work shine through.

    Pick a nice color scheme [wellstyled.com], stay away from comic sans and courier and you're halfway there. Leave the graphics for photos and logos, use color sparingly, and limit yourself to as few different colors and fonts as possible.

    If you're really interested you could pick up a few design or mac magazines - really! even if you don't use a mac - just to get an idea of what clean & simple design is like.
  • Time-Warping to 1993 (Score:3, Interesting)

    by RobotRunAmok ( 595286 ) * on Monday November 15, 2004 @09:41PM (#10826041)
    [Doing my best Mako [imdb.com] impression:]

    "Once upon a time, when the WWW was whipping across the business landscape like a cold wind from the North, nobody in business had a clue how to wrangle it. Was it an IT thing? A Marketing thing? A New Business thing? It was a Time of Chaos, and still-moist script-jockies were christened "Web Masters" and given the imprimatur, "Um, do your thing. And here's a six figure salary, cuz we haven't a clue what 'your thing' is. Oh, and make it look 'cool,' cuz we heard it's supposed to look 'cool.'"

    And they did their thing.

    And it looked dreadful.

    Happily, business recovered, bean counters and Marketing Directors finally found something upon which they could agree, and color-blind code-jockeys were partnered with art-types so the WWW could outgrow its purple-orange acne-encrusted adolescence and mature into pseudo-suave 'white-is-the-new-black' twenty-something hipsterism."

    Bottom line: I'd rather teach an artist how to code (and have done so), then let a coder try to "do art." But if you want it to look remotely professional, you prolly need at least two heads involved.
  • Definitly Students (Score:3, Interesting)

    by nate nice ( 672391 ) on Monday November 15, 2004 @09:45PM (#10826077) Journal
    Many people have pointed out that getting college students to do the work on the cheap is the best route for you. It really is. Here is how you go about doing it if you do not know any graphic design or fine art students. Make a flier, explaing that you need a designer to make icons for your project.

    Make some copied of this flier and post them in the grpahic and art departments of the local college. You will probably get quite a few calls and ask to see some wrok they have done. The one that appears the most responsable and has the work you would think you want is the one you choose.

    You probably won't have to pay over $100.00 to $200.00, depending on the scope of the work. If it's just icons you need, $50.00 may be fine. Let them know they can use this work for their portfolios and use you as a reference in the future.

    It benefits everyone. You get cheap design labor and they get beer money/positive references.

  • by solios ( 53048 ) on Monday November 15, 2004 @09:48PM (#10826087) Homepage
    As a digital artist, it's nice to see the tables turned. I'm used to being shat on and talked over by UNIX admins and coders who just assume I know vi, or emacs, or where network interfaces are on bsd or various linux distros, et ceteras.

    And the programmers are looking for art tips? Nice.

    My advice : If you can't do it yourself, make a deal with someone who can. It doesn't even have to involve money. Could be barter or whatever.

    Just remember that an artists time is just as valuable as yours, if not more so- and artists are typically subjected to the harrowing horrors of Art Direction. "Make it smaller! Make it rounder! Can I have it in cornflower blue? It's too complicated! It's not complicated enough! It's not what I want but I know fuckall about how to communicate my vision to you so I'm just going to keep requesting changes until you resign from the project and tell all of your art friends I'm an asshole!" and so forth.

    I do video and admin work for a living, and I share my work area with a designer who gets pushed around and shat on daily. I love working for myself, but from what I've seen, having someone else in charge of my visual output is a special kind of hell- which is why I don't do contract work.

    Know exactly what you want and be prepared to produce several "along these lines" or "kind of like this, only..." examples to illustrate your point. Give the contractor too much free reign and you're likely to get some whacked out thing that bears no resemblance to what you want- wasting their time and yours in the process.
  • Re:one place to look (Score:4, Interesting)

    by Anonymous Coward on Monday November 15, 2004 @09:48PM (#10826089)
    as unlikely as it sounds, one book i got a LOT from was "photoshop 5 for dummies" - i've had 15+ programming experience, 10 years multimedia including formal study, and this book taught me more about professional production of graphics than just about anything else, and yes made me self sufficient to the extent i was hired as a design team leader instead of senior programmer on the last job.... so give it a try and forget the dummies stigma....

  • by drewzhrodague ( 606182 ) <drew@NoSpaM.zhrodague.net> on Monday November 15, 2004 @09:49PM (#10826092) Homepage Journal
    Rock-on. Sometimes I use a sharpie, and come up with an idea, and later take a picture with it, and modify the image to what I want. Understanding how the tools work does not take the place of artistic talent, or the knowledge of "how art works". However, there is a union between design, function, and form, and some of us programmers can see this -- sometimes. Having a tutorial on how to define color schemes, or a tutorial on similar styles might be in order for us non-art-students.
  • Re:Riiiiight... (Score:3, Interesting)

    by mikael ( 484 ) on Monday November 15, 2004 @09:54PM (#10826127)
    The quickest way I know to get those professional looking anti-aliased images using a cheap icon editor is to design the icon at 512x512 and then scale the image down to 64x64.
  • ignorant someone? (Score:3, Interesting)

    by Roman_(ajvvs) ( 722885 ) on Monday November 15, 2004 @10:01PM (#10826167) Journal
    It's more important for a graphic designer to know computers than it is for a software engineer to know how to use colour wheels. I'm not saying it's unnecessary, but I am saying graphic design is a task that isn't common in software projects. UI design - while requiring the same traits as graphic design - is another skill entirely, and I've seen some really unfriendly UI designs from graphic designers thinking they can transfer the knowledge form one area to another and always get it right.

    I've had graphic designer friends come to me for minor-incident tech support or other small software-related tasks, because they don't have the money or budget to get a full-time software partner. The same problem occurrs with smaller developers. budgetary restraints in software projects simply eliminate the ability to hire a graphic artist for minor work.

    In a perfect world, only graphic designers would design graphics and only software developers would develop software. As it is today, some people have to do a little of everything to get by. Some of their required tasks they're trained in, and in others they're not. I'm sure you can design the most beautiful icon ever seen by mankind, but if you can't do it for $100 or less, then you're not going to get many requests from programmers working alone.

  • by SSpade ( 549608 ) on Monday November 15, 2004 @10:02PM (#10826171) Homepage

    You certainly can produce excellent icon-level art, even if you have no talent at drawing at all. You still need a decent sense of aesthetics, though.

    As one example, I've generated several icons for the (commercial) application I develop using an almost perversely hackish approach.

    I write a perl script that uses GD::Image to draw a large (512x512) version of the shape I want, using plain flat colours for each region. No drawing skill required, no need for pixel-accurate mouse movements. When I'm happy with the shape and colours of the icon I run it through aquatint [sticksoftware.com] to give it a glassy 3d look and a drop-shadow. Looks great.

    (But for the toolbar icons and so on I licensed a generic iconset from IconExperience. An excellent investment in software that doesn't look like it sucks, for less than the price of a legal copy of PhotoShop.)

  • by Kristopher Johnson ( 129906 ) on Monday November 15, 2004 @10:14PM (#10826240)
    I hope that if your grandma asks for advice about development tools, you won't just laugh at her and tell here that she can't possibly have the talent, and that she should leave it to someone who does.
  • by TechCody ( 722311 ) on Monday November 15, 2004 @10:19PM (#10826284) Homepage
    I just want to relate to you... I HAVE THE EXACT SAME PROBLEM. and it sucks alot that the end user I'm developing for always see's the poor art work and thinks the whole app must be poor. I always spend twice as long on the artwork in photoshop than on the code. And I've come to the conclusion... I don't have it. I just don't. so I'll be paying artist from now on. A great place to find people for cheap.. is your local college campus. College kids have it sometimes better than professionals, and they will work for peanuts, or in my case, I just pay them per graphic or layout/design instead of 125/hr. good luck! -Cody cody@codywalker.com
  • Re:one place to look (Score:5, Interesting)

    by MP3Chuck ( 652277 ) on Monday November 15, 2004 @10:31PM (#10826353) Homepage Journal
    As an artist on -- and former staff member of -- deviantART: To anyone looking for pre-existing icons and stuff to use, please ask permission of the artist! Many artists would gladly grant permission to someone looking to use thier work so long as it's properly asked for. Spare a headache on both sides. :)
  • by darkPHi3er ( 215047 ) on Monday November 15, 2004 @10:32PM (#10826362) Homepage
    "If you pay an artist $200 for a couple of simple graphics, you'll save yourself tons of time, and your project will come out much, much better. So reduce the number of graphics you need, and get the best ones you can."

    Great Advice and absolutely true, HOWEVER, for the "DIY" types, i would add:

    1. AVOID THE HIGH-LEARNING CURVE TOOSLS, SUCH AS:
    A. Photoshop
    B. Dreamweaver
    C. Flash
    D. ALL THE 3D Products; Lightwave, Maya, 3dFX

    i'm a programmer/developer, and i've been using some of the above for years in high end web design, and find that if i don't use them for a few months, i have to relearn big chunks of the program, sometimes ending up with a 3:1 ratio between learning and designing.

    2. USE THE MORE "AUTOMATED DESIGN PRODUCTS, SUCH AS;

    A. Ulead PaintShop Pro -- http://www.jasc.com/products/? [jasc.com]
    B. Macromedia Fireworks
    C. Adobe Photoshop Elements
    D. Cool Button Tool -- http://www.buttontool.com/ [buttontool.com]
    E. Cool FX Menu Tool -- http://www.buttontool.com/ [buttontool.com]

    These programs are substantially cheaper $$$$ to buy then the "Biggies", and are designed to take some of the load off some of the design choices that can drive even highly skilled designers (Choices such as; opacity, blends, masks and moires)....

    STEAL, uh, i mean "homage" any image (OBEY ALL PERTINENT COPYRIGHT RULES, AND DON'T "HOMAGE" FROM MAJOR SITES THAT ARE KNOWN TO EMPLOY LOTS OF LAWYERS!!!!!!!!!)

    you can be a good citizen and ask, or you can homage them and alter them enough to make them "yours"

    3. LEARN HOW TO FIND HELP FROM PROS: there are a # of websites designed to provide such help, for example http://creativepro.com/ [creativepro.com] is used by pretty much every designer i've worked with or known. everyone of the major software provider has both developer programs and tutorials and community BBs, forums, etc..

    some companies such as Adobe and Macromedia really push these developer forums and you can frequently get better/faster/smarter solutions from these forums, than from the companies' Tech Support programs!!!

    4. SELECT A "LOOK AND FEEL"; from a product/service/??? similar to what your product/service/??? and use that to extract GENERAL guidelines about how to present your design. Chances are these folk have paid good monety to learn lessons about to sell your similar product/service/??? -- go to school on them, BUT DON'T copy their design (Lawsuit City), extract their approach and see how you can apply it to your particular project...

    Good Luck!
  • Re:one place to look (Score:2, Interesting)

    by Archon-X ( 264195 ) on Monday November 15, 2004 @10:35PM (#10826377)
    Totally different. Slashdot has an average age of over 15 ;)

    If you're looking for a true art forum, with solid feedbck from real artists, http://www.eatpoo.com [eatpoo.com] No, it's not as bad as it sounds.

  • by BlacKat ( 114545 ) on Monday November 15, 2004 @11:12PM (#10826566)
    A lot of what you have to say is quite valid, unfortunatly...

    "6. A little rounding or making it a little edgier sometimes is all it is needed to make the customer feel that they have a good product. Just take a shape control and give it a curve of 15 make it White with a Black border and put it underneath a group of widgets and they will think it looks super cool."

    That is from the late 80's early 90's UI design... never, ever, use a "shape" control to draw random shapes on a form, window, whatever, unless it's the widget designed to group other widgets.

    Doing so will just make your application look like an uber-cheesy VB3 app... in my humble opinion. :)
  • by Monkeyfarmer ( 594779 ) on Monday November 15, 2004 @11:16PM (#10826586)
    I wish I had mod points... There's no thinly veiled accusation of piracy, I'd suggest an OVERT accusation of it appears warranted.

    I AM a professional graphic artist, and there's no way someone would dump money into both Lightwave AND Maya without knowing at least one of them. And, if this guy is a "coder" and the requirements are as indicated, such as icons, etc. WTF is he going to use Lightwave and Maya for? Photoshop, yes, you can stumble by to create something with a few books and a few weeks of time, but thinking that either of those powerful, general purpose 3D design and animation packages would be useful for program related artwork is foolish if you don't know them ahead of time. If time is money, and it is, then this guy wuld have to "spend" 10X to 100X in time to learn EITHER of those apps to get to a point to be able to use them for the indicated purposes what he would spend to just hire an artist to begin with.

    Perhaps he's not that bright? Well, I'd argue that anyone that is smart enough and talented enough to make enough money to afford both Lightwave and Maya, should be smart enough to do the basic business equation of make vs. buy. Not that smart, not that much money, back to square one this guy is using pirated software that is causing it to be more expensive for people like me that actually NEED it and actually PAY for it! Pisses me off.

    Now, if this guy had tons of $$$, then perhaps he can afford to buy those packages as shelfware for the "someday I'll get time" type thing, and write them off on his tax returns. However we have a self admission that he has no $$$ so that theory don't hold water.
  • Steal Ideas (Score:5, Interesting)

    by techsoldaten ( 309296 ) * on Tuesday November 16, 2004 @12:25AM (#10826956) Journal
    One hat I wear is that of a designer. I probably spend about 1 - 2 months out of the year doing artwork for Web sites and applications. I have provided the design work for hundreds (if not thousands) of Web sites and programs in one way or another, as you will see below...

    Steal your ideas, mine have been ripped off more times than I can keep track of and I assure you no one is ever going to be able to do anything about it.

    I see it all the time, some slick looking site based on another designer's ideas, and it hurts bad when it is my own work getting stolen. I have had companies provide me with other people's conceptual sketches (in some cases, sketches from friends of mine that I already know have not been paid for) and ask if I can do the same thing cheaper. I have had people ask me how I pulled off some neat trick in Flash, gone to their email domain and seen my work being copied frame for frame. I have found watermarks in content I made showing up in other people's sites and been told no visual idea belongs to anyone. Originality stopped being a virtue in 1997, why even try?

    You should steal whatever artistic concepts you think you need, cutting and pasting screenshots into Photoshop should be sufficent for any purpose. Intellectual property is a joke unless you have an army of lawyers, and it still costs too much for most companies to come after you unless you are costing them big bucks. Consider buying a scanner so you can steal ideas from magazines and newspapers as well - ESPN the Magazine is a great source of content to lift and maybe it will keep my stuff safe.

    Just put 'Artisitic Genius' on your business card and tell people you are Picasso's evil twin. Go spawn children and steal... uh... 'study' their crayon drawings for use in your work. Carry Silly Putty to lift tattoo outlines directly from people's skin and pass them off as your own. Spend all your time at hotels and pay for your meals by signing them off to other people's rooms. Give up technology and just start mugging people, same thing. Phish.

    If anyone ever calls you on stealing artwork, refuse to acknowledge the 'similarities', tell them to bite you and claim they stole YOUR ideas. If they still bug you, find out their phone number and threaten their families in the middle of the night. It works.

    M
  • Re:one place to look (Score:2, Interesting)

    by Anonymous Coward on Tuesday November 16, 2004 @12:51AM (#10827091)
    True, but you can find some decent tutorials on specific techniques, which as a non-artist web designer I've found helpful.
  • Re:one place to look (Score:2, Interesting)

    by crummynz ( 818547 ) <crummynz@gmDEBIANail.com minus distro> on Tuesday November 16, 2004 @01:21AM (#10827216)
    Actually, I'm suprised there's not more. It's a damn huge site, I can't imagine trying to administrate something like that. The fact that its free is a testament to the hard work of the creators. Uh. I guess we're getting a little off topic. Sorry about that.
  • by swerk ( 675797 ) on Tuesday November 16, 2004 @01:21AM (#10827219) Journal
    I've got just enough artist in me to get by, but sometimes when working in Gimp or Blender (my 2D and 3D apps of choice) I'll find my programmer side coming through a bit too much.

    Sometimes I spend a great deal of time getting things exactly even, or lined up precisely when it doesn't matter, or getting the image dimensions in pixels to be even multiples of 16. (Seriously, my geek side is like the Gollum to my Smeagol.)

    My primary piece of advice would be not to obsess over symmetry or nice numbers, to temporarily set aside your inclinations to make everything general-purpose and extensible. You can adjust vertices by 0.1 units every time, or you can just move the damn things somewhere that looks about right. The latter will look better. Save copies often if you're worried that it won't. (But it will! :^)

    As a programmer you do have a couple advantages. Turn your tendancies to over-engineer a problem into making the thing higher-resolution than you would possibly need. You know scaling down or compressing to .jpg gets rid of information you'll never get back. You have a tendancy to make things independant of each other, put that into using several layers and selection groups.

    And most of all, if your work looks anything at all like something you might see in Windows XP, or reminds you in any way of any MPlayer skin you've seen recently, it should be scrapped immediately unless you want your project to look fugly on purpose. :^)
  • by bcrowell ( 177657 ) on Tuesday November 16, 2004 @01:22AM (#10827221) Homepage
    You can't teach art; nothing will ever teach someone to be able to create original work on the level of the Sistine Chapel, Adam's photos, or some of The Designer's Republic's better works.
    • I disagree - van Gogh, Michaelangelo and Leonardo, all taught themselves technique and then got to where they were through relentless practice and perseverance. Figure studies, copies, sketches, early drafts, training - none of these artists works just suddenly appeared.
    I think the real question is what level of art you're aspiring to. Learning to be an amateur jazz musician at a relatively late age (from 30 to, now, 38) has really changed my ideas about artistic creativity.
    1. There's no secret ingredient to artistic creativity. Inspiration doesn't just come along and hit you. Take a look at Beethoven's notebooks --- a seemingly simple idea like the opening bars of the 5th symphony was actually the result of many, many revisions.
    2. You have to practice your technique. It's hard work.
    3. You should attempt things that are within the range of difficulty that your technique allows you to do competently.
    4. Seek out people who know about your art form, and who are willing to tell you when you suck.
    5. Over time, learn why those knowledgeable people think certain things suck, learn to detect and throw out your own failures, and eventually learn not to make those mistakes in the first place.
    In keeping with item 3 above, here are a couple of visual art things I did that I think were simple enough that I was able to carry them out competently: (OK, go ahead and criticize them -- I forgot rule #6, which is not to take criticism personally :-) They're really simple, but I think they're decent within the limits of what I was attempting.
  • by BrynM ( 217883 ) * on Tuesday November 16, 2004 @01:30AM (#10827262) Homepage Journal
    Rather than try to gain years of art training and practice in technique to get a creative result, get creative about your method. Decide what you need some art of... This is the hardest part, but you're logical. You can figure it out. The most important part is to decide on your subject and anyone can do that. Let's say a figure on a hill. The only tools you need are Photoshop and a digital camera. Here's a creative method:
    1. Go to the thrift store and buy an action figure you like. Something posable helps to have options.
    2. Find a hill you like. Nuff said.
    3. Point your camera at the hill on a tripod. If you have some way to take a picture without touching it, great.
    4. Place the figure about 18 to 25 inches away from the camera so that it appears on top of the hill in a natural way.
    5. Take a shot with the figure in place and another shot without. Keep the camera as still as possible.
    6. Go home and open the two images in Photoshop.
    7. Select the image with the figure and press CTRL-A to select all. Now CTRL-C to copy (just being thorough). Select the other image and paste (CTRL-C).
    8. Now play. You should have the images in layers one on top of the other. Try fiddling with the opacity, or add a filter or cutout the figure and re-position it. Don't be afrait to try anything - especially blurs! Let people fill in their own detail. Worry about what the image is instead of how detailed it is.
    (Yes, I know this is a classic special effects method. It works well for an example.)

    Some great Photoshop tutorials (and Maya and others too) can be found in Computer Arts Magazine [computerarts.co.uk]. The tutorials are step by step with great examples to learn from. It's a little pricey here in the US, but worth it for a beginer.

    As to how to make an icon rather than an animated GIF or a JPEG or something else, just look up the spec. Google for "Photoshop icon tutorial [google.com]" or or "Photoshop animated GIF tutorial [google.com]". Think of the different file specs as... well, specs. Photoshop can edit pretty much any image type you'll need.

    I tend to do a lot of self contained work (Art, Music, Programming) so I can attest: Anyone can do it themselves.

  • A few thoughts (Score:3, Interesting)

    by Adam Wiggins ( 349 ) on Tuesday November 16, 2004 @03:25AM (#10827735) Homepage
    I'm a programmer but having worked in the game industry for many years I grew to know a lot about game art, both on paper (concept sketches and paintings) and on the computer.

    First, it's a skill that can be learned like any other. Sure, some people have a natural talent, and others don't (like me). There are also people who are natural programmers, and they will always be the best at it; but anyone can learn to program if they really want to.

    I've ended up doing tons of stand-in art for games, and a lot of it ended up going into the final game, because it was Good Enough. Usually it was character animations and interface elements, basically the easy stuff, but still - it goes to show you that there isn't as much of a line between the artistically talented and someone who can just learn to work the tools.

    Here's a few random tips from my many years of hanging around with really talented artists as well as my own tinkering:

    Tools - I'm pleased to say that the OSS art tools you can get today for photo art and 3D are as good as or better than their commercial counterparts for many tasks. I've used Photoshop, Maya, 3D Studio Max (and the original 3D Studio, for that matter), and Lightwave in the course of my career, but I find that the Gimp (for 2D) and Blender (for 3D) are today better, or at least as good as, most of the commercial offerings. One thing about this may be that both of these programs are geared more towards programmers-become-artists than pure artists, which may be why I find them more intuative and powerful.

    Color - Color is a huge element. Crappy shapes with a good color scheme actually look pretty good; nice shapes with a crappy color scheme always look bad. Typically you want to combine complimentary colors - purple and gold, for example - in a way that is pleasing to the eye. It can be tricky to get this right, but one trick you can do is use the color wheel in Gimp. Find the first color you are going to use, and then go to the exact opposite side - that's your complimentary color. Note that a muted color (tan, for example) should fill more, proportionately, of the image than its bright complimentary color (red, for example). When in doubt, go look at a nice-looking website and steal their colorscheme.

    Compositing - You can do a LOT by compositing photographs and other existing graphic elements. For example I made the header image for this website [dusk.org] by compositing shots I had taken in New Oreans, plus a couple photos from images.google.com eg, Stonehenge in the lower left corner). Using the Gimp's color adjustment tools, scale, resize, rotate, and opacity, you can collage together a bunch of unrelated images and end up with something that looks pretty cool.

    Learn Blender - A great way to make a final image is to create a central element in 3D, and then paste it into an image and edit it up with the Gimp. That's how I did the graphics for this site [adamwiggins.com], for example. Blender is surprisingly easy to learn; this excellent tutorial [blender.org] will have you up and running in no time. I was creating elements usable for compositing in my 2D images in a matter of hours after I started learning it. (Of course, I have a lot of experience using other modelers, so it may take a complete 3D novice longer.)

    Last of all, I will suggest the tried-and-true method for self-teaching yourself almost anything: duplicate! Go find a piece of art that you think is attractive. Study it closely. Pick it apart. Now try to create your own version of the same thing using whatever tools you are trying to learn. The process of taking apart someone else's image will teach you a lot about the elements that experienced creators use.
  • by Aqua OS X ( 458522 ) on Tuesday November 16, 2004 @03:38AM (#10827772)
    As for training to become "self sufficient". I'm both a developer and an interactive / graphic designer. Visual communication skills are not something you can simply pick-up. Those of us who are legitimate graphic and interactive designers have spent a LOT of time at universities learning how to solve problems using graphic arts, typography, engineering, psychological research, sociological research, etc etc.

    I don't mean to sound condescending (seriously), but most professional graphic or interactive designers have worked their ass off in order to get where they are. That typically means 60+ hour school weeks in a decent undergraduate program, and or even more grueling training in a graduate program.

    Unfortunately, many in the development field think designers are talented "artists" who can make things pretty. We're not. We're problem solvers who should be helping users to interact with (your) software or multimedia. Moreover, this interaction should be both incredibly functional and emotionally immersive (ie: iPod).

    (this is the part where Slashdot folks respond with "I taught myself and now I'm the head blah bitty blah designer for Company X"... don't listen to those people. Unless they're named David Carson, they probably suck. Worse yet -- they, and or their boss, probably don't realize that they suck.)

    Now... what they hell am I getting at? Well, you could start learning visual communication skills in order to become "self sufficient." However, you're interface design work won't be very good unless you take the time to get some real training..... Or, you could hire a graphic or interactive designer.

    Graphic and or interactive designers can be quite pricey. $35 to $200 per hour. Nevertheless, if you take advantage designers or grad students who are willing to do quality work for cheep (or free), you could be in good shape. Many designers will work for peanuts if you offer them some creative freedom and have a project they would love to include in their portfolio . Sometimes having a cool piece in your portfolio is worth much more then a paycheck.

    If I were you, I would check with your local AIGA chapters ( http://www.aiga.com/ ) or graduate design programs. Look for a talented fresh designer who needs to build up his or her portfolio. Try to get them to do some pro bono work ;)
  • by kale77in ( 703316 ) on Tuesday November 16, 2004 @03:44AM (#10827797) Homepage
    #2- for a lot of projects, you can make good use of objects (boxes, etc) colors, and some good fonts. And if you want free fonts, I highly recommend larabiefonts.com [larabiefonts.com].

    Don't pay for anything until you've spent an afternoon browsing through DaFont [dafont.com] -- 4000 free fonts, many of which are worth having.

    Also (and don't laugh!) get any old copy of CORELDRAW, even if the program is for another platform; it's ten years old and will be cheap as dirt. But, it has over a thousand perfectly usable typefaces in TrueType format.

    I'm by no means a professional typographer, just someone with 8+ years of programming and, before that, 8+ years of graphic design, with a strong amateur interest in typography. So I appreciate real fonts, like you'd pay $400 apeice for from a professional font foundry, or the value of a whole spectrum of historically important type families. However, there is enough in these two font sources for almost anyone to get by on the cheap, as I presently do.

    Taking some time (a few hours) to pick a nice sans-serif font (think Arial) for headlines and a complementary serif (think Times) for body text, can very quickly improve any project. By complementary I mean having similar letterforms. Look at the shape of the 'a', 'Q', and 'J' and especially the top of the 't', as well as the overall 'colour' (the density of the text) on the page.

    One combination from the COREL CD that I'm doing a lot of work with at the moment is Context Condensed for headlines, together with Atlantix for body type. But experiemnt for yourself.

  • by MickLinux ( 579158 ) on Tuesday November 16, 2004 @06:43AM (#10828337) Journal
    Okay, you want to make art: icons, and such. First, let me point out that I have found no graphics program to be as good or as quick as Deskpaint for the old,old macintoshes, by ZedCor. I think there also used to be a PC version of that program.

    However, you probably can't get a copy of that program any more. So the next best bet is to get a copy of FuturePaint (freeware--do a web search) for Macs. But if you can't do that, get something that is reasonably quick, that can import and export different file types, that can scale graphics and change the number of colors gracefully, and that has some basic drawing tools.

    (Sorry, Linux folks, GIMP just doesn't cut it. Nor do the K apps, which are slow and crash too much.)

    Also, save your work using different file names at every step of the way. It isn't worth the time if you mess something up. Indeed, when I'm doing outlining, I like to save my work several times during that process ... just in case. Don't throw those files away, later, either, or the standardization notes. Archive 'em. You'll perhaps want them later.

    Okay... now, step by step:

    (1) find the dot size (like, 150 dots by 150 dots) of your desired icon. Quadruple that (600 x 600). Note that you'll have to do this whole process 4 times or so, if you have 4 different resolutions for a single icon. Don't skimp, or some of these will look lousy.

    (2) Scan in a picture (a good hand drawing, or something from a magazine) of what you want. If what you want is not available, you can actually arrange picture pieces in a collage, and scan that in. I've done this to avoid copyright problems -- I can be sure that my work doesn't even look like the originals I used, because I cut a leg and turned it, cut an arm and turned that... you get the idea. Anyhow, scan it in so that it appropriately fills your quadruple-size area (600x600, above).

    (3) Lighten the whole picture so that it uses only the 5/16 lightest colors. Now this will be your background.

    (4) Select 2-3 standardized line sizes: for example, 5 pixels wide for outlines, 2 pixels wide for internal detail lines. Don't forget to multiply by 4, because we're working at 4 times the resolution (20, and 8).

    (5) Now, using the line tool on black, draw all those lines with your sketch tool. Outline what you see, and make detail appropriately.

    (6). Now print out what you have, then convert all light grays to white. Do that either by changing the color curves, or by using flood fill judiciously (which I prefer).

    (6) Now, pick your colors. Again, standardize. (when I say standardize, I mean write the standards down on paper, and stick to them). Using lines of the selected colors, isolate patches and then flood fill them.

    (7) You should now have an icon that is 4 times the size/resolution of what you want. Select it, and shrink it down to a quarter size. Your program should be able to handle merging (averaging) colors. If it can't, then save as a 256 color .bmp file, and let your own homebuilt program average sets of 4 colors. At this point, details that looked "not so good" will look better, even great.

    (8) If appropriate, convert to 256 colors, 16 grays, or whatever.

    (8) Retouch as necessary (probably won't be necessary).

    Just as a note, I have found that I like my flood fill colors to always be in the lightest 16th of the palatte, whereas I like my lines to always be black. This makes the icon easy to see and identify.

    Now... all that said... you seem to be having trouble making ends meet. Let me suggest a business website for you:

    http://www.tinaja.com/ [tinaja.com]

    The guy also has an $8 book which is invaluable:
    ___The incredible secret money machine II____

    To the extent which I was able to follow his advice, it created a good business for me (~17000-$30000 a year).

    That said, the level of justice in our country is crashing
  • Re:one place to look (Score:4, Interesting)

    by DrVikarius ( 775244 ) on Tuesday November 16, 2004 @07:13AM (#10828425)
    A great book that should be read by coders etc. looking to do their own design graphics is "About Face - The Essentials of Interface Design" by Alan Cooper. It's informative, and also funny.
    Example: A person's PC is about to crash, and a box pops up on the screen that says, "System failure. You will lose all your data." Then there's a button below that says, "Okay".
    (Maybe an amusing little grinning demon icon would make it 'look' better ;)
  • by Anonymous Coward on Tuesday November 16, 2004 @07:50AM (#10828533)
    Ok, I suppose my tone was a tad to over the top =/

    I don't know law but what you're saying does make sense so I'll take your word for it. The reason it upsets me, however, is that I've seen great pieces of digital art that has been blantantly ripped off by online "groups" and then passed off as something they made themselves. I'm not the only one annoyed by this behaviour - In fact, it's so commonplace that most artist don't even have the energy to bitch about it anymore.

    Your pride you may be entitled to, but it becomes arrogance to think to own the miracle of man's imagination, even the piece of it you bear through life.

    Now you're being unfair, I never said nor did I imply that my work is gods gift to mankind or even that I'm a good artist for that matter. It's when people misappropriate the work unfairly without due credit, regardless if it beautiful or ugly (subjective) - if I'm proud of it of cource I'll get pissed if someone doesn't even bother to ask for permission. I'm not talking about clipart or tiny buttonimages from a webpage, these tend to be extremely generic. No, I'm thinkng more along the lines of wallpapers or such which may have taken many, many hours to make. The artwork I do does in fact usually end up being given away, mostly it's custom stuff for friends etc. I even tend to give them the Copyright if it portrays a unique quality of theirs!

    NO idea is unique

    How about the theory of relativity? All individuals posess some unique quality or in some cases even ideas, that's the beauty of it. Aaaw, forget it.
  • homage... (Score:2, Interesting)

    by circusboy ( 580130 ) on Wednesday November 17, 2004 @09:18AM (#10841124)
    homage is when you steal from someone who is dead,
    influence is when you steal from someone who is alive,
    plagiarism is when you steal from ME!

A list is only as strong as its weakest link. -- Don Knuth

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