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Art Tips For Programmers?

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?

565 comments

  1. one place to look by Chip7 · · Score: 5, Informative

    On place to look for art and helpfull artists is Deviantart

    --
    -- If you actually say LOL instead of laughing, maybe it's time to go outside! --
    1. Re:one place to look by style7711 · · Score: 0

      They also have a good selection of dual screen high res wallpaper. It's a good twofor.

    2. Re:one place to look by Anonymous Coward · · Score: 4, Interesting

      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....

    3. Re:one place to look by Anonymous Coward · · Score: 0

      There is a really good photoshop activity book that teaches you how to use each of the features as you're creating a really nice work of art. It was really useful in learning photoshop.

      I forget the name now.

      Try this new flash game... It's a strange blend of Devil Dice and Pac-Man.
      Chomp Dice

    4. Re:one place to look by Archon-X · · Score: 3, Insightful

      DeviantArt is really no good for constructive criticism. It's great if you want to have your ego stroked.
      Seriously, find the worst peice of art your eyes can bear, read the comments and they'll all follow like
      "WOW!"
      "o_0 LOVEIT!!"
      (_) so sweeet.

      It's a place for collective masturbation.

      The art is good when it's good. For inspiration, sure, but for constructive criticism, you've hit the wrong place :)

    5. Re:one place to look by MP3Chuck · · Score: 4, Funny

      That's like saying slashdot is a place only for Linux trolling and arguing about whether Perl is the best thing since sliced bread. Sure, there's a lot of it but it's hardly exclusive.

    6. Re:one place to look by MP3Chuck · · Score: 4, Interesting

      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. :)

    7. Re:one place to look by Archon-X · · Score: 2, Interesting

      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 No, it's not as bad as it sounds.

    8. Re:one place to look by jsgates · · Score: 1

      Actually it's quite true, 1 out of a hundred comments might contain anything of value. The only reason to go to DA is for an ego boost, and possibly the community. For real critiques, you have to go elsewhere. Hence my use of photosig, usephoto, and fred miranda forums.

    9. Re:one place to look by danielrose · · Score: 1, Funny

      no, it was a lie

      --
      i hate pansy republicans
    10. Re:one place to look by Chip7 · · Score: 1

      True that there's a lot of ego-stroking going on at DevArt. But as mentionned elsewhere, that, and the "generic top faved of the day" syndrome, are hardly exclusive. There's lots of good talent on DA (not all of'em popular) and they're helpfull if you ask them.

      --
      -- If you actually say LOL instead of laughing, maybe it's time to go outside! --
    11. Re:one place to look by iamblack · · Score: 1

      As a member on -- and frequent banee of -- deviantartation for almost four years, I would really like to see as many of you give as many headaches to users and staff members of deviantart as possible.

      As stated in other posts, deviantART is a place to go if you want your ego stroked to orgasm with every comment. The quality of criticism and art has declined greatly since its birth in 2000.

      Also the staff members have turned to bastards.

      --
      :|
    12. Re:one place to look by Anonymous Coward · · Score: 0

      Actually that place really is one big circle jerk. And have you seen all the adds there my god its like a huge fucking billboard with a little bit of art tucked down in the corner. Yeah yeah yeah servers, bandwidth ect are expesnive I know but does it really need to whore itself out so much probably not.

    13. Re:one place to look by Anonymous Coward · · Score: 2, Interesting

      True, but you can find some decent tutorials on specific techniques, which as a non-artist web designer I've found helpful.

    14. Re:one place to look by Anonymous Coward · · Score: 0

      Looks like someone's bitter ... cry me a fucking river. It'll go nicely under your bridge, troll.

    15. Re:one place to look by crummynz · · Score: 2, Interesting

      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.

      --
      ~ Crummy
    16. Re:one place to look by ExtremeGoatse! · · Score: 1, Insightful

      The poster's comment about having the "right tools" (PS, Lightwave, etc.) exemplifies most programmer's and the general publics incorrect view on computer graphics and technology and art.

      All too many people think that if you have the right "digital tools" amazing Pixar quality art will pop-out. Its simply not true. The primary reason that pixar is so unbelievable is not because John Lasseter and co. are incredible programmers but because they are amazing artists that understand how to use their paintbrush-the computer-to the fullest extent.

      Some posts have mentioned taking evening classes and such. That's a good idea, but all too many of them are stuck in the rut of teaching you how to do different tricks on a particular piece of software.

      As a programmer who has dabbled in art my suggestion is to try and forget your programmer self. Don't look at Photoshop and see all its cool features, its extensibility, effects, etc. Approach the project just like you would if someone were to hand you a paintbrush and say paint a picture or a camera and say make a movie. In other words, understand the medium you are working with, but don't get engrossed in it. It's still just art.

    17. Re:one place to look by DrVikarius · · Score: 4, Interesting

      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 ;)

    18. Re:one place to look by Anonymous Coward · · Score: 0

      also see http://openphoto.net/, http://morguefile.com/ . the former is creative commons licensed ..

    19. Re:one place to look by iamblack · · Score: 1

      I am not bitter, nor would I want to cry a river over any of this. Perhaps I am a troll. :|

      --
      :|
    20. Re:one place to look by Nepre · · Score: 1

      Another good book is The Non-Designer's Design Book by Robin Williams. It gives a good introduction to use of color, form, and other design principles.

    21. Re:one place to look by Anonymous Coward · · Score: 0

      o_0 LOVEIT!!

  2. if you don't have it, you don't have it by parawing742 · · Score: 4, Insightful

    Sounds like you have all the right tools, but are lacking the finer points of graphic design. Might be worthwhile to take evening classes on computer design. I've personally found these to be helpful.

    1. Re:if you don't have it, you don't have it by bigman2003 · · Score: 5, Insightful

      I solved the problem the easy way...I married an artist.

      I pay her for the projects she works on (we both have our own businesses) but I am always assured of getting great artwork, exactly the way I want it, with someone who will work within my schedule.

      Other than pledging to spend the rest of your life with this person, I would recommend a few things:

      #0- If you are not an artist- put down Photoshop, Maya, and any other tools created for someone with talent! Use tools that allow you to ASSEMBLE- not create. Creating is a rare talent, which is grossly under-appreciated...until you need it.

      #1- avoid too much 'clip art'. Anyone with an eye for art usually thinks it looks like ass.

      #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.

      #3- Look at other designs, and borrow, borrow, borrow. Very few people actually create something original. Just about everything has been done before, so just borrow away.

      #4- Make it as simple as possible. Strip things down, and maybe use the same recuring graphic over and over- similar to a website with a header. So now you only have one graphic that you need to struggle with.

      #5- In direct contrast with suggestion #1- (don't use clip art) you can find fonts that have interesting symbols in them. They are usually very clean, un-cluttered, and you can size them easily.

      #6- Keep the same style all throughout your project. It's better to have LESS style than TOO MANY styles.

      Well, the original poster asked for ideas- so that is my take on it. I spent 6 years as a 'graphic designer' in the print field, so I'm lucky that a lot of those 'skills' ('practices' would be a better word) carry over to the work I do now with websites, and programming. I'm so far from being an artist that it is sick, but I spend a lot of time organizing, and laying out my projects. I just try to create a layout that uses artwork sparingly..to keep my costs down.

      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.

      --
      No reason to lie.
    2. Re:if you don't have it, you don't have it by PurdueGraphicsMan · · Score: 5, Insightful

      I wish I had some MOD points... You've made some wonderful points here... I'm a graphic designer that's been doing the exact opposite of what you're trying to do. I've been programming for the last 4 years and still learning every day. I highly recommend some graphic design classes. You'd be amazed at how much of a differce it would make. If that's not the road you want, obviously there are many resources online. Either way, it's a good road to go down.

      --


      The guitars sound good, now give me about 10db more on the cow bell.
    3. Re:if you don't have it, you don't have it by TechCody · · Score: 5, Interesting

      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

    4. Re:if you don't have it, you don't have it by l810c · · Score: 2, Informative
      Might be worthwhile to take evening classes on computer design.

      I've spent $75 the last 3 months at Lynda.com taking online courses of the Macromedia Suite. That $75 has given me hours and hours of great learning at a fraction of the price of an evening class at a brick and morter school.

      I've cut back on TV and try to watch for a couple of hours a night. Miss some nights, but on others I'll watch for 5-6 hours.

      I don't have much artistic talent, but for my web pages I wanted clean fonts, lines, graphics etc. I knew what I wanted, but not how to achieve it properly.

      I can know produce output that is exactly what I envisioned, even though that vision might not be so artistically inspired :)

    5. Re:if you don't have it, you don't have it by Anonymous Coward · · Score: 0

      I solved the problem the easy way...I married an artist.

      I pay her for the projects she works on (we both have our own businesses) but I am always assured of getting great artwork, exactly the way I want it, with someone who will work within my schedule.

      Hopefully you also get love, compassion, a friend, etc.
    6. Re:if you don't have it, you don't have it by Anonymous Coward · · Score: 2, Insightful
      I solved the problem the easy way...I married an artist.

      I call that the hard way, but to each his own.

    7. Re:if you don't have it, you don't have it by DoraLives · · Score: 4, Insightful
      if you don't have it, you don't have it

      Absolutely true, and there's simply no getting around it. But pity the poor shlub who "has it" but is working for a customer/end user who doesn't and must therefore submit to lectures and instructions from a complete idiot who seeks to twist and subvert perfectly good art to satisfy his own losery point of view.

      Don't laugh, it happens.

      --
      Is it fascism yet?
    8. Re:if you don't have it, you don't have it by Tony+Hoyle · · Score: 3, Insightful

      Absolutely true, and there's simply no getting around it. But pity the poor shlub who "has it" but is working for a customer/end user who doesn't and must therefore submit to lectures and instructions from a complete idiot who seeks to twist and subvert perfectly good art to satisfy his own losery point of view. ..sounds exactly like working as a developer!

    9. Re:if you don't have it, you don't have it by swerk · · Score: 4, Interesting

      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. :^)

    10. Re:if you don't have it, you don't have it by rgravina · · Score: 2, Insightful
      if you don't have it, you don't have it

      I'd just like to say that I don't believe this to true in the slightest! As a case in point, I have a friend who now has been working as a successfull web designer for years, and his graphic art/web design work DOES look good (he came from a background in commerce, so had no formal training in being a web designer, apart from those things relating to commerce) even though when be began his work looked like what you'd expect a complete beginners work to look like.

      There seems to be this fallacy in the artistic world that graphic design skills, or some other artistic skills you "just have" and can not be learned no matter how hard you try. As far as I know this is unfounded, and alienates those who might like to have a go at improving their design skills. My friend proves that this is not always the case, and I'd like to believe that if I applied myself I could also become a good graphic designer (I don't have the need nor desire to right now).

      All too often I hear from artistic types that they are "gifted", "special", "have it" and refer to intangible reasons why they have skill and simply alienate those, like the original poster, who have the desire to learn.

      I say, instead, if this is a direction your work is taking, and you want to become a programmer/artist then DO IT. Yes, paying others is an option but there is nothing more satisfying than doing it for yourself. And the artists should come back down to Earth and have think about the difficulty of the work that they are doing - yes, it takes skill and talent, I definately agree - but if this person is a computer programmer and has managed to learn how to do that, do you really think that they can not learn to design artwork for their applications? Is learning how to design really that much harder than learning anything else?

      Quite frankly, I wouldn't want anyone telling me I simply can't do something - at least encourage this person to try.
    11. Re:if you don't have it, you don't have it by usrusr · · Score: 1

      as a programmer i have learned that using the gimp for anything but format conversion and maybe some color tweaking will give me bad results. you know the style, too many fx, too little brains. and for the usual screen design stuff we could need you would want a vector-paint program anyway, like freehand etc, not a pixelizer like gimp or photoshop.

      I've recently found my own approach to this problem, completely letting go to the coder in me: i've returned to using pov-ray!

      some leftover experience with the scene description language from the old days, and good discipline at avoiding any references to photorealism. flatten the lighting to your needs, have a distinctive camera like parallel or the extreme opposite, stay away from textures and make sure you remember that code reuse thing from programming class. this will definitely not empower you to emulate any screen design style in existence, but the results will definitely not look like the typical wank of someone who confuses style with the ability to apply as many photoshop effects per minute as possible. code reuse can give you a very consistent look over a variety of pictures (for icons for example) and as a programmer you will naturally set up your scene code in a way that you can quickly change colors, angles etc for the whole project with a few keystrokes, to try out different combinations and see what looks best.

      --
      [i have an opinion and i am not afraid to use it]
    12. Re:if you don't have it, you don't have it by raehl · · Score: 1

      Or if you're in a suitable age range...

      Just take a struggling (hot) artist out to dinner.

    13. Re:if you don't have it, you don't have it by jessecurry · · Score: 1

      #7- If it looks good in Black & White it probably looks good in color.

      --
      Those who know, do not speak. Those who speak, do not know. ~Lao Tzu
    14. Re:if you don't have it, you don't have it by Bluefirebird · · Score: 2, Informative

      I must say I also have the same problem. It's quite difficult for me to start with a blank canvas.
      After many years I started being quite good at borrowing from others.
      My favourite software is Corel Draw. Some people think it is quite difficult but not for me, since I've been using it from version 2.3 and I now have version 11. I know how to use most tools there and I always install the maximum number of fonts and clipart. You don't need to use the clipart "as it is". Take it, ungroup the elements, delete some things, change others...
      DON'T start from stratch!!!
      I made many things that initially were based to existing stuff, but after some time I had eventually replaced all those elements with things of my own creation.
      If you have an analytical mind with a bit of sense of style (like me), don't go for artistic software like Photoshop. Go for something more like Corel Draw. Use Photoshop only for... photos!! Duh!
      Good luck and start working! Experience is everything!

      --

      Fear is the mind-killer.

    15. Re:if you don't have it, you don't have it by jonadab · · Score: 1

      > 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.

      Multiples of 16? I usually go for powers of 2 :-)

      --
      Cut that out, or I will ship you to Norilsk in a box.
    16. Re:if you don't have it, you don't have it by Anonymous Coward · · Score: 1, Informative

      If all you need are icon graphics for a programs toolbar photoshop, maya and other high end graphics programs are going a bit overboard.
      Try Microangelo from Impactsoft. It's the application I use to design icons. I've been collecting and designing icons for about 12 yrs. now and haven't found anything better to do this job.

    17. Re:if you don't have it, you don't have it by liquidsin · · Score: 1

      I'd sit around and agree with you, except I'm currently designing stationery for one of these customers you speak of. No artistic eye at all, but more than willing to tell me exactly how this pile of crap should look. In the end, there's only so much you can do, and if your customer has their mind set on something ugly, you can either give it to them or not get paid.

      --
      do not read this line twice.
    18. Re:if you don't have it, you don't have it by djcapelis · · Score: 1

      Stop dissing marriage unfounded... Here's the advantages of marrying an artist other than what he listed:

      1) Artists _tend_ to be really cool, kinda geeky awesome people
      2) You can learn a lot from an artist
      3) An artist knows how to look good, it's what she/he specializes in, they can perform the same magic on themselves
      4) Artists usually are fairly open-minded
      5) Artists are creative, and creative people are always fun
      6) I good one can do miracles and stun you with results in less than 15 minutes for most simple pieces if they're just playing around.
      7) The serious stuff takes hours and it's absolutely... stunning.

      Look, if you want to marry someone... an artist is an excellent choice.

      --
      I touch computers in naughty places
    19. Re:if you don't have it, you don't have it by Anonymous Coward · · Score: 0

      I solved the problem the easy way...I married an artist.

      Lucky bastard...
      When i get sued by RIAA, i married a lawyer

    20. Re:if you don't have it, you don't have it by superflippy · · Score: 1

      I just pay them per graphic or layout/design instead of 125/hr.

      125/hr. for graphic design? Are you living in San Francisco or NYC or someplace with a really high cost of living? If not, I seriously need to up my rates!

      --
      Your fantasies contain the seeds of important concepts.
    21. Re:if you don't have it, you don't have it by Anonymous Coward · · Score: 0

      see's the poor art work

      "sees".

  3. openclipart.org and inkscape by Anonymous Coward · · Score: 3, Informative

    I highly reccommend inkscape, which is pretty good for creating svg art, even for those who are not very artistic. It make drawing really easy.

    Also, try openclipart.org, where there is a lot of public domain licened content you can use.

    1. Re:openclipart.org and inkscape by bergwitz · · Score: 1

      Also, try openclipart.org, where there is a lot of public domain licened content you can use. Is there are mirror or something for this? It seems to be down?

      --
      Evolution is just a scientific theory. Creationism is not.
  4. This being Slashdot and all.. by Neil+Blender · · Score: 1

    I offer you the following advice: 'Infringe' them off the internet.

    1. Re:This being Slashdot and all.. by Anonymous Coward · · Score: 0

      Yes, please do. The artistic community loves to send out cease and desist orders - especially when people are ripping them off. Ah, programmers - they think they can get away with anything.

    2. Re:This being Slashdot and all.. by mumblestheclown · · Score: 1
      you mean "share" them for yourself. after all, there is no loss, since you've only made a copy.

      and by the way, you are going to hell for attempting to make money from your programming

  5. buy an icon collection by pinder · · Score: 3, Informative

    Buy one of the icon collections at StockIcons.com for only $350usd. They can be used royalty-free for any personal or commercial projects.

    1. Re:buy an icon collection by Squareball · · Score: 4, Informative

      Try KdeLook.org A lot of the icon sets are GPL.

    2. Re:buy an icon collection by Anonymous Coward · · Score: 1, Insightful

      A lot of the icon sets are GPL.

      So risk having to release the source code to the entire application because you borrowed what was essentially public domain graphics? Riiiight.

    3. Re:buy an icon collection by Anonymous Coward · · Score: 0

      Too bad about that GPL virus...

    4. Re:buy an icon collection by kumquathead · · Score: 1

      I like icons from http://www.iconexperience.com/. Their collection has lots of useful icons with consistent look and feel.

    5. Re:buy an icon collection by Siniset · · Score: 1

      Can art be GPL? Because there is no source code to artwork, therefore, the GPL doesn't/shouldn't apply. I think most of the artworks are/should be distributed under one of the creative commons licenses, which might not be as "viral" as the GPL.

    6. Re:buy an icon collection by codergeek42 · · Score: 3, Informative

      I hope you know that the GPL can apply to things other than software, and in this case the "source code" would consist of (for example, with SVGs) the XML used to create it, or the image data itself in an open format such as PNG.

    7. Re:buy an icon collection by Siniset · · Score: 1

      i stand corrected, i guess i just couldn't come up with the "source code" for art. Even still I think there are better licenses for art than the GPL...

    8. Re:buy an icon collection by corpsiclex · · Score: 1
      --

      eBayDig 1s a typo saerch engien
    9. Re:buy an icon collection by Artifakt · · Score: 1

      I have seen art released under the GPL, if you're including a bunch of .JPG or .BMP graphics for skinnable applications, with maybe a bit of .XML thrown in. (it's debatable if this counts as "A"rt, but legally, it certainly counts as "a"rt). This happens infrequently, but there are probably a dozen skins that have been released with the GPL bundled in, on sites such as Customize.org

      http://www.customize.org/

      Try
      http://www.customize.org/list/rainlendar/0/10/date -desc/subliminal
      for 1 example.

      I actually started skinning another application in this style, then realized that its legal status would be uncertain at best. Since then, I've checked them out when I run across another one, and what's worse than the GPL itself is the original creator's posted e-mail is always one that's no longer valid or doesn't get responses.
      My take on this is that if I were to release an animated .gif under the GPL, it's possible I'm also promising to keep the raw frames on file and send them to anyone asking for them. If I draw something in BMP format, and it undergoes a lossy compression, say to .JPG at 80% quality, maybe that would count, with the .BMP as 'source code'. I don't see how the GPL is intended to cover such situations, but if it somehow does, it opens up a whole new can of worms.
      If this is somehow legally binding, I'm wondering what it might cover. Full images? Significant (?) parts of them? Layouts, such as for virtual buttons? I don't worry much about the 'viral' aspects of the GPL for code, but for applied art, if it actually covers it at all, 'viral' effects look to be pretty likely. I'm now hoping no lawyer gets this idea.

      --
      Who is John Cabal?
    10. Re:buy an icon collection by gg3po · · Score: 1

      I want to second this. I've been a contributor to kde-look.org, myself. Why learn art when there are so many other good artists just giving it away? Most of the stuff is released under GPL or similar licenses. If you do insist on learning for yourself, you'll find a community ready to give advice, and helpful criticism. While your at it, have a gander at the sister site gnome-look.org. Good luck!

      --
      ---
    11. Re:buy an icon collection by Baricom · · Score: 1

      How do GPL icons affect closed-source programs? If the icons are embedded in the program rather than a seperate file, is that "linking" that requires the entire program to be GPL'd?

    12. Re:buy an icon collection by Anonymous Coward · · Score: 0

      Try InterfaceLIFT's stock icon section. they have several sets, all cheaper than stockicons.com. http://interfacelift.com/icons-stock/

    13. Re:buy an icon collection by Squareball · · Score: 1

      Well if you want to know how icons are created, you can get the source from some great icon sets there and see what they did.. how they used shadows etc.

    14. Re:buy an icon collection by Haeleth · · Score: 1

      My take on this is that if I were to release an animated .gif under the GPL, it's possible I'm also promising to keep the raw frames on file and send them to anyone asking for them. If I draw something in BMP format, and it undergoes a lossy compression, say to .JPG at 80% quality, maybe that would count, with the .BMP as 'source code'. I don't see how the GPL is intended to cover such situations, but if it somehow does, it opens up a whole new can of worms.

      The GPL describes "source code" as "the preferred format for editing" (or some such phrase). How does that apply? Easy.

      Nobody really "draws something in BMP format". You draw it in Photoshop or GIMP, using objects, layers, filters, and so on. So the source code is the native Photoshop file with all the layers intact. Or as another example, many modern icons are bitmapped versions of vector graphics, so there it would be the vectors from which the bitmap was generated.

      That is to say, what the person who created the product worked with = "source code". If you created a GPL'd 3D scene by dotting every single pixel in by hand, then you can distribute it as a PNG file quite happily... but if you rendered it in a 3D package, you'd better include the original models and textures.

  6. Practice and experimentation by athanis · · Score: 4, Insightful

    Personally, I find any tutorial online a very weak foundation to build on. They teach you specific tricks but nothing about being 'artistic'.

    Better would be for you to play around with the different tools. Experiment and keep the results, they might come in handy. And it's best not to start on the computer. Do a hand drawing of what you have in mind.

    I heard this quote from my prof. once:
    "Laborers work with their hands,
    Crasftmen work with their brain,
    Artists work with their heart."

    m2c

    1. Re:Practice and experimentation by PMJ2kx · · Score: 0

      ...and "Geeks work with their hacks."

    2. Re:Practice and experimentation by drewzhrodague · · Score: 3, Interesting

      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.

      --
      Zhrodague.net - I do projects and stuff too.
    3. Re:Practice and experimentation by SpookyFish · · Score: 1

      Nice. Love those posts where I'm thinking "Yeah, this is just like me!"

      Paper or (and!) whiteboarding is the base of my best stuff. (best by programmer standards, anyway ;)

      Given my logic-oriented head, I often wonder how I can think so vividly while dreaming or stoned, but can't translate that visually to other medium worth %#@.

    4. Re:Practice and experimentation by cliffyqs · · Score: 1

      I did my own logo for my business cards, and a couple small pieces for presentations, etc.
      Here is how I do it:

      1. Have a rough but flexible idea. too much detail interferes with creativity.

      2. Relax. Pencils have erasers for a reason. If you like it, ink it. If not, erase it.

      3. Work much bigger than the intended result and keep it SIMPLE. I put light guidelines on paper to keep me in the right direction, the business card logo that is less than 3/4 inch on a side started out between 2" and 4" on a side. Scan and reduce, little goofs will disappear and the rest can be touched up.

      4. Have stuff to work from. I did a loon once for someone's preso. had pics from clip art, decorations, whatever around to get ideas from. got the head from one, the shading pattern from another, etc.

      5. I like the college recruitment idea.. or ask your friends & contacts, someone may give it a shot. Trade them some free computer support or something.

      just my .02 cents' worth.. (inflation stinks).

      --
      I have nothing witty to fill this space with yet.
  7. Just go with the flow... by sH4RD · · Score: 3, Insightful

    When working on graphics just let your creative juices flow. If what you wanted isn't the result, perhaps what came out is better? When I am working on graphics for a program or website I come up with a basic idea for where I want to go, and just play around and experiement. It doesn't take as long as it seems like it would, and some great creative products result. With Photoshop the best way to really get a feel for it is to have a bit of fun. Experiement, see what comes out. If you can't seem to be creative go look at a free tutorial online, many can both educate and inspire you.

    --
    WASTE - The Secure P2P
    1. Re:Just go with the flow... by Anonymous Coward · · Score: 0

      The only problem is, my creative juicy all flow out when I am doing development. I find I very little juice left, particularly when it comes to graphics design

  8. The Tools? by Anonymous Coward · · Score: 0

    Sounds like you shouldn't have bought the tools.

    Torrent, my friend. Torrent.

    1. Re:The Tools? by athanis · · Score: 2, Interesting

      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.

  9. Should I say it? by Tablizer · · Score: 2, Funny

    Outsource it to India *duck*

    (Seriously, their time is cheaper than yours, unless you get sub-min. wage.)

    1. Re:Should I say it? by Anonymous Coward · · Score: 0

      Fathers of Time Sharing systems would not be proud.

    2. Re:Should I say it? by style7711 · · Score: 0

      Seriously, their time is cheaper than yours, unless you get sub-min. wage That's what interns are for. Get a couple interns from your local college. I know several artists who did a bunch of graphics work to build up their portfolios so they could graduate.

    3. Re:Should I say it? by Tablizer · · Score: 1

      That's what interns are for. Get a couple interns from your local college. I know several artists who did a bunch of graphics work to build up their portfolios so they could graduate.

      Yes, but then you have to spend time to hunt down interns. There are places on the web where you can type in the problem description and have others bid on it, all without leaving your desk.

  10. Leave it to the artists? by Proc6 · · Score: 4, Insightful
    Despite owning a few key apps (Photoshop, LightWave, Maya) my art production output is rather poor.

    All the money in the world doesn't buy you personal artistic talent. Leave it to someone who has it. You could give my grandma a copy of Eclipse, VS.NET, EditPlus and vi and she'd still suck as a coder.

    --

    I'm Rick James with mod points biatch!

    1. Re:Leave it to the artists? by athanis · · Score: 1

      That's true, as I said earlier, tools don't make the artist.
      However, the point of the poster was that he could not afford an artist. And in our competitive marketplace now, it doesn't seem to out-of-reason to try to hone more than one skill.

      But then again, the graphical needs of said project do not seem 'intensive' so Photoshop and Maya definitely seem like overkill for simple development projects (icons and sprites?! only if Photoshop is for free!....)

    2. Re:Leave it to the artists? by Proc6 · · Score: 4, Interesting
      Can't "afford" an artist, but can "afford" to buy him or herself Photoshop, Lightwave and Maya?

      Mmmkay.

      --

      I'm Rick James with mod points biatch!

    3. Re:Leave it to the artists? by mav[LAG] · · Score: 4, Insightful

      Personal skill at art is something that is teachable and can be learned. Objects look the way they do because of where they are in relation to the viewer and what their dimensions are. Similarly light has rules which you can learn if you are to duplicate the illusion of light in a 2d representation like a drawing. Textures also have rules and so on. It's all about drawing what you see and not what you think is there. Sure there are people who have this ability from early on but the rest of us can learn very quickly.
      I'd suggest getting Drawing on the Right Side of the Brain if the submitter wants to learn for himself. And let me shamelessly plug my Deviant Art site so I can get a few more views. I must finish that Neo drawing sometime...

      --
      --- Hot Shot City is particularly good.
    4. Re:Leave it to the artists? by citog · · Score: 3, Insightful

      A thinly veiled accusation of piracy there, I reckon.
      Maybe, he thought he could do it himself and that the long term investment would be cheaper than constantly hiring an artist. Maybe he had the impression, as a lot of us do, that artists are expensive.

    5. Re:Leave it to the artists? by Anonymous Coward · · Score: 2, Funny

      You could give my grandma a copy of Eclipse, VS.NET, EditPlus and vi and she'd still suck as a coder.

      My grandmother is Grace Hopper, she invented compilers.

    6. Re:Leave it to the artists? by Kiryat+Malachi · · Score: 1

      Ask an artist who's just getting started; much like open source, there are commercial artists who are starting to build a portfolio and need work, any work, and will work free/cheap.

      --

      ---
      Mod me down, you fucking twits. Go ahead. I dare you.
      (I read with sigs off.)
    7. Re:Leave it to the artists? by Kiryat+Malachi · · Score: 0, Troll

      There's technique and there's art.

      You can teach technique, allowing someone to draw a passable Neo (for example). 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. Rules are technique - knowing how and when to break the rules is part of where the art comes in.

      --

      ---
      Mod me down, you fucking twits. Go ahead. I dare you.
      (I read with sigs off.)
    8. Re:Leave it to the artists? by MrDomino · · Score: 1

      Artistic ability isn't something that only a few people have and that is forever beyond the rest of the world, though. With a somewhat steady regimen of practice and enough will, anybody can become a skilled artist--and, similarly, a skilled artist can lose his talent if he stops practicing. This sort of thing happened to me; I spent a good amount of time studying art, and despite having little innate talent became a somewhat skilled artist capable of producing some really nice-looking stuff. Then, other things got in the way and I started to lose interest, leaving me where I am now--with no artistic ability to speak of.

      Just food for thought--if you'd like to create great works of art, the only thing stopping you from it is your own reluctance to pick up a brush and give it a shot. Granted, for a full-time programmer who needs art for an up-and-coming product, this might not be a viable solution (and certainly not a very timely one), but it's worth noting that art is not something limited only to a gifted few.

    9. Re:Leave it to the artists? by Anonymous Coward · · Score: 0

      Well, at the low end, those do retail for free.... And those programs as a capital investment are likely cheaper than the semi-frequent hiring of artists and retaining the copyright to whatever it is you've hired them to produce, and the lawyer.

    10. Re:Leave it to the artists? by Kristopher+Johnson · · Score: 2, Interesting

      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.

    11. Re:Leave it to the artists? by Anonymous Coward · · Score: 4, Insightful

      Sorry, but I call bullshit.

      Photoshop costs ~$600USD, Lightwave ~$1600, and Maya at least $2200 (up to $7000 for Unlimited). $4400 dollars' worth of "long term investment" when he can barely afford to pay himself? Yeah, riiggghhttt.

      Even if "artists are expensive" -- which, incidentally, they aren't in terms of getting what you pay for (assuming you do your homework and find someone decent) -- that kind of money will buy you a *lot*. For instance, you could buy *many* stock icon packs from the IconFactory (see stockicons.com: around $250-400 each), or much cheaper alternatives if you shop around (a quick search points out InterfaceLift.com, which lists packs for as little as 30-50 bucks). Hell, four grand'll probably get you one or two custom icons from the absolute cream of the crop, so there'll be lots of people that'll do it cheaper.

      Plenty of graphic designers and artists work on commission, go hunt some out, there are thousands of talented creative types around. Universities and colleges are a great place for finding artists, too; pay them well and put in the extra effort to help you, they'll have something decent to add to their portfolio and if they think you're cool they'll show you where all the best parties are :)

    12. Re:Leave it to the artists? by GileadGreene · · Score: 0
      Objects look the way they do because of where they are in relation to the viewer and what their dimensions are. Similarly light has rules which you can learn if you are to duplicate the illusion of light in a 2d representation like a drawing. Textures also have rules and so on. It's all about drawing what you see and not what you think is there.

      Which is fine for photo-realism, but won't produce original art. Admittedly, you can get tips on things like composition, color choice, and so on too. But still, it's more art than science. That's what makes it art. It's mostly about practice, along with a little native talent.

    13. Re:Leave it to the artists? by Anonymous Coward · · Score: 0

      And yes, the "I call bullshit" was in response to the grand-parent's sig. ;)

    14. Re:Leave it to the artists? by Sunnan · · Score: 2, Insightful
      All the money in the world doesn't buy you personal artistic talent. Leave it to someone who has it.

      Or: practice, practice, practice. Maybe you won't be able to "paint a wooden spoon such that you can sense God", but you can become pretty good, with practice.
    15. Re:Leave it to the artists? by mav[LAG] · · Score: 4, Insightful

      You can teach technique, allowing someone to draw a passable Neo (for example).

      Ouch that hurts :) Look at some of the others too!

      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. You can compare van Gogh's Carpenter (which is crap) to his Woman in Mourning (which is a masterpiece) and see how he taught himself technique and thus improved the quality of his work.
      But it depends on your definition of art I suppose. I'm obviously in the "can be taught" camp but I have a good decade of practice still to do before I can branch out and do more original work.

      --
      --- Hot Shot City is particularly good.
    16. Re:Leave it to the artists? by Arhat · · Score: 1

      You could give my grandma a copy of Eclipse, VS.NET, EditPlus and vi and she'd still suck as a coder.

      I agree totally. Now if you give grandma access to ed and an assembler it's another matter entirely.

    17. Re:Leave it to the artists? by Anonymous Coward · · Score: 0

      I'd suggest getting Drawing on the Right Side of the Brain

      Definitely. That book will vastly improve your artistic abilities if you read it and do the exercises. It'll even change how you see things.

    18. Re:Leave it to the artists? by Anonymous Coward · · Score: 0

      And yes, the "I call bullshit" was in response to the grand-parent's sig. ;)

      So you intentionally try to sound like an idiot, just piss of the grandparent? You know what they say, if it sounds like one, looks like one ....

    19. Re:Leave it to the artists? by Anonymous Coward · · Score: 0

      All the money in the world doesn't buy you personal artistic talent. Leave it to someone who has it. You could give my grandma a copy of Eclipse, VS.NET, EditPlus and vi and she'd still suck as a coder.

      All true, but in other news, I'm calling bullshit in 3...2..1.

    20. Re:Leave it to the artists? by Anonymous Coward · · Score: 2, Funny

      Well sure, what's it cost? A few hours' download time and a blank CD-R or DVD-R and we're there!

    21. Re:Leave it to the artists? by Anonymous Coward · · Score: 1, Funny

      Art can be taught. It's just really difficult and takes a long time.

      You'll know you're becoming an artist once you start becoming eccentric. ;)

    22. Re:Leave it to the artists? by Anonymous Coward · · Score: 0

      Actually, I think it's more like:

      but can afford to "buy" him or herself Photoshop, Lightwave and Maya

      i.e. it's a good bet they're warez'd.

    23. Re:Leave it to the artists? by Monkeyfarmer · · Score: 3, Interesting

      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.

    24. Re:Leave it to the artists? by zoeith · · Score: 1

      "I have not art to reckon"

      --
      Zoeith
    25. Re:Leave it to the artists? by Anonymous Coward · · Score: 2, Insightful
      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.

      Ehrm, you just made the argument that he wouldn't have Lightwave or Maya had he had to pay for them. How can he be causing either to be more expensive then?

    26. Re:Leave it to the artists? by Pseudonym · · Score: 1

      Uhm... van Gogh, Michaelangelo and da Vinci all studied under other people.

      Van Gogh tended to get kicked out of art schools, this is true. It may or may not be a coincidence that his art isn't very good as these things go.

      --
      sub f{($f)=@_;print"$f(q{$f});";}f(q{sub f{($f)=@_;print"$f(q{$f});";}f});
    27. Re:Leave it to the artists? by smchris · · Score: 1

      I disagree - van Gogh, Michaelangelo and Leonardo, all taught themselves technique and then got to where they were through relentless practice and perseverance.

      One of the perks of living in a mediocre-sized metropolis with mediocre museums. "Here's we see the student El Greco studying in Italy on his way to Spain."

    28. Re:Leave it to the artists? by gad_zuki! · · Score: 1

      > doesn't buy you personal artistic talent. Leave it to someone who has it.

      Oh please, art like everything else is a skill. Learn technique and practice. Rinse and repeat. Don't get too full of yourselves, artists. I'm almost completely self-taught at illustration and guitar and I always tell people talent is a myth. Talent is what pretentious types (and marketers) use to sell product.

      Icon design, for instance, follows some very simple rules. HCI follows rules also. Put in the practice time and you'll see noticable results. Saying "I'm not the artsy type" is a self-fulfilling prophesy. Unless you're getting into fine art then there's really nothing to it other than some elbow grease.

    29. Re:Leave it to the artists? by magefile · · Score: 1

      I think I understand where this guy is coming from, as I'm currently there myself (and taking a few classes in my free time to remedy the situation). I don't give a shit about being an artist - I know graphic arts isn't my thing. *But* it doesn't necessarily take artistic talent to create (/me looks at his toolbar) a semi-decent looking command prompt icon, or a smiley-face saying "hi" (Fedora's icons for gnome-terminal and xchat, respectively). That's all a lot of us really want.

    30. Re:Leave it to the artists? by bcrowell · · Score: 2, Interesting
      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.
    31. Re:Leave it to the artists? by ricka0 · · Score: 1

      A lovely place to start with some basic concepts of free space, engery, symbols, colors, etc. And a very fun book! (actually I'd suggest this book to any webdesigner for example and it was part of a webdesign class I took once).
      Understanding Comics: The Invisible Art, Scott McCloud

      http://www.amazon.com/exec/obidos/tg/detail/-/B000 6F1WSI/qid=1100582786/sr=1-1/ref=sr_1_1/103-041353 7-7889425?v=glance&s=books

    32. Re:Leave it to the artists? by Anonymous Coward · · Score: 0

      Maybe, he thought he could do it himself and that the long term investment would be cheaper than constantly hiring an artist. Maybe he had the impression, as a lot of us do, that artists are expensive.

      Or maybe he pirated it off of KaZaA. Seriously.

    33. Re:Leave it to the artists? by Anonymous Coward · · Score: 0

      the photo on the book cover is a direct rip off of "The Lawrence Tree" by Georgia O'Keefe. That was a good move. Lots of people have a pretty good eye, and know what looks good. If you have few mechanical skills, its best to pick something you already know looks good, and copy that design closely. most artwork contains major rip-offs anyways, so don't feel bad.

      Visual art really requires three different things: mechanical skill, a good eye, and visual creativity. the mechanical skills are difficult to learn and require years, but anyone can learn them. A good eye can be improved with training, and visual creativity cannot be tought. You'll need all three in abundance to make great works of art, but you really only need a little of the latter two to make functional graphic design.

    34. Re:Leave it to the artists? by Anonymous Coward · · Score: 0

      Hehe, you must be a coder (or equivalent) by trade.

      Someone who masters the techniques can become an accomplished painter but you can only become a true artist if you have a well-developed sense of imagination. Only those who know how to apply a technique in a unique way - with their imagination - can become truly great.

      If all you do is evaluate how well-developed the artists technique is then you are missing the point IMHO, but that's ok because a lot of painters do the same :P

    35. Re:Leave it to the artists? by tverbeek · · Score: 1
      Personal skill at art is something that is teachable and can be learned.

      Yes, but not by everyone. There really are people who simply Will Not Get It. Fortunately, they usually have other skills that are valuable in their own right, but they still aren't going to be great artists no matter how many times they work through Drawing on the Right Side of the Brain. I once wanted to be a musician, but finally had to admit that it wasn't going to happen. Instead I'm a brilliant technical problem solver, an excellent writer, and a highly competent illustrator... whose best musical instrument by far is the CD player.

      --
      http://alternatives.rzero.com/
    36. Re:Leave it to the artists? by Chandon+Seldon · · Score: 0, Flamebait

      Do you legitimately not understand the marketing strategy for these applications?

      The following is true for *all* application software with a pricetag above aprox $100:

      Instead of having a demo, the company lets people pirate full versions. This gets people used to using the software, and makes it so that if they ever need to use software of that class to do something that they will be admitting to, they'll buy (or get their employer to buy) the software for the X thousand dollars a license costs.

      If they didn't do it that way, they'd need to maintain a "Student" version for $60, and they probably would need to sell their full version for less, and people would still pirate their software.

      --
      -- The act of censorship is always worse than whatever is being censored. Always.
    37. Re:Leave it to the artists? by matria · · Score: 1

      I've never even SEEN any of the above mentioned programs, but I have played with gimp, blender, and POV-Ray, enough to confirm my suspicions that while I can learn how to use the software's features, I have the artistic talent of a turnip. (sorry, turnips...) So I use my digital camera, and get friends to send me images from their travels around the world, frequent the NASA, US Fish and Wildlife department, and other free image sites, and use a shareware program for the Mac called GraphicConverter, for which registration cost $30. I don't think I've done too badly. My business clients like having photos from their building or location play a part in their website, and personal site clients love having their site decorated with personally significant "artwork". Fonts also play a large part in my work, I simply set up a test .html page and fiddle with the CSS, using the DigitalColorMeter utility included with OS X, until I'm happy with the colors and size, then use Grab, a screen capture utility included with OS X, to save the file (it only saves in .tiff format), and GraphicConverter to tweak it and save it in the format I want. I get a lot of ideas in layout from A List Apart and css/edge.

      http://www.lemkesoft.de/en/index.htm
      http://www.alistapart.com/
      http://www.meyerweb.com/eric/css/edge/

      Maybe I should write a tutorial. "Great Graphics On The Cheap".

    38. Re:Leave it to the artists? by Anonymous Coward · · Score: 0

      One thing you do need is the passion for art. With passion comes perseverance, with perseverance comes proficiency. It is very hard to find the passion if you just see art as a necessary sidekick to your real passion though. Reasonable levels of passion can be substituted with discipline.

    39. Re:Leave it to the artists? by Anonymous Coward · · Score: 0

      Sorry, but you talk crap.
      Talent is helping, but what realy counts is practice.
      Anyone can become a decent artist with enough practice. Of course practice takes motivation and you are best motivated if you actually enjoy doing something.
      By the way that goes for coding, writing or learning in general too.
      Practice and discussion with someone else(to see what you did wrong, or jsut get a second opinion) can go a very long way in any area of work. Trial and error.
      Tallent just speeds things up and can make the difference between good and brilliant.
      Learning from someone else can speed things up too.
      Motivation is the key though.

    40. Re:Leave it to the artists? by rjshields · · Score: 1

      It may or may not be a coincidence that [Van Gogh's] art isn't very good as these things go.

      That's a bit of a sweeping statement isn't it? Whilst I trust you are fully qualified to make that assertion (haha), there may be people who don't quite agree.

      --
      In this world nothing is certain but death, taxes and flawed car analogies.
    41. Re:Leave it to the artists? by Anonymous Coward · · Score: 0
      Instead of having a demo, the company lets people pirate full versions.

      This was true in the Boom years when companies were flushed with investment capital and would do anything in their power to gain marketshare. At the time, I even remember reading an interview of the CEO of Macromedia admitting as much. At this time however, those same companies are struggling to survive, and they're actively milking the market for revenue.

    42. Re:Leave it to the artists? by 1lus10n · · Score: 1

      Art is not a skill, but becoming great at something does require both skill and talent. You can be the most technically proficient person at whatever your doing but it doesnt make you a great artist, you have to have talent and passion to go along with it.

      People who are technically sound design shit like the sybase banner ad at the top of this page, or are fill-in musicians at the local pub/club. Weather you classify them as artists or not is a personal choice. To me the word Art is used to describe something that inspires. Jimi Hendrix was an artist. He had talent. Van Gogh was an artist. He had talent. They both had vision and passion, Bob from marketing might be able to play "stairway to heaven" on his acoustic or come up with a logo for some OSS project, this does not make him an artist in my eyes.

      Everybody has talent, that goes beyond training. Lance armstrong is the best athlete in the world right now not because of his training regimin but because of his talent AND his training regimin. Some people have better hand-eye skills than others. Some are good with language or visual arts. Some people just cant catch. You can teach them how, but they will never be as good as somebody who had more talent to start.

      --
      "Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe." --Albert Einstein
    43. Re:Leave it to the artists? by Meostro · · Score: 3, Informative
      Photoshop costs ~$600USD, Lightwave ~$1600, and Maya at least $2200 (up to $7000 for Unlimited). $4400 dollars' worth of "long term investment" when he can barely afford to pay himself? Yeah, riiggghhttt.
      I can get all 3 of them for $524 USD plus S/H.
      Photoshop 8 CS : $275 USD
      Lightwave 8 3D: $249 USD
      Maya Personal Learning Edition : $ZERO (free as in beer)

      Note that these are all essentially student discounts: "normal" people will have to pay quite a bit more. I got Photoshop (4.0) plus MSVC (5.0) and a couple of others as a student (5+ years ago), and paid something like 20% of "normal" cost for them. I still use both of these in their original versions, I haven't even felt the need to upgrade yet.

      Also, as mentioned elsewhere, you can pick them up from someone on Ebay for considerably less, although the legitimacy of those copies could be questionable.
    44. Re:Leave it to the artists? by phillymacmike · · Score: 1
      Try Maya for free.

      Perhaps he's bright enough.

      --
      _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _>8
      Too many errors in one post (make fewer).
    45. Re:Leave it to the artists? by Anonymous Coward · · Score: 0
      Sorry, but I call bullshit. Photoshop costs ~$600USD, Lightwave ~$1600, and Maya at least $2200 (up to $7000 for Unlimited). $4400 dollars' worth of "long term investment" when he can barely afford to pay himself? Yeah, riiggghhttt.

      I call bullshit on your bullshit call. If you would read the first sentence of the topic:

      Recently I've found myself in a bit of a bind with artwork. My programming contracts have been rather small

      you would see that the author's financial crisis is a recent development. Though software piracy is rampant, there's a good chance that the author built his software library during more prosperous times, and possibly by purchasing the discounted packages which other posters have mentioned.

    46. Re:Leave it to the artists? by StarFace · · Score: 1

      Um, and then you could not use any of those programs for what we are talking about here anyway. All of those applications sold under a student license are useless in a business setting because they cannot be used to create commercial products. There is a reason why it is called Personal Learning Edition. You use it for your classes, get addicted to using it, and then when you step out into the real working world, you have to fork over the dough to get a commercial license. You might as well just be a pirate if you are going to use Educational version in your business and save the money. Both are equally illegal.

      --
      V
    47. Re:Leave it to the artists? by Anonymous Coward · · Score: 0

      Did I get my prices wrong? Did I use poor grammar, or spell incorrectly? Was I trolling? Do I sound like an idiot? Err, no. The moderation reflects that.

      I provided a supporting argument to the grand-parent -- as in, *agreed* with him -- yet gently took the piss out of his signature. It's called scarcasm.

      You, on the other hand, are just miffed 'cause I knocked your paper-thin "you're accusing him of piracy when maybe he bought all of that extremely expensive software, even though he says he's broke" down. Grown up. I wasn't passing judgement on his use of pirated software -- my personal opinion of which is that if you're using an application to make money youself, however badly, then you need to buy it -- merely commenting that it's pretty obviously not legitimate, while also suggesting potential solutions for him to check out.

    48. Re:Leave it to the artists? by StarFace · · Score: 1

      I have to disagree with point #1, there. While it is rare, there are artists who have, what you might call, a secret ingredient. Just as with any other intellectual field, they do not come along every day. I am fortunate enough to know one. She is a pianist who taught herself from scratch, as a child ,by taking it apart and putting it back together. Her innate knowledge of that instrument is sometimes frightening to watch, as she can sit down blind-folded, play something she's never played before, and it will be just as fractally complex, emotional, and brilliant as a piece that an untalented person might have spent years composing over thousands of revisions; perhaps even more so because the process of revision tends to strip the raw power out of things.

      She'll then promptly forget this piece because she could never afford schooling and doesn't even know how to write down music using standard notation.

      The greatest artists are the ones who can skip right past all of the preliminaries and slap something down that is 95 - 99% genius. Whether or not they perfect the remaining percentage over time is something that is different for each one. The person I just mentioned, for instance, does not like to revise at all. She feels that the only true rendering of something is when it is played the first time. Even playing the same song twice destroys its vitality! Other people, like Leonardo DaVinci, spent many years on their masterpieces.

      So anyway. I think it is great that people try to get others to draw, or engage in other artistic endeavors such as jazz. That's wonderful because I believe it is a great emotional outlet that is fun (or should be.) But this should not be confused with innate talent. Some people were just born with the ability to see things that others will never see, ever. It goes against the whole "Everyone can be Anything if they Try" rhetoric, but that is all it is -- rhetoric. Even if I spent the rest of my life playing the piano, I would not once be able to sit down and do what she can do without even thinking about it.

      Practice will always make someone better, even an innate genius, but you cannot get to the level of innate genius with practice. :)

      --
      V
    49. Re:Leave it to the artists? by Meostro · · Score: 1

      Maya PLE has watermarking/legalese/etc. as part of the deal, but Photoshop and MSVC are both full, working, un-crippled, un-restricted versions. One has to be a student to purchase them, but there are (or at least were) no rules beyond that. I remember checking MSVC very carefully (I wanted to publish the killer app/game that I was going to create with it and make millions), there was no restriction on commercial publication of anything I wrote.

      There is no law that says I have to upgrade, so for the one-in-a-million case where I don't need/want any of the new features and my job doesn't require them, and tech support doesn't matter, they lose out by giving me the original student discount. Yes, they are suckers if they don't limit use as per MayaPLE, but that doesn't make my use of their generous license terms illegal.

      Of course, the OP could just nip the whole thing in the bud by getting The Gimp, and not even giving Adobe et al the 20% they ask for the educational versions.

    50. Re:Leave it to the artists? by arafel · · Score: 1

      When I looked at student editions of a few programs (can't remember which ones, this was some years ago now), the deal was that when you stopped being a student you had to switch your licence to a "full" one.

      You might want to double-check that yours don't say the same kind of thing.

    51. Re:Leave it to the artists? by rdnk · · Score: 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.
      I would say the key ingredient to artistic creativity (in visual arts at least) is learn to see the world on your own way. Most fascinating and praised artists in the world have seen the world in their own unique way, and that's why they've accomplished something extraordinary. Of course they've worked hard and all, but I say you should read, listen and study other artists, and find out what's their trademark view.
    52. Re:Leave it to the artists? by Pseudonym · · Score: 1
      Whilst I trust you are fully qualified to make that assertion (haha) [...]

      My wife is an art history major, FWIW. She told me this, and she also explained why. If you have a few spare hours and an art gallery handy, I can try explaining it to you, or I could just bring my wife along.

      Van Gogh's art isn't very good. He was almost certainly manic during his most prolific period, when he would produce as many as 800 paintings or drawings a year (or so; can't remember the precise figure). Compared to the other French impressionists (assuming that you count van Gogh as an impressionist), his works are rushed and it shows.

      Van Gogh would hardly be remembered today if it wasn't for the fact that he had an interesting life that was re-discovered after his death. This re-discovering resulted in a huge influence on abstract expressionism.

      --
      sub f{($f)=@_;print"$f(q{$f});";}f(q{sub f{($f)=@_;print"$f(q{$f});";}f});
    53. Re:Leave it to the artists? by idlemachine · · Score: 1
      Van Gogh's art isn't very good.

      This is where I'd assert that his craft/technique may have been weaker than his contempories. That he had an "interesting life" directly impacted on how he chose to express himself...and I would argue that it is what people respond to in his work that is the "art" of it.

    54. Re:Leave it to the artists? by DAldredge · · Score: 1

      You must understand that art being 'good' or 'bad' has next to nothing to do with the way it looks, well, thats if you are an art critic.

      I think they live in their own little own fscked up world. ;->

    55. Re:Leave it to the artists? by rjshields · · Score: 1

      Van Gogh's art isn't very good. He was almost certainly manic during his most prolific period, when he would produce as many as 800 paintings or drawings a year (or so; can't remember the precise figure). Compared to the other French impressionists (assuming that you count van Gogh as an impressionist), his works are rushed and it shows.

      Almost certainly art is not just about beauty, so the fact that his work is rushed doesn't necessarily mean it's not good. IMHO art is more about the emotional experience that it gives to the viewer, which is of course highly subjective. The terms "good" and "bad" should be used loosely to descibe art given its highly subjective nature - one man's messy accident is another man's Jackson Pollock, one man's soiled bed is another man's Tracey Emin.

      --
      In this world nothing is certain but death, taxes and flawed car analogies.
  11. Amateurs create amateurish art. by Raffaello · · Score: 4, Insightful

    Just as in programming, or any other field, amateurs create amateurish output. There is a tendency among technical people to devalue the skills of non-technical people (and the other way 'round as well). This is a mistake. People with training in anything are going to produce better product than people without training.

    Invest in a professional. You'll be surprised how cheaply (sadly) good graphic artists will work.

    1. Re:Amateurs create amateurish art. by PalmerEldritch42 · · Score: 4, Interesting

      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.

      --
      Ceci n'est pas une sig.

      :wq!

    2. Re:Amateurs create amateurish art. by Tablizer · · Score: 1

      Just as in programming, or any other field, amateurs create amateurish output....People with training in anything are going to produce better product than people without training. Invest in a professional. You'll be surprised how cheaply (sadly) good graphic artists will work.

      True, but what I have found is that the audience, non-artists, does not really know the difference between pro and amature. Maybe if you took a poll, the pro's work would rate a bit higher on average, but the amature stuff would be rated "good enough". (It worked for MS.)

      Where the amature work really fails is if other pro's rate it. Thus, a big-bugdet site will make sure something passes with pros to avoid a sullied reputation. When they get advice, they will often ask pros, not regular people.

      After all, if you ask regular people, then you get things like Dogs Playing Pool instead of Mona Lisa :-)

    3. Re:Amateurs create amateurish art. by IntelliTubbie · · Score: 5, Insightful

      Just as in programming, or any other field, amateurs create amateurish output. There is a tendency among technical people to devalue the skills of non-technical people (and the other way 'round as well). This is a mistake. People with training in anything are going to produce better product than people without training.

      Invest in a professional. You'll be surprised how cheaply (sadly) good graphic artists will work.


      There's just something about this attitude that runs completely counter to the scientific/hacker mindset. Most people in programming -- and yes, in art especially -- start out as amateur enthusiasts, and through a combination of self-teaching, mentoring, and lots of practice, they become experts. Sure, for immediate results, it's best to hire someone who already has experience under his/her belt. But for someone who sincerely wants to develop expertise, it's frustrating to hear the old "if you don't know it now, you never will" line. It's just downright anti-intellectual.

      Cheers,
      IT

      --

      Power corrupts. PowerPoint corrupts absolutely.

    4. Re:Amateurs create amateurish art. by cosmo7 · · Score: 1

      Just as in programming, or any other field, amateurs create amateurish output.

      I would go even further than this: good design isn't something you can apply at the end of a project. Graphic design is about usability as well as style. You need a paper design before you code, and not one that makes sense just to yourself.

      Since there are a zillion underemployed web designers around it probably would be worthwhile posting an ad on craigslist asking for a designer to produce a non-functional Flash demo of your project in return for costs and the folio value of the project. Don't specify what windows or fields or buttons are involved; have them figure out an intuitive model and feed that design into your development process.

      It's worth investing some money in this as a clearer interface means lower support obligations and happier clients.

    5. Re:Amateurs create amateurish art. by Anonymous Coward · · Score: 0
      Just as in programming, or any other field, amateurs create amateurish output. There is a tendency among technical people to devalue the skills of non-technical people (and the other way 'round as well). This is a mistake. People with training in anything are going to produce better product than people without training.

      Perhaps it's because people in programming often got there by "devaluing" the skills of technical people - by having the audacity to claim they could themselves become good by simply doing it, rather than strictly through formal education. What's more, with the friendly community willing to help them learn, they are often right.

      If this isn't possible in other fields, perhaps it has more to do with a deficiency of their community than with the amount of skill required.

    6. Re:Amateurs create amateurish art. by Rakishi · · Score: 1

      They have the desire, one may say talent for it, and most importantly they spend a lot of time on it. If you want to be an artists then you're gonna have to spend time to learn, and unless you have "talent" it may not be as easy ad programming. Artistic talent from what I noticed isn't just technical but also about "what looks good", and it's the later which may be harder to learn.

    7. Re:Amateurs create amateurish art. by xenocide2 · · Score: 1

      While not everybody believes in the prophets of RMS and ESR, the matter is that art isn't something you can acuqire simply by reading a book. There's good books out there on the subject, but if you want to make something professional, like what the asker wants, it takes years of practice.

      If you wanted to be inflammatory about it, you'd could say it takes time, just like it did to build gcc and Hurd.

      --
      I Browse at +4 Flamebait

      Open Source Sysadmin

    8. Re:Amateurs create amateurish art. by solios · · Score: 5, Insightful

      But for someone who sincerely wants to develop expertise, it's frustrating to hear the old "if you don't know it now, you never will" line. It's just downright anti-intellectual.

      Slashdot is a horrible place to come for art tips. Or even coding tips. Or Choice Of OS tips. Mainly because Everyone Is Right, which gets pretty annoying.

      Funny how in any other discussion there would be six billion OSS solutions proffered up, mailing lists linked, etceteras... but when it comes to art, the response is "HIRE AN ARTIST!"

      Yes, amateurs create amateur art. Sometimes that's all you need. If you really want more, you can buy it or comission it. If you want to do it yourself, then there's nothing to it but to practice. And practice. And practice. And practice. AND PRACTICE. AND PRACTICE. Aud inifinitum. Practice until people stop proferrring tips and start asking you for help.

      Hell, I'm a digital artist and it took me five years to get to the point where I can wear photoshop like a glove. Given enough time, I can make it do anything I want. I've been drawing since preschool and I still have problems with hands, persepective, and scaling. I'd have fewer obvious flaws if I spent more time drawing and less time nerding. But hey, I like the blinkenlights.

      You want to learn the stuff, you have to make friends with people who already know how to use it. Or take a crash-class on it. Getting the flow of the app from real people who really know it is orders of magnitude more instructive than any online tutorial or manual ever written- mostly because the pros already know where all of the really neat stuff is hidden, which can save you months of practicing and digging around trying to find it.

      There's no magic bullet- just like programming. You want to do the crime, you have to put in the time, so to speak.

    9. Re:Amateurs create amateurish art. by flsquirrel · · Score: 1

      "It's just downright anti-intellectual"

      You make one key (and very false) assumption. Art generally isn't intellectual. That's what makes it hard for most of us tech people to pick up. In fact people who demonstrate high skill in both art and programming are so rare that even in these jobless times, they're almost guarenteed a job in the gaming industry if they want it.

      Art is one of those things that you generally have to have a knack for or all the practice in the world isn't going to help. This is not to say the originally poster doesn't have the knack. I don't know. But if he doesn't, he should put his money toward hiring an artist instead of buying art books.

      I went to college with quite a few guys that were ace programmers but couldn't sketch their way out of a wet paper bag. At the same time, a tremendous number of the greatest artists (even digital artists) barely have enough technical knowledge to turn on a pc let alone program one.

      It's just that these two activities use very different parts of the brain and not many people have both parts sufficiently developed to be good at both.

    10. Re:Amateurs create amateurish art. by SSpade · · Score: 4, Interesting

      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 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.)

    11. Re:Amateurs create amateurish art. by helix_r · · Score: 1

      Although it is true that everyone starts as a beginner. People with artistic talent are, to some extent, born that way. This innate talent is then developed over years of work and practice.

      If it is at all possible, it is best to hire an artist to do your graphics. If you don't, the end-result is often (but not always) cheesy.

    12. Re:Amateurs create amateurish art. by Rinikusu · · Score: 1

      What attitude are you referring to? You basically confirmed the poster's attitude, if anything. /* Most people in programming -- and yes, in art especially -- start out as amateur enthusiasts, and through a combination of self-teaching, mentoring, and lots of practice, they become experts */

      contrast with: /* People with training in anything are going to produce better product than people without training. */

      There are plenty of starving artists out there who would love to model for food, a place to crash, or even money. There are plenty of aspiring artists who will continue to practice until they can garner some sort of attention by becoming good at what they do. There's no contradiction there, except that you seem to miss the idea that people who LOVE what they do will tend to go get some training in that field, whereas people with a passing interest will fuck around with it in their spare time. As a coder, I'm sure you've met the programming equivalents. Who would you rather want working on your project, a guy who refuses to get a "real" job because he wants to work on stuff he wants to work on and live minimally (whether its art, an open source project, or whatever), because he LOVES what he's doing, or some guy in a forum somewhere who just downloaded Maya and might have time to actually learn something about the software in the next 6 months?

      --
      If you were me, you'd be good lookin'. - six string samurai
    13. Re:Amateurs create amateurish art. by jdbo · · Score: 2, Insightful

      I think that you've grossly misinterpreted the parent post; the point being made isn't that one cannot learn art, but rather that those with professional levels of experience will generate far preferable output compared to those with much less experience.

      Seeing as the initial question was made by a professional programmer seeking to generate professional-level artwork, the reply simply pointed out that professional-level work (in any discipline) comes from a combination of training, practice and experience (unusual talent/aptitude already being removed as a factor from this discussion).

      The implied logical conclusion (which you may have missed) is that the questioner would not wish to inflict unprofessional artwork on his clients (as this would devalue his professional-level programming), and that therefore paying for pro-level artwork would be the way to go.

      In no way is the post indicating that the questioner can't learn to generate pro-level artwork; it is, however, cautiously disabusing the questioner of the notion that there are shortcuts to training, practice and experience, and that trying to save some money by shortchanging the client with shoddy graphics (at least for any work done in the short-medium term) would be a bad idea.

      I don't see how this post reflects an anti-intellectual attitude; if anything, the ideas that one must take on the process of learning in order to become good at something, and that some things require more learning than others, are pretty basic tenets of intellectualism.

      Finally, nowhere in this post does it state anything equivalent to "if you don't know it now, you never will".

      P.S. this post was written by an art school grad whose first few years of programming efforts was for shite, thanks (thanks to training, practice, and experience I can now program myself out of and back into the proverbial paper bag).

    14. Re:Amateurs create amateurish art. by frohike · · Score: 1

      Art is one of those things that you generally have to have a knack for or all the practice in the world isn't going to help.

      I disagree. It is precisely practice that helps you dig your way out of that hole. Practice, and the ability to look at the problem in a way suitable to making art, using your right brain.

      It's this attitude, that there's something mystical or unachievable about art, that makes people give up so easily. They usually believe it themselves before even really getting started, so it's sort of a self-fulfilling prophecy. It's not helped by much more accomplished artists often laughing at a beginner's work or deriding it. A similar thing happens in programming with people who start out with VB or whatever.

      I've watched a number of friends over the years who practice very diligently go from "completely hopeless" artists to "freaking awesome" artists. It's a matter of taking constructive advice from people, not being afraid to draw (this is a serious part of it really), and having the drive and ambition to become a good artist (read: lots of time to spend). A lot like becoming a programmer, really.

      I very much recommend this book to anyone who is interested in actually getting good at drawing, especially technically and scientifically minded people:

      Drawing on the Right Side of the Brain (Amazon)

      Once you "get it" as far as mindset goes, it's just a matter of practice, pratice, practice. Draw lots of really awful stuff and learn ways to make things that look good, as well as the ways of thinking that lead to making things that look good. Again, a lot like learning how to code well -- practice, practice, practice; study others' work; learn how to think about it such that good code is produced.

      Once you've obtained the "knack" (i.e. the mindset) it is applicable to any sort of drawing, graphics work, etc, much like learning one programming language makes it that much easier to learn many more. Just another set of tools to explore and figure out.

      (I am a programmer and a wannabe artist, but I am parroting what much more accomplished artists have told me, so...)

      And FYI, even if you never come to anything (and your stuff always look awful) I have found it very theraputic and relaxing to sit down and draw random things using the methods in the above book. Pure right brain expression makes time and worries sort of vanish for you. It's like a mini-vacation.

    15. Re:Amateurs create amateurish art. by Oligonicella · · Score: 1

      "Most people in programming -- and yes, in art especially..."

      Problem one, drawing a comparison between two disparate forms of expression. Programming is not an art. A craft, yes, but not an art.

      Anti-intellectual is just another way of whining. I don't care just how intellectual you are, it's not going to help you 'develop' expertise in an art.

      "Intellectuals" think (much like the educational system) that having a cirriculum will help them. 'Tain't so. Tuff.

    16. Re:Amateurs create amateurish art. by Anonymous Coward · · Score: 1, Funny

      Slashdot is a horrible place to come for art tips. Or even coding tips. Or Choice Of OS tips. Mainly because Everyone Is Right, which gets pretty annoying.

      Nope. It's just me.

      But I agree, those who think they know everything are an annoyance to those of us who do.

    17. Re:Amateurs create amateurish art. by flsquirrel · · Score: 3, Insightful

      So I guess what you're saying is that we're all born with the same potential. It just matters where we spend our time. That seems a bit idealistic to me. You want to explain why some people are more athletic than others? Why some people have higher iq's than others? Do you want to somehow argue that this is purely and totally environment and has nothing at all to do with genetics?

      I have a real hard time accepting that as I suspect that most people on /. would.

      There's an old expression that says "the world needs ditch diggers too". That is to say that some people just aren't good at some things and there's nothing wrong with that. Not everyone has the intellect to be college material no matter how hard they study or practice. Likewise, some people just don't have the knack for art and some don't for programming.

      Likewise, there is little any book can teach you about which colors just look good together or how movement should flow across a graphic. They can teach you basics like complimentary colors and vanishing points and different things. There are guidelines that they'll teach you in basic art courses but these are just that. Guidelines. True artistic talent comes from having the judgement of when and how to break these and when to embrace these and there is little any book can do to quantify that.

      The problem with art is that its all based on opinion and you can't quantify opinion. I know it frustrates us logical types to think there are things that can't be quantified, but those things are out. Our culture and our human nature are full of them.

      Now what you're pointing out with that book is good. It is possible to develop the artistic talent that we have and make the most of what we have. But making the most of what we have isn't the same as being top notch.

      Likewise, if you don't have artistic talent, you're opinion of how awesome your friends are at art may not be accurate. You may be easy to impress with mediocre works. Other recognized artists may say they suck. On the other hand, you might be some sort of a prodigy and your friends too. Who knows? It's all opinion either way.

      Point is, everything is relative and subject to majority rule as far as opinions go. It's just unusual that people are relatively high in both logic and popularly accepted art talent.

    18. Re:Amateurs create amateurish art. by Anonymous Coward · · Score: 0

      There is an aesthetic to just about everything in life. If one programs with 4-space "tabs" it might really piss people off who love 8-space tabs. Of course, this is a relative ones. I think every serious programmer would agree that using no vertical spacing would be hideous. This is only surface-level aesthetic. There is much more that can be placed into the design area. The design of Scheme is much more beautiful than just about any programming language I have ever seen. And I have seen *plenty*. A beautifully designed program written *in* Scheme is close to Mozart in concert.

      In all forms of engineering there is beauty and there is ugly. The Empire State building and the Chrysler building are both beautiful. The WTC towers were ugly, both on the outside and from a design viewpoint (they completely ruined the panoramic view by having all windows less than two feet wide!).

      Most technical people simply have a bad sense of aesthetic. Once they step away from the computer and look at life, I'm sure they can find it.

    19. Re:Amateurs create amateurish art. by kellan1 · · Score: 1

      mod this up, this is a tip a hacker can actually use.

    20. Re:Amateurs create amateurish art. by Kirby-meister · · Score: 1

      In my 4 years of college, I've seen many cases where a person who wanted to develop expertise in programming could not, for their life, do so.

    21. Re:Amateurs create amateurish art. by merdark · · Score: 1

      Anti-intellectual is just another way of whining. I don't care just how intellectual you are, it's not going to help you 'develop' expertise in an art.

      "Intellectuals" think (much like the educational system) that having a cirriculum will help them. 'Tain't so. Tuff.


      Speaking about whining, you certainly seem pretty good at it. If you practise something you will eventually get decent at it.

      Art is no different. I'm sorry if you feel that this fact 'cheapens' what you thought was your unique inate ability or something.

    22. Re:Amateurs create amateurish art. by Anonymous Coward · · Score: 0
      Likewise, there is little any book can teach you about which colors just look good together or how movement should flow across a graphic. They can teach you basics like complimentary colors and vanishing points and different things. There are guidelines that they'll teach you in basic art courses but these are just that. Guidelines. True artistic talent comes from having the judgement of when and how to break these and when to embrace these and there is little any book can do to quantify that.
      There is no need to quantify something in order to teach it. It is enough to provide guidance and exercises that will allow a learner to discover these lessons on their own. Just becuase you cannot verbalize something does not mean that it cannot be learned.
    23. Re:Amateurs create amateurish art. by Anonymous Coward · · Score: 0

      How do you know whether or not you were born with artistic talent?

    24. Re:Amateurs create amateurish art. by Trepalium · · Score: 1

      Very well said. However, I would add one thing. You may need to ask yourself, "Is it worth spending a large amount of time developing skills in another field?" While having a somewhat diversified skill set is useful, you should never try to do everything yourself, because you'll just end up spreading yourself too thin. On the other hand, if you think you'll enjoy it, and use it often in the future, it may be worth it.

      --
      I used up all my sick days, so I'm calling in dead.
    25. Re:Amateurs create amateurish art. by Anonymous Coward · · Score: 0

      Excellent post. You can believe me, because I am always right, and I agree with you.

    26. Re:Amateurs create amateurish art. by haystor · · Score: 1

      The mistake is assuming that artistic merit is mutually exclusive of critical thinking.

      It wasn't so long ago (as art goes, not computers) that the masters practically had to be chemists to make their paints.

      --
      t
    27. Re:Amateurs create amateurish art. by MadKeithV · · Score: 1

      I've done a bunch of icons for a commercial application too, and I found working in higher resolutions than the largest desired output is counterproductive. You'll be twiddling details that you just can't see in the final product. What I do, is create icons in the largest size that will actually be used, zoom in until they are about the size of the screen, and vector-draw the desired images in.
      By using vector drawing, in the proper resolution, I can see the exact final result by zooming out until it's back to 100%, yet the images scale painlessly to lower resolutions where some more detail is inevitably lost, but at least the full-size icons look exactly like I want them.

      Using vectors allows me the additional editing power of gradient fills that I can change to my liking when the brass decides on another look, and there's adjustment layers (in Paint Shop Pro 8 anyway) I can use when I need a really "quick and dirty" fix.

      Incidentally, my company worked with an artist before, and while the output quality was good, it's really, REALLY _hard_ for the technical department to explain to the artist what an icon should look like (or represent). In the end, my programming knowledge allowed me to script a bunch of annoying operations (putting all the separate icons into one long bitmap, resizing, saving as different formats, reordering icons, etc..), so that every time something changes in the application, the amount of work to bring the icons back up to date is minimal.

    28. Re:Amateurs create amateurish art. by SoupIsGoodFood_42 · · Score: 1
      Lets get something straight here first (even if you already know, it needs pointing out). We are not talking about art here. Art can be anything. What this article is really about is graphic design.

      Anyway. I half agree with your point. Just like any skill, most people can learn the basics. There are basic skills in graphic design that can be learnt and applied. In fact, most web developers (and I'm looking right at the people who write the Slashcode here) should read a book on the basics of graphic design.

      But, just as with any other skill, some people are simply more gifted at it than others. There is only so much that you can learn or practice to improve yourself at a skill. How much more you progress after that really depends on how naturally gifted you are within that area.

      Unfortunately, programing and graphic design are quite different skills. They even pretty much use the opposite side of the brain from each othern: Programming being very much a right-brained activity, where graphic design is very left-brained.
      As a result, most good programmers probably won't ever make good graphic designers. Those who do are probably more "neutral-brained" and/or very intelligent.

    29. Re:Amateurs create amateurish art. by jdbo · · Score: 1

      > Sure, for immediate results, it's best to hire someone who
      > already has experience under his/her belt.

      Re: the parent post, I Just realized that I skipped over this sentence, which invalidates a chunk of my message. Please pardon the error.

      However, I still believe that you are something is being read that isn't there - paticularly the statement if you don't know it now, you never will" indicates a message that is nowhere (hidden or otherwise) to be found in the original post.

    30. Re:Amateurs create amateurish art. by tverbeek · · Score: 1
      In fact people who demonstrate high skill in both art and programming are so rare that even in these jobless times, they're almost guarenteed a job

      Woohoo!

      in the gaming industry if they want it.

      Oh. Never mind. Not for me.

      I disagree with the premise that programming and creating art are inherently distinct skills. Programming can be a highly creative task, at least if you're working at a level higher than mere coding to someone else's specs. And both disciplines require problem-solving skills (e.g. How do I optimise this sort for typical data sets without causing it to puke when it gets something random? How do I create a cheerful mood in this image using only "cool" colors?). There are definitely parts of the brain needed only by one or the other, but they use a lot of the same parts as well.

      --
      http://alternatives.rzero.com/
    31. Re:Amateurs create amateurish art. by gfreeman · · Score: 1

      Invest in a professional. You'll be surprised how cheaply (sadly) good graphic artists will work.

      I'll bite ...

      What's the best way to hire a good graphic artist? Look in the yellow pages? Google for "good graphic artist"? Surf until you find a site you like the look of and hope the webmaster tells you who drew the graphics?

      I'll be in the market to hire a graphic artist next year for a (very) small personal project, and hadn't even started to think about graphics yet.

      So if you hired a good graphic artist, how did you find them?

      --
      Ceci n'est pas un sig.
  12. Can you draw this Pirate? by Anonymous Coward · · Score: 0

    http://carriedaway.typepad.com/carried_away/images /Pirate.gif

    1. Re:Can you draw this Pirate? by EEBaum · · Score: 1

      Arr! That be the pirate of the by-mail art school what's commercials be played between ITT and DeVry on Thursday afternoons during Elimidate.

      --
      -- I prefer the term "karma escort."
  13. Take a look at the Open Source offerings by Dancin_Santa · · Score: 2, Insightful

    If that doesn't prove to you the utter lack of graphics skill in the Open Source community, I don't know what would convince you. Coming here asking for help from Open Source "artists" is like going to a Sci-fi convention asking for tips on literature: you'll get a lot of input, but it will be mostly useless.

    If you want to have professional icons, hire a professional. There are people that do this for a living. They studied and practiced and now are eking out a living doing it. Same as how you studied and practiced and are now making a nice living writing code. Let those people do their job, and concentrate on your job. The product will be better if you let everyone stick to their area of expertise.

    1. Re:Take a look at the Open Source offerings by Anonymous Coward · · Score: 0

      This troll actually raises a good point : who does the icon work for most of the big distros, Debian, Redhat, etc..? IMNSHO they usually have rather attractive icons.

      Well, for the most part. There are some eye-bleedingly ugly ones as well..

    2. Re:Take a look at the Open Source offerings by djmurdoch · · Score: 1

      I'd love to hire a professional, but it's not easy.

      For example, I'm looking for a simple icon design now (for the Windows binary build of the R project, www.r-project.org). The project has some money and might pay for a nice design, but I'd want to have the design in hand before I asked for the money, and I can't see approaching a professional to do a little design like this on spec.

      The only way I can see that this would happen is if someone happens to know a graphic designer and gets them to do the work as a favour. And I don't know any.

      If any graphics designers know a solution to this dilemma, please let all of us know.

  14. POV-RAY by Anonymous Coward · · Score: 1, Informative

    http://www.povray.org/ POV-RAY can make art. kpovmodeler is (or was) included in kdegraphics to help with simple scenes. If you are a programmer, then you may like povray - which is basically like a programming language. I installed kdegraphics on my fedora core 3 laptop, but kpovmodeler wasn't installed :(. Either it was taken out of kdegraphics or fedora screwed up somehow. I didn't see any notice of its removal on the kde website - nor the kpovmodeler website.

    1. Re:POV-RAY by Anonymous Coward · · Score: 0

      wow. He already owns Maya, forgodsake, and you're thinking that his *lack* of a command-line rendering engine is what's holding him back from being able to do decent 3D art... someone didn't even read the summary this time!

    2. Re:POV-RAY by contagious_d · · Score: 1

      Yeah... pov-ray makes me want to labotomize myself with a spoon.

      --
      - /home is where the food is.
  15. Advice by chris_eineke · · Score: 0
    Despite owning a few key apps (Photoshop, LightWave, Maya)
    though it won't give advice for creating new art. What are some others?

    Don't mix up ownership with pirate ship. Huar huar huar... err, yes.
    --
    "All you have to do is be fragile and grateful. So stay the underdog." Chuck Palahniuk, Choke
  16. Learning by example by jmwmit · · Score: 1

    For programmers especially, this should already be a well practiced method. For myself, I do this with web-based applications by making regular trips to CoolHomePages.com I am sure there are similar sites out there, anyone have any good sites that they use for inspiration?

  17. College students by agentkhaki · · Score: 4, Informative

    A great untapped resource: college students. If you know folks in college, or there is a local college with a decent art program, contact their career advisor (or anyone at the art school) and let them know that you've got work that needs to be done.

    Generally, you'll find one or two students who have the budding (or more developed) skills and know-how, and who will be more than grateful for the opportunity to earn a little extra cash or, more importantly, who will work for free in exchange for being able to use a "real world" project or two in their portfolio.

    Not only are you "giving back" to the community, but you get what you need for cheap/free.

    Two words of caution though. First, don't be a condescending ass. A lot of non-artistic, business-types tend to think of art students as starving-scum-of-the-earth, and they end up coming across as assholes who don't get the best they could. Second, realize that college students aren't always 100% reliable (were you?), and budget for that time-wise).

    --
    Ack!
  18. get a graphics tablet by Anonymous Coward · · Score: 3, Informative

    All the Wacom models work reasonably happily with Linux+X and the relevant drivers at http://linuxwacom.sf.net/ - wacom is not at all linux-hostile.

    Using a tablet means you can draw like an adult on your computer (directly on the screen if you spring for a Wacom Cintiq...).

    I used to think a mouse was okay for GIMP and Blender use. It's not. It _utterly sucks_ . I got myself a tablet on a whim and now I can draw as well on my computer as on paper (okay I'm not brilliant at drawing on paper, but like most people I've ever seen, I'm far better on paper or a tablet than drawing with a mouse!)

    1. Re:get a graphics tablet by log0n · · Score: 2, Informative

      This was already marked +Informative, but I'll offer up my agreement with this anyway.

      Even if you have no artistic ability (conception, composition, etc), having a wacom table - just like pen and paper - makes blocking out your ideas much easier and clearer than using a mouse or text document alone. Keyboards require us to compose and ponder.. they don't really allow freeform abstract creativity.

      Get a table, create at the speed at which you think (and write by hand). Then use the keyboard to clean things up.

      And as the original poster stated, even if you can't draw but you can chicken scratch with a pencil, it's a lot easier to do that with a tablet than a mouse.

    2. Re:get a graphics tablet by Anonymous Coward · · Score: 0

      > I used to think a mouse was okay for GIMP and Blender use.
      > It's not. It _utterly sucks_ .

      Depends greatly on the artist. I've tried tablets a few times, each time they ended up stacked away in a cupboard somewhere, and I went back to a plain old one button mouse.

      I could never draw for shit on paper, still can't - but I make a living from onscreen digital work.

  19. Here's a tip: Hire a designer. by Anonymous Coward · · Score: 2, Insightful

    How ridiculous would it sound to hear a designer say: "You know, I've got some really nice icons, but I just am not that good at the code thing. Anyone know where I can get some quick tips to slap some code on this icon?" If anyone could program, everyone would. If anyone could design graphics well, everyone would.

    1. Re:Here's a tip: Hire a designer. by Anonymous Coward · · Score: 0

      "How ridiculous would it sound to hear a designer say: "You know, I've got some really nice icons, but I just am not that good at the code thing."

      There is a clear difference here as writing an enterprise level application is far more difficult than creating some icons. A large number of the Graphic Designers I know are programmers who couldn't cut it so they left for something easier.

    2. Re:Here's a tip: Hire a designer. by maddugan · · Score: 1

      Maybe not icons, but there are just as many 3D modelers/texture artists who have game art, but no game engine.

      As a side note, I kept up the college art classes when I started the programming classes. If anything, it helps with communication with artists when I need something time consuming and saves time when I need something simple.

  20. If you can afford Maya, Lightwave and PS ... by Anonymous Coward · · Score: 4, Interesting

    ... then you can afford to commision a graphic designer ;)

    1. Re:If you can afford Maya, Lightwave and PS ... by Anonymous Coward · · Score: 0

      He obviously pirated those products.

    2. Re:If you can afford Maya, Lightwave and PS ... by Anonymous Coward · · Score: 0

      " ... then you can afford to commision a graphic designer ;)"

      This is nonsense. Perhaps he was given those products by his work or by a friend. Don't jump to the conclusion that he pirated the products on some baseless assumption. Furthermore, the one time cost for those applications is most likely going to cost far less than hiring a Graphic Designer each time some simple art is needed.

  21. For an amateur by Anonymous Coward · · Score: 0, Informative

    don't bother with photoshop. While it has the tools to deliver the goods, it's not really designed for people unless they already have extensive experience using it.

    I'd REALLY suggest trying GIMP. For a newcomer it's far easier to create good quality (and standard format) images. I've been in the same situation as you, and getting used to the way PS works for my own needs takes just a little too much time I could be spending coding.

    1. Re:For an amateur by citog · · Score: 1

      I tried using GIMP several times and just got really, really frustrated. Throwing down the money on Photoshop was painful but I ended up a lot happier when getting things done. Maybe I just needed to find a better tutorial for GIMP ..

    2. Re:For an amateur by loraksus · · Score: 1

      I had the complete opposite experience, the menus in gimp are a PITA to use. Photoshop seemed really intuitive and a pleasure to work with.

      --
      1q2w3e4r5t6y7u8i9o0pqawsedrftgthyjukilo;p'azsxdcfv gbhnjmk,l.;/
    3. Re:For an amateur by Anonymous Coward · · Score: 0

      I'd REALLY suggest trying GIMP.
      To paraphrase with a longer sentence: "Amateurs should use crap amateur products to produce amateur crap."

  22. Glyfx.com by illusioned · · Score: 2, Informative

    One resource that has been invaluable to my company is http://glyfx.com/. They make icons, splash screens, etc. It costs money, but it is not that expensive and you can use them for all your projects after just one purchase. The icons are also high color and very modern, give them a shot.

    1. Re:Glyfx.com by maunleon · · Score: 1

      I disagree. Although I have not used the latest photoshop versions, previous ones seemed very intuitive. Much so than gimp.

      I do however wish that pshop had more design tools, to complement the myriad of image processing tools.

      disclaimer: have not used the latest of either tools.

    2. Re:Glyfx.com by notthe9 · · Score: 1

      Adobe Illustrator is their tool more for design/drawing, I believe.

  23. Free Art Test! by carambola5 · · Score: 2, Funny

    Free Art Test. Are you an artist? Find out Free. Premiere Home Study Program. aff.

    --that's all i got from google's sponsored link.

    --
    IWARS.
    People, in general, disappoint me. Politicians even more so.
  24. I reccomend students by chri · · Score: 1

    Students are a great resource - high school or college-level art-school.

    Depending on your project, I might be willing to help out - you can see some cartoons, etc on my site: www.taylorcustom.com

    --
    greetings earthlings
  25. Practice practice practice.... by tinrobot · · Score: 2, Insightful

    As someone who makes my living as a digital artist, it's really just a matter of practice, practice, and more practice. Anyone who can write their name can potentially draw a good picture, but it takes time to train your eye and your muscles to accomplish that. Chuck Jones once said everyone has 100,000 bad drawing inside of them, so it's best to get the bad ones out of the way early. It's kind of the same for digital art.

    If you don't have the time to practice, I'd say spend a few bucks get some good looking clip art. The stuff you buy at Fry's and Office Depot pretty much sucks, but there are some collections out there that look pretty darn good.

    1. Re:Practice practice practice.... by Piquan · · Score: 1

      Chuck Jones once said everyone has 100,000 bad drawing inside of them,

      Sure, but he was doing hand animation. At 30fps, 100,000 drawings is about an hour-long reel, plus credits.

  26. Riiiiight... by Anonymous Coward · · Score: 1, Interesting

    "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?

    1. Re:Riiiiight... by mikael · · Score: 2, Interesting

      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.

      --
      Vintage computer adverts: http://www.vintageadbrowser.com/computers-and-software-ads
    2. Re:Riiiiight... by adolfojp · · Score: 1

      Actually, when I got curious about advanced image creation I downloaded warez versions of exactly the same software that he mentioned above.

      When I started making money of it I decided to buy Photoshop because it was the only one that I really needed.

      You should never buy before you try!

      Cheers,
      Adolfo

  27. Icons by Captain+Tripps · · Score: 1

    I'm actually in a related bind myself. I've written a small freeware app for Mac OS X; nothing too fancy, but it does have users. I'm about to come out with version 2.0 soon, and I'd like to give it a real icon. Since this is OS X the standard of art expected is way beyond my limits, so I'd probably have to hire a a real icon designer.

    So for others who have done this: Are the prices for this sort of thing reasonable? What are the typical licensing terms for the art? Will some designers give discounts for freeware/OSS apps? Is there somewhere you can solict bids? I can't really afford to spend serious money on this, since it'd be coming out of my own pocket.

    1. Re:Icons by Ohreally_factor · · Score: 1

      I have a few suggestions for you.

      First, you say that you're creating a freeware app. Consider making it donationware. I'll tell you why in a moment.

      Second, if you want to find OSS/freeware friendly artists and designers, try looking on the forums for users of OSS/freeware graphic design apps. These are people that are using free tools, so you'd think that some of them will be sympathetic. Maybe have a contest, so you can more easily choose what you think is the best icon for your project. Or let the users of version 1.0 decide, after you've narrowed the field.

      At any rate, offer whatever you can afford to pay up front, but promise to pay more on spec. This money will come out of the donations, if any. Example: pay the artist $50 or $100 cash up front for the icon, then pay an additional $300 as it comes in from the donations. Pay the artist first before you pay yourself.

      --
      It's not offtopic, dumbass. It's orthogonal.
  28. Outsource! by mcrbids · · Score: 4, Insightful

    Yep. You heard it.

    Write your applications such that the artwork can be easily added/updated later. Make it clear that artwork is NOT your forte, and that you'll structure your application to allow this later improvement without requiring (much of) your assistance. Make sure it works OK, and doesn't look TOO bad.

    If anybody asks about looks, point to the contract. Also, maintain a good relationship with a good graphic artist, and don't forget to recommend him/her.

    --
    I have no problem with your religion until you decide it's reason to deprive others of the truth.
  29. Ha by Anonymous Coward · · Score: 3, Funny

    Sorry, programers suck at art and artist suck at programing.
    Ever wonder why OSS interfaces are so ugly and hard to use? Because there's no such thing as an open source artist. Best off you hire someone to do a good job instead of trying to half-ass it yourself.

    1. Re:Ha by Anonymous Coward · · Score: 0

      "Sorry, programers suck at art and artist suck at programing."

      Graphic design is for wankers that can't write code. All the people at my University that were too dumb to handle programming left for Graphic Design and they all say that is was the easiest course possible. Honestly computer Graphic Design can be done by anybody who is willing to put some time into it.

    2. Re:Ha by Sweetshark · · Score: 1

      and artist suck at programing.
      You forgot a example for that although they are easily found - Just take a look at some "artistic" webdesign failing on even the basics of standard compilance and good practices. Ok, its not really programming. But "thing up new way to interpret languages" has its place in poetry but *not* in (X)HTML if you are changing the rules on the way ...

    3. Re:Ha by Dogtanian · · Score: 1

      Honestly computer Graphic Design can be done by anybody who is willing to put some time into it.

      Let's see some of your fantastic artwork.

      I say you're either lying through your teeth or you're one of those people who wouldn't know good graphic design if it came up and slapped them with a wet fish.

      --
      "Slashdot - News and Chat Sites Deviant". (Click "homepage" link above for details).
    4. Re:Ha by Skjellifetti · · Score: 1

      Sorry, programers suck at art and artist suck at programing.

      More generally, engineers are lousy artists and artists are lousy engineers. That is why the best looking water pitchers always dribble when you pour from them.

    5. Re:Ha by handslikesnakes · · Score: 1

      Heheheh, how does that explain Slashdot? Neither good design nor good HTML.

    6. Re:Ha by Sweetshark · · Score: 1

      how does that explain Slashdot?
      Oh, thats simple. /. is written in Perl. Perl has a lot less to do with clean coding than with poetry.

  30. What not to do by plasm4 · · Score: 3, Informative

    For the love of god, please don't use photoshop lens flare effects! Unless of course you're going for a retro look.

    1. Re:What not to do by EEBaum · · Score: 4, Funny

      The lens flare... helping amateurs feel like professionals and professionals identify amateurs since 1996.

      --
      -- I prefer the term "karma escort."
  31. Welcome To The World Of Web Development by Foofoobar · · Score: 1

    As a web developer, I'm expected to be able to handle the web server updates (as well as security), do the database development, build applications and do web design as well.

    It didn't use to always be this way: sys admin, web developer, database developer and web designer used to all be separate jobs. But in the modern economy, yes... the more self sufficient you are the better. Take some graphic design classes, start drawing in your spare time, etc.

    --
    This is my sig. There are many like it but this one is mine.
    1. Re:Welcome To The World Of Web Development by Anonymous Coward · · Score: 0

      That's because you allow your employer to demand more of you while still paying you the same if not less in most cases. The better employers will typically see past the upfront "cost savings" and hire people for each job because they know the person can either be jack of all trades and master of none or be the master of one. I've gotten up from interviews and walked out when an employer suggested that I would need to learn how to handle the database development and/or build applications. I know the beginnings of coding to where I can muck with code, but that's not what I enjoy. People can either allow employers to devalue them unless they know some new whiz-bang thing or say no. Sure you could ask the cook to do the plumbing too, but do you honestly want someone who handles the stuff you eat handling sewage? But as for me I've been with employers that have me do what I do best for more than what "Jack of all trades" designer/code-monkeys get usually. The key is that people continually leave multitask jobs allot for a reason whereas people who do jobs like mine? Well let's just say we don't have to worry if the server is going to go down at 2:13am in the morning, have 13 ways for people to get ahold of us and still have a site redesign ready Monday morning. We have fun at our job.

    2. Re:Welcome To The World Of Web Development by Foofoobar · · Score: 1

      Well actually it gave me a much needed job in a bad market when people who only knew one thing and walked out of interviews couldn't compete.

      Also, by knowing all these skills, it gave me just enough to start my own company. And they will have a VERY hard time filling my shoes because not only does someone have to be able to do everything I do but they have to be able to interpet all my code, my database schema and the basic structure and classes of all the different projects.

      --
      This is my sig. There are many like it but this one is mine.
  32. The finer points of stick figures by EEBaum · · Score: 3, Interesting

    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.

    --
    -- I prefer the term "karma escort."
    1. Re:The finer points of stick figures by NaDrew · · Score: 1
      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...
      Can you provide an example? I'm in a similar situation and would be interested...
      --
      Vista:XPSP2::ME:98SE
    2. Re:The finer points of stick figures by EEBaum · · Score: 1

      None come to mind immediately, though I know I've seen it. It's an effect likely much easier to pull off with a good art sense (visual-arts-challenged coder speaking here). It would take some finesse, and a good deal of careful, tasteful tongue-in-cheek sarcasm.

      Draw with thick lines, preferably somewhat straight. I'd shy away from squares and ellipses unless that is your entire theme... precise lines are not your friend when drawing imprecise, except perhaps for borders and background. Whatever the graphics are made to represent, make sure they do so blatantly, with great prejudice. This may sound silly, but I'd be sure to be slightly upset or passive-aggressive when doing this ("I'll show YOU a 'back' button!").

      Think crayons on the wall of an insane asylum.

      Granted, to do this effectively, it helps to distance yourself from the modernist "professional" ideal for an application's look, and rather aim yourself toward a (key word) unified view of subdued madness peppered with nostalgia. Perhaps most important is that the interface should be aware that it is a programmer-art interface (which can and probably should still have a theme), and not pretend to be an official government form or a real spaceship control panel, as most interfaces seem to try to be.

      Does this serve as an equal substitute to proper artwork? Likely not, for most situations. However, if you are going to use programmer art, the most effective way, imho, is to not pretend to be something it is not, but rather declare to the world "PROGRAMMER ART AND PROUD!" Most people can spot programmer art a mile away. This approach replies "So What?"

      --
      -- I prefer the term "karma escort."
    3. Re:The finer points of stick figures by Anonymous Coward · · Score: 0

      I saw a good one on Craigslist.org a couple months ago. It was in the San Francisco Bay Area section, Best-of-Craigslist section, and it was a guy looking for a girl (I don't remember its title). It might still be there since the "best-of-craigslist" don't get deleted right away.

  33. Just to be positive by lashi · · Score: 1
    >If the market is full of telephone sanitisers, even though that's what you've always wanted to do, even if you're very good at it, it's still not going to happen for you as a career.

    If you are a better telephone sanitisers than the competition, there is still a career for you in that.

    He just wants to pick up a bit art skills to supplement his programming, "mostly icons or sprites" He isn't trying to be an artist.Don't try to sound all old and wise here. We all know you are just a highschool kid like the rest of us.

    Anyways check out http://www.computerarts.co. uk/ for forums and tutorials. Very slow site though.

  34. Re:Don't mean to sound negative by soft_guy · · Score: 1

    You're comment is great and all, but the question wasn't about how to become a professional artist. It was about how to make an icon that doesn't suck when you are a programmer and not an artist.

    --
    Avoid Missing Ball for High Score
  35. Photoshop, LightWave, Maya? by jedrek · · Score: 2, Interesting

    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.

    1. Re:Photoshop, LightWave, Maya? by imemyself · · Score: 1

      I believe there is a free version of Maya available, though there are a few rules about what you can and can't do with it. And I'm sure you can an old version of Photoshop fairly cheap off of eBay.

      --
      Every time you post an article on Slashdot, I kill a server. Think of the servers!
    2. Re:Photoshop, LightWave, Maya? by jedrek · · Score: 1

      The free version of Maya does not produce output suitable for anything but learning (it is watermarked).

    3. Re:Photoshop, LightWave, Maya? by JonnyRo88 · · Score: 1

      You really think he paid for them?

      --
      The Ro Factor - Jeep/Linux Weblog
  36. Keep it Simple by Anonymous Coward · · Score: 0

    Fortunately a trend at the moment is to keep icons simple - simple icons look modern. My icons are not ambitious: they are created in MS Paint, are small, simple and deployed on global corporate systems - always with positive feedback. I use The GIMP for tinting and simple effects, and text based logos; if I used any more of it's features my graphics would be laughed out of the offices.

    As long as the meaning is clear and they don't look like they've been drawn by a child (tip: use straight lines!) they should look fine.

  37. helpful tip by chriton · · Score: 1

    I know this isn't what is being asked, but I would make some artist friends. A practiced artistic eye is the best way to acheive professional looking icons and other graphics. Helpful hints will only get you so far.

    --
    "Bishops and Bookies live off the irrational hopes of mankind." Bertrand Russell
  38. Re:Don't mean to sound negative by Anonymous Coward · · Score: 0

    Sometimes you just have to compromise by doing a job you don't really enjoy and leave your hobbies as just that - a hobby.

    Did you even read the post? The guy has a job. He's a programmer. The only reason he wants to draw is because he's too cheap to hire an artist.

  39. If you really can't spare a penny by LeninZhiv · · Score: 4, Insightful

    If the other suggestions given here are still beyond what you can realise, here's one no-cost solution that can work in a pinch (depending on the requirements of your application, of course):

    1. Use Google images, a scanner, or any similar appropriate source to get stuff that looks as much like what you want as possible.
    2. Open that image in GIMP, add a new layer over it and trace the outline of that image.
    3. Delete the original layer (which you have no right to appropriate), and colorise the new layer with all your knowledge of gradiants, textures, etc. that you can muster. (Read up on what the GIMP has to offer in this department if necessary.)

    This works especially well when you're developing for mobile applications or other situations where the loss of fine artistic ability is not likely to be noticed. If your needs go beyond this, however, it will not be adequate and many of the other suggestions presented here are far more appropriate.

    1. Re:If you really can't spare a penny by wilko11 · · Score: 1

      And then go directly to Jail...Well not really, but this is still likely to be a violation of the copyright in the image. All the manipulation in the world doesn't change the fact that you started with someone elses work. Obviously there are exceptions to this, public domain, creative commons licenses etc.
      A little plug here, for a great range of royalty free stock images check out iStockphoto. Images from as little as 0.50c

    2. Re:If you really can't spare a penny by ikkonoishi · · Score: 1

      Better option would be to open it in inkscape and use Path->Trace Bitmap.

      Now you can perform a little path editing to smooth out the rough edges without all that messy mouse tracing.

      However you might want to touch it up in gimp to give it the various colors. (Inkscape can flood fill the object, but it usually doesn't look quite right.)

    3. Re:If you really can't spare a penny by cgreuter · · Score: 2, Informative

      Delete the original layer (which you have no right to appropriate),

      If you don't have the right to use the image, the above procedure won't get you off the hook. Tracing the outline creates a derivative work of the photo and the copyright holder of the original image can still make a claim on it.

      Of course, you could always work around that by taking your own source pictures with a digital camera. I've done that a couple of times (without the tracing step, granted--I need to give that a shot) and it's come out not-too-horrible.

      Disclaimer: I'm not a lawyer.

    4. Re:If you really can't spare a penny by Anonymous Coward · · Score: 0

      Actually, the picture of a picture would be far more derivative than making a trace. At least with the trace, you could argue that there is some added interpretation or a new way of looking at the work. Taking a picture of a picture is also known as photocopying.

    5. Re:If you really can't spare a penny by Anonymous Coward · · Score: 0

      Uh, forget hiring an artist - hire a good lawyer first that knows copyright so you won't get duped by foolish suggestions saying it's okay to find images to use via Google.

    6. Re:If you really can't spare a penny by tepples · · Score: 1

      Of course, you could always work around that by taking your own source pictures with a digital camera.

      Nope. Try getting model releases from everybody who happens to be in front of the camera.

    7. Re:If you really can't spare a penny by LeninZhiv · · Score: 1

      As a group response to everyone who says this is still creating an illegal derivative work: I don't think you realise how bad the final result of this procedure is :-) At least in my case, unless I were copying a logo or something there's no way anyone would know that the final image started out as the source image.

      I meant this advice for someone who, for example, wants to draw a fighter plane for a mobile phone game and has no artistic ability. But if you take a photo of a fighter plane, trace its outline, and fill it with grey you have something totally acceptable for a mobile phone game. I can not imagine that if a copyrighted photo were used for the original that the photographer would look at a mobile phone, see the tiny airplane, and say "hey, he stole my picture!"

      IANAL, of course, and I'm not in the USA, but if the above scenario actually is illegal, you've got some strange laws.

    8. Re:If you really can't spare a penny by cgreuter · · Score: 1

      Nope. Try getting model releases from everybody who happens to be in front of the camera.

      Uh oh. I went and asked my garbage can for a release and it just sat there, silently seething. I think I might be in trouble now.

      (Seriously, yes, taking pictures of a person without a release is going to be problematic, as is taking a picture of which includes copyrighted artwork. So don't do that.)

    9. Re:If you really can't spare a penny by liquidsin · · Score: 1

      Please don't recommend gradients to the artistically blind. Nothing says "I don't know what the fuck I'm doing, but I can try, goddammit" like a gradient fill on a badly drawn, 2d image. In the same vein are the ones who think they're done after they apply the "crackle" texture in Photoshop. There's no shame in admitting your weaknesses. Why ruin a perfectly good custom app with shitty art? Figure the cost of a halfway decent artist into your bill next time. Even if the customer doesn't know that you paid someone else for the graphics, it makes you look like more of a professional when the whole package is presentable. And looking professional is much more likely to get you more work than being able to say "See that stick man icon with the lens flare? Drew it myself!"

      --
      do not read this line twice.
  40. Why programmers have a hard time becoming artists by alaivfc · · Score: 5, Insightful

    The poster's comment about having the "right tools" (PS, Lightwave, etc.) exemplifies most programmer's and the general publics incorrect view on computer graphics and technology and art. IT'S JUST ANOTHER PAINTBRUSH.

    All too many people think that if you have the right "digital tools" amazing Pixar quality art will pop-out. Its simply not true. The primary reason that pixar is so unbelievable is not because John Lasseter and co. are incredible programmers but because they are amazing artists that understand how to use their paintbrush-the computer-to the fullest extent.

    Some posts have mentioned taking evening classes and such. That's a good idea, but all too many of them are stuck in the rut of teaching you how to do different tricks on a particular piece of software.

    As a programmer who has dabbled in art my suggestion is to try and forget your programmer self. Don't look at Lightwave and see all its cool features, its extensibility, effects, etc. Approach the project just like you would if someone were to hand you a paintbrush and say paint a picture or a camera and say make a movie. In other words, understand the medium you are working with, but don't get engrossed in it. It's still just art.

  41. Re:Don't mean to sound negative by pdbogen · · Score: 1

    Mod parent down. Way down; Poster was saying he wants to develop artistic skills for creating, e.g., icons for applications that he writes.

  42. Mr. Painter, please write me an interface engine by Anonymous Coward · · Score: 0

    Just as you wouldn't hire an oil painter to write you a Sun Java interface engine for your 100 or so interface apps, you wouldn't hire a programmer to know much about sign, signet, and symbol. Please hire a graphic designer... www.aiga.com is a good resource.(I'd love to do your design for a relatively low price, but this comment will get modded down if I promote myself too heavily :)

  43. You are overselling yourself by Anonymous Coward · · Score: 0

    If you can't do what's required of a job, then you shouldn't be saying you can. Sell what you do best.

    Partner with those who can, and offer up combined pricing to your clients, splitting the take.

    The reason you aren't making enough money, is that your business skills are lacking. Very few tech have business chops too.

  44. Just Give The Job To Someone by Nehi+the+Ganchark · · Score: 2, Funny

    I've done a few (as in as I can count the total jobs I've done on my left hand) projects for programmers who couldn't design their way out of a wet paper bag. Problem is that not too many programmers have approached me with work, so it remains a hobby for me. It's been my experience that programmers simply don't want to deal with giving even small parts of their projects to others, quite likely out of fear that someone will shanghai their hard work. It's a legitimate concern, sure, but most graphic designers/artists aren't looking to burgle your code...

    If you're having trouble with with your graphics, then by all means give the job to someone else. Please. There are plenty of folks who speak the same language you do who will do the work you need on the cheap.

  45. A programmers experience... by PrimeNumber · · Score: 1

    Despite owning a few key apps (Photoshop, LightWave, Maya) my art production output is rather poor.

    I started out adding graphics elements to widgets, ie command buttons and toolbars on a windows platform and used regular MS paint. I learned my limited skills by looking at toolbar buttons, learned how color and shading were used to give objects different effects like raised, sunken, etc. I even borrowed an old trick used in the 80s on 8 bit game consoles and created the colors I needed by dithering others, (this was needed in the early to mid 90s because not all icon editors or development tools allowed more than the basic 16 colors, esp on toolbars.

    Although it can take a while to learn more advanced functionality of Photoshop, I believe your problem is not knowing the best technique to accomplish the job...you just need more experience.

  46. Advice from a designer by SpamJunkie · · Score: 5, Interesting

    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 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, 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.

    1. Re:Advice from a designer by gtada · · Score: 2, Insightful

      Of all the advice I've read, the parent gives the best. Seriously, listen to a designers advice, not another programmer turned "artist". No offense, but programmers usually don't make the best designers (rather unsophisticated). It's the same as asking an artist who dabbles in programming for software engineering advice. I'm speaking in general terms (I've met some great designer-programmers and programmer-artists), so save your flames. :D

      To add to the parents advice, I'd say to look at fashion magazines for color schemes. Also, pick up a book on graphic design.

      Last piece of advice: don't be too literal when designing icons... usually an icon that is too literal is also rather busy and hard to understand. It seems that the tendency is to take a metaphor and tobrun with it. Fight the urge and find a simpler way to represent the same idea.

    2. Re:Advice from a designer by Anonymous Coward · · Score: 0
      The most well designed sites..
      Hilarious. You just linked to a page that has a bunch of Javascript, uses tables for physical layout, "graphicized text" for the menu selections, etc. Dude, the company you linked to has some pretty good products, but their web site is total crap.
    3. Re:Advice from a designer by advid · · Score: 1

      You misunderstand the point, or at least the particular nuance of the word "design" in use. Or you're trolling.

      From a technological-standards perspective, maybe. But the user doesn't care about that (unless they're blind, admittedly); the user cares about how clean the design is. They care about whether they can easily tell how to navigate the website, easily find the information they want, and so forth.

      On those criteria Apple does very well.

      I, personally, feel that creating websites to proper standards is important, especially for accessibility reasons. But you can have a perfectly validating site that's a pile of crap from a usability standpoint.

      --
      - "I'll probably get modded down for this."
    4. Re:Advice from a designer by gtada · · Score: 1

      What's wrong with Javascript, rasterized text, or tables? Javascript is used quite successfully on many, many sites. Rasterized text, as long as an alt attribute is supplied, is fine, and there are things that are just plain easier to do with rasterized text. And tables are a tried and true way of doing layouts... sure the more contemporary thing to do is to use CSS positioning, but that doesn't make tables invalid.

      Not everybody uses Lynx. ;)

  47. Have you no decency? by solios · · Score: 3, Informative

    Yeah, Art Students are a great way to get what you need on the cheap. I should know. Several of my friends - myself included- got fucked over right out of the gate because we believed what the contractor told us- that it would be "a good portfolio-building experience."

    So's sitting in my bedroom jacking off into the GIMP, thank you.

    "Portfolio Building Experience" means it pays a pittance if you're lucky, and you can totally forget about having any rights to your work. Oh, and PBEs are typically long hours with shit pay and no benefits. My first field experience was one of these- a contract job to do some multimedia work. After the dust settled, my hourly for the project was somewhere around eighty cents.

    You get what you pay for- if you get into the habit of taking advantage of art students, don't be surprised if the talent pool suddenly dries up on you.

    1. Re:Have you no decency? by captnitro · · Score: 4, Insightful

      Damn straight. I've been doing various forms of media consulting for a while, but it didn't start to pay off until a while ago, when I realized both client and designer need to be fully invested in the project, financially and otherwise. College kids can't do that.

      By which I mean, I had a lawyer draw up a very detailed contract on the rights and responsibilities of both parties. I visit him building every time there's a new client; contracts aren't one-size-fits-all.

      You'd think contracts and big prices scare off potential customers, and you'd be right, but you have to think a little bigger. You're thinking about scaring off enormously consuming projects for $500, and I'm talking retainers of thousands and tens of thousands. If you spend all your time on the little fish, you won't have time to spend on the big ones.

      A few months ago, somebody needed some design work done, called my ratecard outrageous, went to a college kid, paid him something that would have barely made a night out. Came to me the week afterwards. Shock! You get what you pay for.

      Pay a designer well and they'll do good work. Pay them poorly and you'll find out why.

    2. Re:Have you no decency? by Xerithane · · Score: 1

      Got a portfolio? I got a PBE that is short hours, as short or as long as you want to make it.

      I pay $50 per "object" and will provide advertising for any artist who launches. Drop me an email at jshirley at the notorious gmail.com if you are interested. I'm not looking for art students, but I am funding this out of my own pocket, and I don't have the capital for a design house (been quoted $850 - $10K+, without the option of rejecting bad work on both ends.)

      --
      Dacels Jewelers can't be trusted.
    3. Re:Have you no decency? by agentkhaki · · Score: 1

      Aye, I agree with some of the things you and parent post say, but "you get what you pay for" is a double-edged sword. If you pay shit, you (oftentimes, but not always) get shit. If all you can afford is shit, well then, you got what you were looking for (and maybe something more).

      Point is, yes, there are a great many folks out there looking to take advantage of college students -- not only financially, but because they don't have the "experience," the client typically ends up dictating what they want, not bothering to take into account even the (what they consider to be) meager advice of the person they hired.

      Sub-point is, don't let yourself be taken advantage of. Go in looking like a pro, have a game-plan, and stick to it. "Yeah, I'll do it -- why don't we say, $200 and we'll go from there" will wind you (the artist) up shit-creek with neither paddle nor paper.

      --
      Ack!
    4. Re:Have you no decency? by LuSiDe · · Score: 1
      You get what you pay for- if you get into the habit of taking advantage of art students, don't be surprised if the talent pool suddenly dries up on you.

      Goes for non-artist students, too. It goes for consultancy or basically a one-time deal in general, too. In general it comes down to making a good deal before the work is done so no side will get a disavantage because of the deal.

      When making a deal both sides want to know, in this example:
      * Details about the artwork (so the first version is as near to good enough.) This could go in-depth if both sides want. If the demander knows some stuff about graphic artism then it speaks in his/her advantage.
      * Copyright assignment.
      * How long it is gonna take.
      * How much is paid.

      By doing so, the student artist -in this example- knows what (s)he'll have to do for how much money. The person who wants the art knows what'll be spend and has an approx. view of what it'll be. If the student already has a portfolio that speaks in their advantage because the demander can use that as reference.

      In other words: make clear appointments! If both parties are honest when making the deal then in theory chances are higher the results of the deal will be honest too.
      --
      WE DON'T NEED NO BLOG CONTROL.
  48. I was in the same boat by skittixch · · Score: 3, Insightful

    You must first be an artist, before you are a digital artist. Learn the fundamentals of the work you're trying to accomplish, if your area is in logo design, research effective logos, get a sketchbook, and jot down any ideas that come to mind. Don't be afraid to venture from the digital realm, that's where the magic happens. Let yourself design on paper, and create and articulate in the computer. (I've spent the past year at art school overcoming that very concept) good luck with your passions

  49. Re:Don't mean to sound negative by wirelessbuzzers · · Score: 1

    He doesn't want to be an artist. He doesn't want to make a living by art. He just wants not to have to hire an artist to make minor icons/interface elements in his programs.

    --
    I hereby place the above post in the public domain.
  50. Re: The design industry by Anonymous Coward · · Score: 0

    I don't know what you're smoking but the commercial (note 'commercial', not fine) art industry is doing quite well in the States. Unlike programing, it's not one of those things that everyone can do and is easily outsourced.

  51. color schemes by typhoonius · · Score: 4, Insightful

    One thing I've consistently noticed about programmers is that they have no grasp of color theory. Witness the countless ridiculously low-contrast Blackbox themes. Hell, look at Windows XP's primary color-filled default theme.

    In general, get to know the basics. Just looking cool doesn't make something usable, and the best art brings together prettiness and usability.

    1. Re:color schemes by Anonymous Coward · · Score: 0

      I was just thinking that. The biggest improvement I've made in my own stuff is by spending a lot of time learning color. There's a lot more method than inspiration to selecting the right colors. Some people do seem to know it intuitively, but the rest of us can learn it with a systematic base and then a collection of rules of thumb.

    2. Re:color schemes by Anonymous Coward · · Score: 0

      ... Witness the countless ridiculously low-contrast Blackbox themes...

      AH!! Each one of them looked beautiful didnt it!!

    3. Re:color schemes by Anonymous Coward · · Score: 0
      Witness the countless ridiculously low-contrast Blackbox themes.

      Witness the reduced eye strain after working in front of a computer all day... There's a reason for the low-contrast Blackbox themes.

      It's true, however, that a lot of programmers struggle with color theory. The parent's Blackbox example just happens to be misguided.

    4. Re:color schemes by Anonymous Coward · · Score: 0

      They might not have a grasp on color theory, but they know all about eye-strain theory. The only way for a person to look at a screen for 14h a day is to keep the light level very very low. High contrast leads to headaches. (and besides, low contrast looks so cool!)

      (also keep in mind that those color schemes look a lot better when sitting in an unlit room)

      Programmers can usually identify how much someone uses their desktop system by the color scheme they use and how much of their eyesight they have left ;-)

  52. Ars longa vita brevis est. by sakusha · · Score: 1

    That saying is attributed to Hippocrates, it means "life is short, but art is long [enduring]." There is a more modern version I heard in art school (which, incidentally, had that motto carved in marble over the entrance). It goes, "life is short, art is long, and success is very far off."
    And there's the point. It takes long, persistent study to develop your artistic skills. And there is no other way than to do it the same way it has been done for centuries: by studying the works of other talented artists, and trying to figure out how they made those works, studying their techniques and tools, and emulating them.
    I have always asserted that it takes much more effort and talent to become a great artist than to become a great programmer. Almost anyone with a logical mind can develop the skills to become a programmer. But an artist needs a spark of imagination and talent, and the ability to think a BIT differently than anyone else, that is one of the rarest commodities on earth. There are a lot more talented programmers than talented artists, which should give you some idea of the rarity of those respective talents.
    In short, you do not have the time to develop artistic skills and still be a programmer. Find a real artist and hire them.

    1. Re:Ars longa vita brevis est. by Anonymous Coward · · Score: 0

      You don't have to be John Carmack to write a shell script and you don't have to be Picasso to do basic graphic design. All you need is a little study and, yes, a logical mind. I've seen plenty of programmers learn to make adequate icons. So please don't let the parent post intimidate you.

    2. Re:Ars longa vita brevis est. by Ohreally_factor · · Score: 1

      Ars longa, but garbage takes forever.

      --
      It's not offtopic, dumbass. It's orthogonal.
    3. Re:Ars longa vita brevis est. by Anonymous Coward · · Score: 0

      and because so many artists believe this bullshit, there are so many starving poor artists.

    4. Re:Ars longa vita brevis est. by sakusha · · Score: 1

      It never ceases to amaze me when undeducated, non-artist assholes feel qualified to tell artists what it takes to be an artist.

      There is a long-established art history term for the works an artist makes during his lengthy learning period, before he "finds his voice" and figures out what the hell he is doing. The term is "juvenalia," with the clear implication that those works are juvenile and immature. Most artists take years to get through their juvenile stage, even working full time.

      If there are so many starving, poor artists, it is either because they are poor at art and should either work harder or give up; or else because idiots (like YOU) don't recognize the value in what they are doing.

  53. ignorance anyone? by 5cameron · · Score: 0, Troll

    Its all I can do to stop from flaming at the sight of this post. I see design as a very democratic medium, but looking for shortcuts to something that is extremely complex and people have been devoting their entire lives to for hundreds of years seems a tad presumptuous. Call me elitist, but I am not eager to share my knowledge for someone who sees what I do as unnecessary and unprofessional. Lie in it. I did say I was democratic right? So look at /., does it look "professional"? Stop trying to look professional because you aren't a professional. If you are truly devoted to the craft then get off of slashdot and into a classroom, or to a library. Graphic design isn't something you can fake, sorry. You need either talent or experience... a pirated version of Photoshop means bupkus.

  54. Robin Willioms books by aaron240 · · Score: 1

    Robin Williams has several great design books that help the beginner. This one is really good...so are the others.

    1. Re:Robin Willioms books by Anonymous Coward · · Score: 0

      Yes, this is excellent advice (although the name is spelled Williams). But her books really are the closest thing to a magic bullet.

  55. Some survival tips from a fellow non-expert. by adolfojp · · Score: 5, Informative
    These are some of the things that I've learned from my mistakes and from experience. I was in your situation about two years ago. Enjoy!
    • 1. Stock photos. A good picture is worth a 1000 design elements. Start scavenging for stock photos NOW. A good place to start is here: http://sxc.hu/.
    • 2. Avoid excessive effects and filters when not needed. Nothing ruins a good design like trying to emboss everything or making it 3D.
    • 3. Keep it clean and simple. Think Apple.
    • 4. Learn from the experts. Visit places like http://www.deviantart.com/ You can even post designs and get peer reviews. Also, http://http//www.alistapart.com will help.
    • 5. Use and abuse CSS. The separation of design elements from everything else will help immensely. You will be amazed by this site: http://www.csszengarden.com/ Change the themes and be amazed by the power of CSS!!!
    • 6. Buy graphic design books, preferably those with collections of commercial art made by different designers. Get inspired ;-)
    • 7. Get a digital camera and take lots and lots of pictures of the world around you. Current examples of designs and logos and ads will help.
    I hope that helps!

    Cheers,
    Adolfo
    1. Re:Some survival tips from a fellow non-expert. by Jotham · · Score: 1

      Very good advice. To add to that:

      PhotoDisc - Getty Images is another great stock photo library -- gives you free shots to composite from and then you pay for the ones you use (itemise the cost and pass onto client).

      Also for when you do need something drawn, get/take reference photos and trace - give you perfect dimensions and proportions everytime.

    2. Re:Some survival tips from a fellow non-expert. by Nemi · · Score: 1

      You know, you have some good points, but I can't help but think that points 2 and 3 are directly conflicting. Applet has some of the most excessive effects I have ever seen.

    3. Re:Some survival tips from a fellow non-expert. by adolfojp · · Score: 1

      Oh, I agree on the issue of the effects. I was refering to the clean design of the iPods, iMacs, mice, etc. I should have been more specific.

      Cheers, Adolfo

    4. Re:Some survival tips from a fellow non-expert. by lgrca · · Score: 1

      Another tip that I find useful is going to Staples or Office Depot or whatever big box mall office store you have and spend some time looking at the $14.00 stock photo, icon, and clip art cds that they often have for sale. You can get some great images, icons, fonts etc from some of those cd's. Has been helpful for me when I need that certain image.
      Later

    5. Re:Some survival tips from a fellow non-expert. by adolfojp · · Score: 1

      Thanks for the Getty Images link. I just found a picture that I've been looking for, for about a week! (The site doesn't allow Opera :-( )

      I will also try the "tracing proportions from pictures" technique.

      Who can say now that reading /. hinders productivity?

      Cheers,
      Adolfo

    6. Re:Some survival tips from a fellow non-expert. by apankrat · · Score: 1

      Wow. Thanks, dude. Just what the doctor ordered.
      CssZenGarden link alone is worth a fortune :)

      --
      3.243F6A8885A308D313
  56. Time-Warping to 1993 by RobotRunAmok · · Score: 2, Interesting

    [Doing my best Mako 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.

  57. Keep it simple by Anonymous Coward · · Score: 2, Insightful

    Well, what advice would you give an artist who had to do all their own programming? You'd tell them to keep everything simple, don't get too ambitious, don't try fancy architectures or get hung up on optimization.

    The same thing is true of you: keep it simple. Go for clarity, not ethereal beauty. Pick a font and stick to it. Pick one very, very simple color scheme and stick to it. Eliminate anything that is unnecessary, especially anything "decorative."

    And don't be discouraged... Oddly enough, if you focus on simplicity and consistency and forget about beauty, you may have the best chance of creating something people call beautiful!

  58. Despite owning a few key apps by Anonymous Coward · · Score: 0

    Admit it, you don't own licenses for these apps. You stole them you stinking bastard!

  59. Microsoft to the rescue! by TheSHAD0W · · Score: 4, Informative

    This is a wonderful style guide to building icons meant for Windows XP, and the techniques are good for icons of all sorts. You can figure out how to build good looking icons out of simple design elements.

    1. Re:Microsoft to the rescue! by Anonymous Coward · · Score: 0

      I love that the link doesn't work in Opera until I tell Opera to identify itself as IE.

    2. Re:Microsoft to the rescue! by Anonymous Coward · · Score: 0

      Bummer. I bet its a dirty rotten conspiracy against you and the 4 other guys in the world that use Opera.

    3. Re:Microsoft to the rescue! by Mir322 · · Score: 1

      Yet the link works fine in firefox !

      --
      "There is always some madness in love. But there is also always some reason in madness."- Friedrich Nietzsche
  60. A tip for you... by katpurz · · Score: 1

    put a link to your site if you get a blurb on Slashdot... otherwise you just missed your shot

  61. Learn to Think Like an Artist by MichaelCrawford · · Score: 4, Insightful
    Like, I expect, most people here I was unable to draw more than stick figures until I read Drawing on the Right Side of the Brain by Betty Edwards. Here are some samples of my drawings.

    Edwards based her book on the results of experiments performed by Roger Sperry of Caltech. Sperry's experiments used people whose brains had been severed in the middle to treat severe epilepsy. By studying how these "split-brain" patients reacted to stimuli sent via the sense organs to one side of the brain or the other, Sperry was able to deduce that our artistic ability is centered in the right hemisphere of the brain, while our logical and verbal ability comes from the left.

    Most slashdotters are heavily left-brained people. But artists are right brained people. To create artwork for your software, you have to learn to think with your right hemisphere.

    Edwards says in her book that anyone who can learn to think in what she calls "R-Mode" can learn to draw. The earlier lessons in her book focus on stimulating that sort of thought while quieting the interference from the left hemisphere.

    She teaches drawing with pencil and paper, but once you've completed the exercises in her book I'm sure you will have a much easier time using computer graphics applications.

    The right hemisphere of the brain is responsible for more than just visual art. At the same time as I learned to draw from Drawing on the Right I taught myself to play the piano. In 1994 I borrowed some recording equipment from a friend and recorded my album Geometric Visions, which you can download in MP3 format. (Ogg as soon as I get off my lazy arse and encode it.)

    --
    Request your free CD of my piano music.
    1. Re:Learn to Think Like an Artist by jsgates · · Score: 1

      Well, you've learned how to draw some, but it's time to move onto accurate drawing now. Building from gesture, to contour, and into value over time. After taking a quick look at your drawing's, they're not bad, but the self portrait lacks accuracy. Check out the eye glasses, tilt of the mustache/mouth, ears, etc. Those're problems that should have been corrected in the gesture stage of the drawing. A good start though.

    2. Re:Learn to Think Like an Artist by Anonymous Coward · · Score: 0

      since when has art suppose to be accurate? where have you been for the last 400 years??

    3. Re:Learn to Think Like an Artist by Anonymous Coward · · Score: 0

      Hehe, don't be so hard on the dude he's obviously a "leftie" :P

  62. LightWave and Maya? by Anonymous Coward · · Score: 0

    What the fuck good are those supposed to do for icon design?
    Draw on paper, scan, trace in Illustrator.
    What's that? You can't draw? Well shit, I guess you better hire someone who actually knows what the fuck they are doing instead of failing like you will.

  63. From a Computer Engineer by kai.chan · · Score: 1

    As a computer engineer, I can usually draw better than my peers. Unlike picking up another porgramming language, I don't think artistic talent can be learned readily, because you need an eye for colors, shapes, and style that I notice my scientific peers just do not possess.

    Ever since a kid, I would try and copy styles from mecha comic books. I worked very hard when I was little to draw something as close to the original as possble. Not to sound discouraging, but I don't think it is possible to "learned to be self-sufficient" before your contract is over. What you can do, however, is follow the numerous art tutorials on the net and try your best to duplicate the Photoshop effects to something usable.

    As a side-note, here are some of my artwork:
    deviantART or My Website

    The drawings from my sketchbook are mostly redraw of original artwork by other artists. If you do decide to learn art for future uses, I think the best way to start learning art is to try duplicating a professional artist as close as possible. Once you get an eye for colors, shapes, and line distances, you should be able to realize art concepts in your head.

  64. Re:Don't mean to sound negative by Anonymous Coward · · Score: 0

    Probably half (maybe a little bit more) of the kids that pass through graphic design programs at major art schools are talent-less. Even if you have talent, the advantage that a bad designer from some art school has over you is that they are a bad designer with an *education*. Odds are that they are still going to produce better results simply because they've been taught how to. You don't need to be taught "art", but by building upon the work and teaching methods of others, you will progress far more in 3 years that you would in a decade otherwise.

    So suck it up, and hire someone else for the job. It doesn't make sense to do everything, and a working relationship with another professional individual (or even a student from a local art school) is going to be far more productive and yield better results.

  65. Definitly Students by nate+nice · · Score: 2, Interesting

    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.

    --
    "If you are a dreamer, a wisher, a liar, A hope-er, a pray-er, a magic bean buyer ..."
  66. Whoops .... by Lee_in_KC · · Score: 1

    /.ed I just have to remember to check tomorrow ..... that site sounds like just what I needed.

  67. Nice to see the other side of the fence. by solios · · Score: 3, Interesting

    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.

    1. Re:Nice to see the other side of the fence. by Oddly_Drac · · Score: 1

      "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."

      You know some nice people, then.

      I did several years as a graphic designer before moving to coding, and there are two huge consistencies that I've spotted in both jobs.

      People generally can't create briefs for toffee.

      The majority of my current workload is simply creating a brief where there is none, and getting the customer to sign off on that.

      And BTW, I've been patronised by graphic designers in the past about their 'vision' and the overall 'concept' of the work as well. Graphic designers can be the equal in arrogant stubbornness to admins of any ilk.

      "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."

      I'd add that you have to make the customer work a little to provide you with enough information to even start. You can usually speed up the process by informing them from the word 'go' that you're charging by the hour for any treatments that need to be produced beyond the initial consult. I point out that excessive f***ing around helps neither of us.

      --
      Oddly Draconis
      Too cynical to live, too stubborn to die.
    2. Re:Nice to see the other side of the fence. by Anonymous Coward · · Score: 0

      Just remember that an artists time is just as valuable as yours, if not more so

      What, you think we're talking about hiring a dead artist to make our icons?

  68. So, let me get this straight... by The_Real_GooberMan · · Score: 1

    ...you HATE programmer art?

  69. Art by _KiTA_ · · Score: 2, Informative

    The absolute best art learning book I've ever seen is "[url=http://www.amazon.com/exec/obidos/tg/detail/ -/0874774241/qid=1100569243/sr=8-1/ref=pd_csp_1/10 2-9640388-0042521?v=glance&s=books&n=507846]Drawin g on the Right Side of the Brain[/url]" by [url=http://www.drawright.com/]Dr. Betty Edwards[/url]. It teaches "how to see" instead of "how to draw"... rather, instead of saying "see this? draw it. keep going, eventually you'll figure it out. Maybe"; it teaches you how to start seeing the same way artists see (which is ultimately what allows people to draw well).

    I highly reccomend it. The before and after images are just asounding -- in just 5 days Dr. Edwards' students show simply AMAZING progress.

    1. Re:Art by _KiTA_ · · Score: 1

      ... Why oh why doesn't Slashdot have a edit button? ;)

    2. Re:Art by Anonymous Coward · · Score: 0

      It also doesn't use that silly html-for-retards UBB/Ikonboard code bullshit. Learn to use html, bud.

    3. Re:Art by Anonymous Coward · · Score: 0

      /. does, however, have a Preview button. Use it.

    4. Re:Art by _KiTA_ · · Score: 1

      Blah. When you post on enough webforums, you forget which ones are still living in the 1980s sometimes.

  70. No, that's dangerous by Sunnan · · Score: 1

    I don't think they allow free software programmers to release them under the GPL.

  71. Free Software Icon Howto by Anonymous Coward · · Score: 2, Informative

    jimmac has a nice site on this very topic

    Much more to it that you probably guessed.

  72. I call BS by Grond · · Score: 3, Insightful

    This guy basically claims three things:

    1. He owns Photoshop, LightWave, and Maya. A cursory look at pricing reveals that buying those programs would cost about $3200 total (assuming he buys Maya Complete and not Maya Unlimited).

    2. He only needs some icons or sprites.

    3. He can't pay an artist to make those things.

    I haven't priced custom artwork latetly, but assuming it's -anything- like custom software, I have a damned hard time believing he can't get what he needs for much, much less than $3200. I think it's much more likely that he is using illegal copies of those programs, in which case I think he needs to get out of the commercial software business if he's not willing to respect the copyright of other programmers. In any case, if he's willing to infringe software copyright, he might as well just copy some artwork, too.

    Sorry for the harsh language, but this guy is either an idiot not to have done the math or a crook for copying software illegally.

    1. Re:I call BS by julesh · · Score: 1

      He owns Photoshop, LightWave, and Maya. A cursory look at pricing reveals that buying those programs would cost about $3200 total (assuming he buys Maya Complete and not Maya Unlimited).

      Assuming he has current versions, purchased recently. He may have these as left-over items from a previous job where an employer/client paid for him to acquire them (for instance, my copy of Flash was purchased via this route). Or he may have bought second hand out-of-date versions cheap on eBay. A quick search on ebay.co.uk shows a copy of Photoshop 7 for Mac for GBP 8 (about $12 US) going in 1 hour, with only one bid on it. You could probably get that for not much more than that figure.

  73. Iconfactory by spiralscratch · · Score: 3, Informative

    The Iconfactory offers royalty-free icons and design services. You may want to look into them. They have some nice-looking stuff.

  74. Try www.RentACoder.com by Anonymous Coward · · Score: 1, Informative

    I'm sure that http://www.rentacoder.com/ has sections for photography / artwork. You could probably make a good enough offer (recnogition, free copy, etc) that you don't need to pay anything.

  75. A Solution. by dingDaShan · · Score: 1

    Get students to do your artwork for free or near-free. Many high-school or college students have impressive skills with CG art. Go to the local high school and see if there are any stand out students.

  76. quick start guide to being a fine artist by indianropeburn · · Score: 2, Insightful

    asking for a tutorial on how to be a professional graphic artist is like asking for a quick guide on how to program high quality, bug free commercial software. it can take years of practice and learning. you eventually find what's right, or what works for your needs. there are countless tutorials online that will teach you little tricks on how to achieve various visual effects with photoshop. you simply need to find a way to apply them in a way that suits you. people don't spend four or more years in college for a BFA or design degree for nothing.

  77. Just stick to Icons w/ Text and stock icons by Saint+Stephen · · Score: 1

    One of the advantages to Gnome's nazi UI guidelines is they provide a large # of attractive stock icons, and highly encourage you to use *only* those.

    As a non-artist programmer that's what I do. Retreat into non-creativity, use the stock icons for folders. Where you can be creative is thinking about how to use that cool "Folder" icon to mean an entity in your application, and how you can use that cool "Tools" icon to invoke an operation.

    For your application Icon just use some tiny font and an icon editor to make a text based icon on a solid color background. Everything else will look lame.

    If you have greater needs, enlist the services of someone with skill.

  78. Programming Tips for Artists? by Anonymous Coward · · Score: 0

    An anonymous reader writes "Recently I've found myself in a bit of a bind with software. My contracts have been rather small, barely enough to pay myself let alone a programmer. The software needs aren't intensive, mostly file or network I/O depending on the project. Despite owning a few key apps (Visual C++, Eclipse) my software production output is rather poor. Are there any other artists who have learned to be self-sufficient? Are there any resources available to educate me on the finer points of making software that works?" One resource for the less geeky among us is the collection of free code at the code project or code guru, though it won't give advice for creating new application. What are some others?

  79. You have two choices by wombatmobile · · Score: 2, Funny

    Get a camera and shoot stuff like what you see here.

    Or give up with the art and get a job here.

  80. ignorant someone? by Roman_(ajvvs) · · Score: 2, Interesting
    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.

    --
    click-clack, front and back. I'm not moving this car otherwise.
    1. Re:ignorant someone? by 5cameron · · Score: 1
      thats okay, programmers that have accepted freelance they are incapable of delivering on isn't crucial to my business.

      I think the context of these projects is important. At what point does work require a "professional?" A project that deals with dynamic data typically will be the job of a trained programmer. However, anything that requires with qualitatively strong user experience will require a designer. Who is who is not important, it comes down to experience in delivering a product, which in the case of this discussion, is some form of interactive system.

      seperating UI design and graphic design is silly. Shall we seperate web design as well? It all comes down to the product, and how a user reacts based on visual stimuli. Making something "beautiful" is not pour l'art, it's to maintain a level of visual consistency, which should ultimately communicate the inner functionality of a system, either specifically (making a button look like a button) or broadly (putting certain types of data together to contextualize it and grouping similar functions).

      ok? ok.

  81. The Non-Designer's Design Book by Anonymous Coward · · Score: 0

    It's not a big book. It is easy to understand. The best thing about this book is that it shows that good graphic design, like good programming, has a purpose. Understand what you are actually trying to do and doing it becomes much simpler.

    I'll also echo what others have said here. Keep it simple. If you're not sure what effect your design will have on people, at least don't prove to them that you're a clueless amateur by getting in over your depth. Also, copying is good. If you see something you like, try to copy it. You will probably learn a lot about design in the process.

  82. go rudimentary by FrenZon · · Score: 1

    While what others say about not having talent meaning not having any talent, that doesn't mean you can't do something passably basic.

    Find a muted colour palette, and STICK TO IT, then do all your icons in an EXTREMELY SIMPLE style - start with just square boxes - you may not even need borders. Do things on the pixel level, and don't, please don't add any 'flair'.

    If you're feeling adventurous, try some isometric '3d' icons - it's pretty easy to do simple non-shaded ones.

    That all said, if you're building an app, stick to default widgets - they may seem ugly to you, but you can be sure that more people will like them than your attempts at icons.

    The end result may look average, but that's all you want - if your app works out well, you can hire an artist later. People understand that not everyone is an artist, but people do not forgive those who try to be.

    NB If you're building a non-abstract game that requires 2D sprites, there's no debate - you need an artist, a damn good one - even commercial artists have trouble doing game sprites successfully, since all the sprites have to work in the context of other sprites and the background. Creating game sprites is no small feat.

  83. Illustrator, Freehand, Inkscape, and Class by Jameth · · Score: 2, Informative

    If you are trying to create icons with those tools, you have a basic misunderstanding of the medium.

    Photoshopping is for editing, well, photos. It's fine also as a finishing tool for icons that are already made.

    Maya is used for making 3D models, which is almost always overkill for an icon. (I've never used Lightwave, but I recall it being a 3D app as well).

    What you need is a vector graphics editor. I would have to recommend Adobe Illustrator myself, although Inkscape is coming along quite well (and is free, so start there if you just want to see what I'm talking about). As for Macromedia Freehand, it seems to be a good program. However, I've always found it awkward (many will disagree) and at the school where I work it has incredibly many printing errors, so I can't really say.

    And, beyond all that (as others have said) the key problem is most likely that you are an amatuer, not a professional. So, take an art course. Just go to a local college and sign up for a 2D design course of some sort.

    1. Re:Illustrator, Freehand, Inkscape, and Class by julesh · · Score: 1

      Photoshopping is for editing, well, photos. It's fine also as a finishing tool for icons that are already made.

      Photoshop is not only for photo editing. Many of its features are aimed primarily at graphic design content creation. It is, I believe, the most commonly used tool for doing pixel-level graphic design work in the industry.

  84. One thing I learned. by Anonymous Coward · · Score: 1, Insightful

    Everything looks better if you shrink it. Can't color in the lines? Does it matter for shrinky-dinks? Same idea.

    Get a scanner, a pen carousel, a ream of paper, and a wide variety of thick colored markers. Keep them thick so there isn't the temptation to draw small, or do fine detail.

    Then after that economy of expression. Like anime, the product is not a picture, don't expect, or try to make, it to look like one. Just let it be simple, and clean.

  85. Interns by ednopantz · · Score: 1

    Be honest with them, treat them well, and they often produce near professional quality work for nothing. Make sure you give them a good title and a nice rec letter.

  86. MOD PARENT UP!! by SlashdotMeNow · · Score: 1

    Harsh but true. Also: Why accept a job without a proper budget? If you're getting paid peanuts to be chief, cook and bottlewasher let the client go find a sucker programmer to do it. Oh wait - he did.

  87. Go higher! by solios · · Score: 1

    I work around 3000x3000 or so, which makes for a nice 10x10 portfolio piece of a REALLY HUGE ICON which can be re-used pretty much however you like.

    Sounds like overkill, but lemme tell you- nothing sucks more than needing a graphic at a larger scale than you have on hand!

  88. Link by ontheheap · · Score: 1

    clicky. The initial post has a great collection of what I believe to be all (or mostly all) royalty free, legal sprites, backgrounds, and tilesets.

  89. Re:DO NOT USE inkscape by Sunnan · · Score: 2, Informative

    Funny you should mention Tigert, who does use the Gimp.

    I know a lot of artists for free/open source software projects use non-free programs like AI or 3DS, but not all.

    Different people are used to different tools, and I primarily use Sodipodi, with a couple of extra programs on the side (most notably the Gimp).

    Wait 5-10 years before using the free art tools? That's crazy talk. They're usable enough to do great art now. (You know that Susan Kare, one of my favourite artists, did a lot of her most beautiful work using only MacPaint or Windows Paintbrush?)

  90. Good artists copy, great artists steal... by almaon · · Score: 1

    Good artists copy, great artists steal... programmers buy.

    Well good programmers should look into buying royalty free icons, there's some great icon foundries that offer them and the quality is much higher than most could replicate.

    I firmly believe that anyone can draw or paint with the right instruction, but who has that kind of time? Crack open the pocket book. Pay a starving artist, feed them, that's why they are so skinny and pale. No one ever feeds them!

  91. Get in touch with the Mac users. by Blamemyparents · · Score: 1

    Almost every single Mac OS X application out there, down to the tiniest, simplest freeware applications, have awesome icons and graphics. I'm not kidding, go look. Surely some of those guys coupld point out who helped them. And also, it may not be quite what you're looking for, but the guys of iconfactory.com might surely be able to point you on the right direction. Their stuff is meant for Mac, but just being graphics files, making the cross-platform hop is a snap. You'll find that a lot of the mac guys are willing to lend a hand. Since OS X came out and they all started playing with unix, there's been a LOT of interest in programming and open source projects. Most mac users can't do basic, but can own you in Illustrator. Of course, the flipside to this is Mac users who learned cd and ls and think they know unix. I was one of them. I tried to install Slackware on a borrowed PC. It was NOT pretty.

  92. 3DBuzz by Sarev0k · · Score: 1

    I find the 3dbuzz VTMs very usefull for creating 3d related content (they even have vtms for concept art among other subjects).
    You just have to register at 3dbuzz.com and you have a lot of video tutorials at your fingertips.

  93. I just graduated from Art school and I program - by skazatmebaby · · Score: 1

    Here's my advice:

    Learn to draw; understand basic design principles, make lots of mistakes. Play. Go slow. Understand and appreciate art. Go to a museum. Pick up a magazine, or a book at a library. Art isn't easy, it's Hard. Very Incredibly Hard. Make time for it, because it will not make time for you,

    Cheers,

    --

    Dada Mail - Program, Art Project or Absurdity?

  94. Open Source Web Design (oswd.org) by dan_bethe · · Score: 2, Informative
    Open Source Web Design has been good to me.

    "Open Source Web Design is a community of designers and site owners sharing free web design templates as well as web design information. Helping to make the internet a prettier place!"

  95. One possible solution by ringer9cs · · Score: 1

    study some category theory...

  96. Charge enough... by barfy · · Score: 2, Insightful

    To hire all the people that need to be involved. Writing, programming, and iconagraphy are three different skills, and have really no overlap. Writers, do indeed write better. Programmers do indeed program better, and artists do indeed art better.
    It sounds as if the guy that writes your proposals and specs the jobs (who is that in the mirror?) could use a lesson in resource requirements.

    1. Re:Charge enough... by burns210 · · Score: 1
      "...and artists do indeed art better."

      I don't think that in the technical sense, 'art' is a verb.

  97. as with everything... by Hackysack · · Score: 1

    you get what you pay for.

    if you hire a programmer and tack on the designers job, you might get both done, but probably a piss poor job of the second.

    if you hire a designer and tack on the programmers job, I'm not even sure you'll get the second job done.

    Of course my friend who are designers would argue that the sort of hackery that I try to pass off as web design isn't "getting the job done" either.

    Just pay a designer.

    ~a

  98. No way around it by Anonymous Coward · · Score: 0

    In a language that you programmer people can understand...

    good art = practice + practice + practice

  99. Re:if you don't have it...HOW TO FAKE IT by darkPHi3er · · Score: 5, Interesting

    "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/?
    B. Macromedia Fireworks
    C. Adobe Photoshop Elements
    D. Cool Button Tool -- http://www.buttontool.com/
    E. Cool FX Menu Tool -- http://www.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/ 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!

    --
    Ten quid, she's so easy to blind. And not a word is spoken...
  100. just copy people with talent by Anonymous Coward · · Score: 0

    the best way to get good is to copy good artists. then throw the copies away.

    you learn how it was done, and over time you kinda obsorb the techniques.

    at least that's how I learned when I was a kid. copy what you like...but don't try to pass it off as your own..just do it for educational purposes.

  101. Here's a sitepoint article that might just help. by Spy+der+Mann · · Score: 2, Informative

    Try Sitepoint. is a very good web design site. At first there were only technical articles, but they added an art column, and now they got their art and design newsletter.

    Here's the article: Good designers copy, great designers steal. Two thumbs up for that one. They even give you examples of how to do it right.

    Might wanna try.

  102. Less is more... by Yaa+101 · · Score: 1

    I can know...
    I am webmaster, programmer and artist...
    This is way too much for a human to be involved in... lol...

    But serious, less is more also from a design perspective, don't be afraid to use big empty spaces in your work.
    Another thing not to be afraid of is looking at other people's work, unlike what corperations try to tell you there is nothing wrong in getting inspired by other people's work as long as you do something with that instead of being a dead copy.
    Go find photoshop and or gimp tutorials that handle most situations in modern graphics, a lot of them are free accessible.
    If despite all of this you are not able to do a thing then admit that you are not a artist and hire somebody else...

  103. Vice Versa books by Daeyin · · Score: 1

    I've had the same trouble as you! There seem to be a damn lot of books catered at teaching design people to write good HTML, or work in Flash, or do CSS, but hardly any books giving code monkeys a good basis in design.

    Like some other posters, I am dating a boy who is a designer. Hearing about some obscure designers in Oslo a billion times a day is sooooooo worth getting him to do my design work for me :D

    plus, creative types can be very, um, inventive, in um, other, um areas.

  104. Why not open the community to artists... by stubear · · Score: 1

    ...and actually listen to what they say? I've been looking for intersting projects to work on so I can get a little more experience designing UIs but every porject lead I've approached has either ignored my offers of help or has been downright rude. Projects need to make artists more welcome and they just might offer their time in exchange.

    Another thing to try is to not follow the trends in UI design just to follow the trends in UI design because you think this will make your app better. There are far too many OS X look alike icons and buttons designs and even worse knock-offs that try to not look like what they're knocking off.

  105. Re:DO NOT USE inkscape by reflective+recursion · · Score: 2, Informative

    I use sodipodi. It's actual a decent and quite capable tool. Tigert uses (or has) GIMP, but when he started it was much much less capable than it is today. Think about that.

    Larry Ewing, the designer of the Linux pengiun, used GIMP 0.54, which is about where Sodipodi is compared to something like Adobe Illustrator today.

    GIMP 0.54 and pengiun

    Sodipodi complements GIMP *greatly*. It's a joy to use both together, since GIMP vector tools aren't that useful for actual drawing purposes and can be tedious.

    --
    Dijkstra Considered Dead
  106. Mask your artistic deficiencies by Regnard · · Score: 2, Insightful

    How? By not being artistic. If you find that you can't seem to get the right look, try a minimalist approach.

    --
    Need a color? Try 100 random colors
  107. Art vs. Graphics by Anonymous Coward · · Score: 0

    Idiots. The original poster asked for help on artwork for his programs/sites. He is not looking to become the next van gogh. He is not looking to become an "artist". He is looking to make his graphics better. There is a big difference. Fot starters, the former will take some inspiration and much work. The latter: just a bunch of filters and the right amount of clicking in any program of your choice save the Gimp 'coz we all know how worthless it really is. Ok ok ok ok j/k about the gimp - never used it. :)

  108. info architecture way more important by blisspix · · Score: 1

    For most websites, unless your site is for museums or to showcase design and the like, I believe that the architecture is much more important than design specifics. If you spend the time to correctly establish all the elements on a site and how they will work together, it is very elementary to then design a simple banner and colour scheme (which is all most sites need). Spend time concentrating on the layout, not the design and drawing, and the rest will fall into place eventually.

    As for digital art... I started at the age of 7 on MS Paint and the like. There's something to be said for starting out with very limited tools and only progressing to PhotoShop etc when you have the basics down. It's like in art class... you would never start with oils on a canvas, but with a pencil on paper.

    Simple tips -

    Use one font. One standard font.
    Three colours max to start with.

    Easy!

  109. Don't offer to do What you don't do! by Gypsy2012 · · Score: 1

    This is the big thing for me, I started breaking out my programming from the design in all my bids about 6 years ago and make it very clear that I'm a coder not a designer and that I will give any designer an easy method to change the look and feel all day long but don't expect mine look and feel to be perfect. This way the client knows exactly what they are getting, they know the system will work, and they know they can spend more later for a better look if they want to.

  110. What kind of Artwork or Drawing do you NEED? by billstewart · · Score: 4, Insightful
    It's really tough to answer the original question, because the anonymous reader doesn't say what kind of artwork he/she needs to do.
    • Basic network or equipment drawings (flowcharts, boxes and arrows with labels on them, etc.) are something that's not hard to draw in Powerpoint (though it was easier to do in MacDraw 15 years ago, and pick your favorite Open Source Free Beer drawing package if you'd prefer.)
    • Visio is a much more powerful object-ish drawing system that I should get around to learning, and it comes with a wide range of standard object pictures (some in the basic packages, more in various confusingly-priced add-on packages.) Kivio is a similar though probably less powerful KDE imitation of Visio.
    • Basic kitschy clip art is available from a wide range of sources if you really like that sort of thing. A Real Artist would probably spend a lot of time telling you not to do it, or at least helping it not clutter up your presentations.
    • Photoshop is really good for manipulating photographs. If *that's* related to the kind of art you do, fine, but there's no indication that the kind of art you need is better matched to Photoshop than to Powerpoint or Visio.
    • In addition to Drawing on the Right Side of the Brain, you're also supposed to go read "The Visual Display of Quantitative Information" by Edward Tufte.
    • Go look at the first couple of years' issues of Wired. Then don't do that.
    --

    Bill Stewart
    New Fast-Compression-only CPR http://preview.tinyurl.com/dy575ks
    1. Re:What kind of Artwork or Drawing do you NEED? by michaelknauf · · Score: 1

      One good resource is http://www.webpagesthatsuck.com/ you can seriously learn quite a bit about design by anlyzing bad design -- you can also do the same by looking at good design - just ask yourself what makes it work/not work, but I would start with webpagesthatsuck.com. In my experience with design students, it's easer to learn what's bad an avoid it, than to learn what's good and persue it. When in doubt, simplify. Look at google, apple for inspiration.

  111. I married an artist by tjstork · · Score: 1

    I married an artist, BFA and all. From her I learned how color works, about negative space and positive space and a million other things that these "non-scientific" people know that make art as much as a science as programming is an art.

    --
    This is my sig.
  112. Looks like ass? by Wouter+Van+Hemel · · Score: 1, Funny

    #1- avoid too much 'clip art'. Anyone with an eye for art usually thinks it looks like ass.



    I'd say that largely depends on who's ass we're talking about.



    Clip-art porn. Kinky.

    1. Re:Looks like ass? by cicho · · Score: 1

      s/who's/whose

      I mean, think of the children! They're still learning English :)

      --
      "Only the small secrets need to be protected. The big ones are kept secret by public incredulity." - Marshall McLuhan
  113. Re:Why programmers have a hard time becoming artis by Anonymous Coward · · Score: 0

    Well, I would still like a different set of tools. Not one that has more features or whatever, but one that's easier to use (at least for me.) Like a tablet instead of a mouse. Or 3D skinning that doesn't involve unfolding polygons. Being able to paint on a hologram would be pretty nice.

    And if it could read my mind, then I wouldn't be as limited by my complete lack of technical artistic skills and lousy eye-hand coordination. Pretty much I'm too lazy to learn and practice using existing tools, but hey, some people just don't have the technical skills despite artistic vision.

  114. I have GREAT advice! by philovivero · · Score: 1

    Just don't worry about all the "professional" artwork like icons and crap like that. Go straight to the nude art, like me!

    Use Blender to make Cool Nude Art! Or, check it, Sodipodi (vector graphics) and/or Pencil,Paper,GIMP for all your nude art needs.

    *THAT* is what Linux was made for, folks.

    Yep. That's wholesome geek work. And if you want a job at Pixar or something, making a cult hit animation with my rigged meshes from that site would probably get you there. Just talk to me first, because I have some ideas...

    1. Re:I have GREAT advice! by Anonymous Coward · · Score: 0

      Wow. How very creepy of you.

  115. Icons. by Anonymous Coward · · Score: 0

    "The art needs aren't intensive, mostly icons or sprites depending on the project. "

    The Icon Book: Visual symbols for Computer Systems and Documentation.

    There's more to icons than just being pretty pictures.

  116. Care to show us a portfolio, 5cameron? by Anonymous Coward · · Score: 0

    You're too sensitive, 5cameron. Don't mistake judgements of your person as judgements of your vocation as a whole-- i.e. those people weren't talking about design when they said those mean things. You see 5cameron, you're one drop in a veritable sea of people who fancy themselves as 'artists' just because they know a variety of keyboard-shortcuts.

    Your ibook does not make you an artist, 5cameron.

    You're a graphic designer because the other classes were "too hard." Your teacher also knows this and secretly detests you, as well as your bandwagon-humping.

  117. Programming rules for art. by jellomizer · · Score: 4, Insightful

    1. Colors, Colors, Colors: Understand Colors and what works and what Doesn't Red Green Blue for Displays Cyan, Magenta, Yellow, Black for printing. Red and Green make Yellow and Magenta and Yellow make Red. Warm Colors are Red and Yellow, Cool Colors are Cyan and Blue. Black Gray and Whites are Neutral. Green, Magenta are in the middle of Warm and Cool. Avoid mixing inverse colors except for Black and White. (A way to find the inverse color is to use a graphic program and take a negative image of it)

    2. Don't Go Crazy: Often for a programmer who starts dabbling with Art they like to go crazy and put as much artwork as possible. Look at companies known to have good interfaces like Mac OS there are plenty of graphics very pretty but they keep it under control.

    3. Try to use as many of the standard widgets for your platform. Depending who your platform target audience is, try to make your graphics fit their OS Platform. If you are programming for apple stick to the gray stripes or the brushed metal look (Stripes are easier). In Windows stick to the Blues, Grays, Whites, If XP add some orange in the mix.

    4. Animate for a reason. Animations in a program should help the user follow the flow of the information (Such as a box that needed to get bigger or some extra text inserted) Dont animate for the sake of animation.

    5. Anti Aliasing goes a long way: Make your graphics big then shrink it with anti aliasing turned on. It makes it look like it is not from MS Paint.

    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.

    --
    If something is so important that you feel the need to post it on the internet... It probably isn't that important.
    1. Re:Programming rules for art. by BlacKat · · Score: 2, Interesting

      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. :)

    2. Re:Programming rules for art. by jellomizer · · Score: 1

      What I said: underneath a group of widgets

      What your said: unless it's the widget designed to group other widgets

      I think we are on the same page here. I never said use random shape just as a method to group some widgets that are important to be grouped together. Say a bunch of radio buttons. Although this style did go out of date it is looking good again with XP because its hole theam is all kinda Overboard in Graphics. So when you put the shapes in it fits with the UI Experience. I wouldn't do that on non Anti-Aliasing OS's or with different collors. Just white on a gray background. It looks simple and clean.

      --
      If something is so important that you feel the need to post it on the internet... It probably isn't that important.
  118. School by Anonymous Coward · · Score: 0

    take an art class at your local community college

  119. There is no "look cool" button by splatterboy · · Score: 3, Insightful

    I have spent the last 7 years as a painter/graphic artist/art director in NYC and twice a day I have to reply to a non-creative (Account, Copy, Admin etc.) about "why cant I make art look good too". Webster: Art: 1. skill acquired by experience, study, or observation 2. a branch of learning. That doesnt mean you cant do it - you can - but its hard work. You never "get there", but you can certainly get better. Its a continuous process and you will probably feel vaguely uncomfortable for a very long time. Just keep trying to learn and improve. Only a pretentious bastard believes everything they do is a holy nugget (it never is) and you do not want to be one of those. Find and hang out with the kind of people who do what you want to do and learn from them... Take basic drawing and design classes... Most of all, PAY ATTENTION to what you like and learn from it. On the other hand, if its a big professional deal ($$$) and you need the help - hire an artist. We all want to learn and grow but sometimes you need to call in a professional. PIXAR has specialized division of labor - why not you?

    --
    "Everyone is entitled to their own opinion, but not their own facts." ~The Honorable Daniel Patrick Moynihan
  120. Take an art class perhaps? by Nefarious+Wheel · · Score: 1

    Wouldn't hurt to take an art class or two, get those cross-brain neurons firing. Think "precise creativity". Save money and get a new hobby to boot.

    --
    Do not mock my vision of impractical footwear
  121. well, if you don't want to group... by Paolomania · · Score: 3, Insightful

    ... you could always spend a lifetime multi-classing, but don't go complaining to the DM when you discover that divided XP means you make only half the progress in each of your classes. Who cares how many hit-dice you have if HR is only looking at your class-skills!

    1. Re:well, if you don't want to group... by handslikesnakes · · Score: 1

      "A human being should be able to change a diaper, plan an invasion, butcher a hog, design a building, conn a ship, write a sonnet, balance accounts, build a wall, set a bone, comfort the dying, take orders, give orders, cooperate, act alone, solve an equation, analyze a new problem, pitch manure, program a computer, cook a tasty meal, fight efficiently, die gallantly. Specialization is for insects."

      -- Robert Heinlein
      I always liked sci-fi more than fantasy.
  122. /. - Where "how to rip off others" is insightful by Anonymous Coward · · Score: 0


    That old standby justification - "Well they have lots of money and are evil and are just a big, anonymous corporate entity, so its ok." doesn't work here. How do you justify ripping off some Joe-Schmoe's artwork, changing it just a bit, and calling it your own?

    "Insightful"? Try "Immoral".

  123. even artist don't get it right. by Anonymous Coward · · Score: 0

    We tried hiring a lot of graphic artists for doing the job of icons and themes. Most of them did it as if they were making a cartoon show or art exhibition. The result was unusable and had to be thrown away in many cases. So if you do hire an artist, ask to see some icons they have created first. 1) icons need to be functional first and foremost. Simple is better,and it should always be obvious what the icon does. (Vodofone, you guys suck at this). 2) for toolbar icons pick a color scheme of 3 colors for your icons and stick to it where-ever possible. E.g. any set of icons that are supposed to be of a set, should look like they are of a set. The current default gimp icons mostly achieve this and are a good example of icons that look like they are part of a set. Again Vodafone are an example of abusing this notion. 3) think style, not art. You are designing something to be used, not admired. Get that right first. Trying for 3d or intricate looking objects almost always fails, (too much detail in too small an area, Vodafone, looking at you again). Sometimes its better to pick a shape than an object. Sometimes you will have a bunch of similar icons so make sure you emphasize the differences rather than the commonality (again, my Vodafone phone has 4 nearly identical icons, so I always have to double check if I want to use any of them). Oh, and create at double size than scale down.

  124. Re:if you don't have it...HOW TO FAKE IT by TRIEventHorizon · · Score: 0

    don't forget to add GIMP 2.0 to your #2! hey, and it's even free!

    Google the windows installer, it's out there O.o

    --
    "And so the Trekkies were executed in the mannor most befitting virgins - thrown into volcanoes" - Futurama
  125. For 3D Modelling by Vraylle · · Score: 2, Informative

    I've found Wings 3D to be an easy jump for a programmer to make into 3D modelling, if that's a form of "art" you're after as well. The texturing modes are a breeze also.

    --
    Mutant Freaks of Nature: "Frighteningly Addictive"
  126. Sequals. by Anonymous Coward · · Score: 0

    "# In addition to Drawing on the Right Side of the Brain..."

    And it's sequal.

    Drawing on the Artist Within.

  127. Tips by Anonymous Coward · · Score: 0

    Here are some tips that I found invaluable in improving my own artwork.

    1. When drawing stick figures, make sure that arms and legs emerge from torso at different points.

    2. Heads aren't perfectly round -- make them kinda egg-shaped.

    3. Sure, they're called "smiley faces", but don't let that limit your creativity. "Mildy grumpy face", anyone?

    4. When drawing pictures of your house, make sure that the little swirly lines coming out of the chimney don't just go straight up. If you have big scary clouds (go ahead -- use that black crayon!), there's gonna be wind -- make the swirls go to the side.

    5. Use shortcuts. Even though the sky is blue, and clouds are white, it's a pain in the butt to color in all that blue. Instead, take advantage of the human visual system's poor chroma response, and draw the clouds blue, and leave the sky white!

    6. Practice, practice, practice! The Van Halen logo kicks ass -- draw it as much as possible. Same goes for block letters receding into the distance (cool idea -- use your own name to practice with!)

    Good luck!

  128. worth1000 by rawket.scientist · · Score: 1

    Try sponsoring a design contest at Worth1000. You'll get several people submitting entries that way, in a wide range of styles. You can arrange to get the use rights to the images free and clear. It's not that expensive, and you won't even have to leave the house.

    --
    John Hancock wuz here.
  129. Check with your local museum by mpn14tech · · Score: 1

    I recently took some evening classes through my local museum in basic drawing and composition. It did not make me any kind of an artist, but it made me more aware of the techniques and terminology. A very enlightening class for a geek such as myself.

  130. Re:if you don't have it...HOW TO FAKE IT by aristotle-dude · · Score: 0

    Yes but GIMP has an even higher learning curve than Photoshop and lacks some important features.

    --
    Jesus was a compassionate social conservative who called individuals to sin no more.
  131. Baga shite... by oliverthered · · Score: 1

    Ok, so I'm a coder, and I could probably write a ray-tracer that would do what you ask, that doesn't make me an artist.

    I can proof designs and give good feedback and even get into the mental flow of art, but when I just haven't got it in the brain paper co-ordination department the coding sucked it out of me long ago and no amount of teaching will help get it back.

    --
    thank God the internet isn't a human right.
  132. HOWTOs by Brainix · · Score: 1
    For those of us who are less than artistic, or for those of us who aim to develop art which is consistent with existing art, here is a great HOWTO (particularly this chapter).

    And here is an analagous HOWTO for those of us of the KDE persuasion.

    --
    Raj Against the Machine! http://social-butterfly.appspot.com/
  133. Um, hello! I'm an artist ready to create anything by woolskit · · Score: 1

    Seriously. Artists are not that expensive to hire, and a HELLUVA lot cheaper than buying Maya/Photoshop/etc. If you want something creative done, then why not get a Creative to do them? You're a professional, right? You wouldn't expect an artist to be able to code his/her own database, why do you expect to be able to create your own art? A big reason why we all hate those banner ads and billboards and posters and signage plastered all over our lives is just because the person making them was too cheap to get the right person for the right job: when I see ads created by actual designers (i.e., with talent) it doesn't offend me, I actually *enjoy* looking at the ad, and as a result am interested in the product. It's all about attitude. Do you want your app to have a unconfident, backseat attitude, or do you want to grab the user's attention, hold their interest and give them a good experience with your software (to the point that they want to use it and tell others to use it too)? Professional designers and artists can do that for you (me included). In this tough world of competition you need to stand out from the pack to be successful and your first line of attack is the look and feel of your product (i.e., the art of it). So go out get yourself some good artists on your project and reap the rewards of impressive attitude. www.whitehaze.com www.designiskinky.com www.k10k.net www.pixelsurgeon.com www.surfstation.lu zed.cbc.ca www.24-7media.de www.iconbuffet.com/stock_icons/index.html www.superfamous.com/empire/ These sites should give you some ideas of what can be done with the right creative consultancy. Us artists are hurting for work. Give us a chance man.

    --
    Robert McLarty Multimedia Designer
  134. Amateurs create amateurish art-Knack. by Anonymous Coward · · Score: 0

    "So I guess what you're saying is that we're all born with the same potential. It just matters where we spend our time. That seems a bit idealistic to me. You want to explain why some people are more athletic than others? Why some people have higher iq's than others? Do you want to somehow argue that this is purely and totally environment and has nothing at all to do with genetics?"

    It's both. That's humanity's strength, and weakness. The difference between one with the "knack" and one without isn't that they can't achive desirable results. The difference is that one has to work harder than the other to achieve comparable results.

    IMHO I think we all start with a base pool to draw upon, and the environment pares this down to the way we are in adulthood.

  135. Just to throw in a "yeah" by metamatic · · Score: 1

    One barter option I've offered on free software projects is "free advertising". I put the artist's name, web address and e-mail address prominently in the READ ME file, documentation, or whatever.

    --
    GCHQ Quantum Insert installed. If only our tongues were made of glass, how much more careful we would be when we speak
  136. "art" by Anonymous Coward · · Score: 0

    as term suggests, it's art. go with your gut. trying to do otherwise will cost you much time, and result in unsatisfactory outcome. there is a beauty in engineering aesthetic as well. if your client is not satisfied, hire an appropriate artist to handle the work. i would bet that you'd be able to find someone approrpriate, and it will save you much time /effort in the long run.

  137. Open Source... by Darth_Burrito · · Score: 1

    In the past I have looked towards open source oriented themes sites.... You'll find a variety of things like icon collections listed under bsd, lgpl, or gpl licenses although what exactly that means is beyond me.

    Another source is the Stock Photo Exchange. They have a variety of independently listed photos most of which you have express permission to use however you want. Quality varies.

    Real professional graphics designers will usually have massive paid-for multimedia collections to draw upon.

  138. Re:Why programmers have a hard time becoming artis by donglekey · · Score: 1

    The submitter knows this and that is why he is asking slashdot.

  139. Try the works of Dr. Betty Edwards by noctrnl9 · · Score: 2, Informative
    If your current problem is the, "Blank Page" syndrome, you probably should start with the three books of Dr. Betty Edwards:

    • Color
      [just published this past August]
      ISBN:1585422193
    • Drawing on the Artist Within
      ISBN: 067163514X
    • New Drawing on the Right Side of the Brain
      ISBN: 0874774241

    I also purchased the following at Linuxworkd NY this year and found it a good read that would be germane to your needs:

    • The Art of Interactive Design
      by Chris Crawford
      ISBN: 1886411840
    Once you have an idea of what you need to illustrate, you should be able to use any application (I recomend using the same Scalable Vector Graphics (SVG) standard used at Open Clip Art because:

    • Adobe is on the SVG Working Group
    • The standard utilizes aspects of Illustrator for rendering the:
    • Edges;
    • Spaces;
    • and Relationships;
    (Read Drawing on the Right Side of the Brian)
    • Aspects of Photoshop for rendering:

    Relationships (yes there is some crossover);

    Lights and Shadows

    Gestalt

  140. Art and Design are not the same by Ankh · · Score: 1

    Don't confuse art with graphic design which uses artistic techniques to solve problems.

    If you need to make icons, yes, you need some creativity, but you also need to understand some basic things about icons: the way people recognise shapes means you shouldn't make them all square, for example.

    If you are trying to express your inner angst, or to speak about the indescribable horrors being wrought upon poor innocent $VICTIMS in $COUNTRY, or you wish to share the calm serenity of the spirit (I'm not actually mocking), and you do so in pictures, in words, in sculpture, in music, you're making art.

    If you're designing a dialogue box, a window, a page of text, you're using techniques like composition, alignment, framing, proximity, similarity, contrast and you're doing graphic design.

    Of course, an accomplished artist also uses these techniques, so graphic design is really just a subcategory of fine art, but with a stronger focus on purpose - often a purpose imposed from outside.

    There are lots of good books on technique, and if you use them you can produce solid, workable designs, just as studying how to write will help you to produce workable essays or documentation without making you into a poet.

    I have a short reading list (uses Amazon referrer links) that may help.

    --
    Live barefoot!
    free engravings/woodcuts
  141. Re:Why programmers have a hard time becoming artis by Darth_Burrito · · Score: 1

    If you're a programmer looking to expand on the artistic side, in particular a web programmer, I would suggest looking into print design. The artistic aspect is fairly simple and it translates directly into creating better, more visually pleasing, more usable web applications. The Non-Designer's Design Book by Robin Williams is an excellent start.

    This is one topic where, for most programmers, following a few simple rules really can make a world of difference.

  142. The tables are turned by Angerson · · Score: 2, Informative

    As a designer I have exactly the opposite problem. I have a strong foundation in (and teach) graphic design however my programming abilities are limited at best. Essentially I can install and configure scripts but that's about the limit of my abilities.

    Since I own and operate a tiny web design studio (on a shoestring budget) this often leaves me in a bind when it comes to development projects. I can't afford to keep a full time PHP programmer on staff so I'm forced to sub things out on a project per project basis. Even though this work method is prone to failure (my experience has been that development projects are rarely, if ever delivered on time) I know well enough that programming isn't something you can just 'pick up' by reading a book. Like any other trade it requires training, dedication and at least a little bit of skill.

    In my opinion this is the major problem with developers who "design" web sites. They marginalize the actual design of the site as if it's an afterthought (eg. who needs a designer, I have animating clip art!). The truth is, a successful site is a marriage of good design and solid programming. And until you realize that, and accept it, you're belittling all the work involved in either trade.

  143. my advice... by two.oh · · Score: 1

    To be honest, I don't think you can be more 'professional' without the practice. I used to be a programmer and the only way to make the shift over is to constantly be busy with new projects that would help you develop your creative sensibilities. I went to art school for starters, and that helped tremendously. If you don't necessarily want to do something on a graphic level, you can also be a coder for 3D applications. You can learn 'mel', or 'maxscript' for instance. But if you are aiming for a professional aesthetic, then again, you have to do a lot of personal projects, experiment a lot, and push limits for clients. Clients will often limit your creativity, but to be honest, a lot of the clients keep coming to us only after they realize that you are pushing their creative boundaries as well. Don't be a downer about this. For 3D, isit creative portals such as: CGChannel, CGNetworks, CGTalk, InsideCG, Deathfall, Rendernode. Or if you are looking for more design-oriented aesthetics, visit: Design is Kinky, Three.oh, Newstoday, Surfstation, etc. I work at a studio called Tronic in NYC, and the only way to push yourself is to stay busy, look at other studios and their work and try to push limits. Good luck.

  144. Game Media Repository by grumbel · · Score: 1


    Not really perfect and still in its very early days, but already quite a bit usefull for finding some free art is the Game Media Repository, available at:

    http://undone.clanlib.org/~grumbel/show.cgi

    Quality of the stuff in their varies a lot, so success of your searches may variy, still might be worth a try, especially for game related stuff like sprites and 3d models.

  145. Steal Ideas by techsoldaten · · Score: 4, Interesting

    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

    1. Re:Steal Ideas by tmasssey · · Score: 1
      I second this thought, but from a big distance...

      I steal not a line of code, not a pixel of graphics, not a piece of anything. However, I have faithfully paid homage to a number of sites: IBM, Red Hat, Apple and others. I take their site apart. I see what colors they've used, what CSS and text features they've used, how they organize the page, the style of icons. And I rebuild it from scratch.

      In fact, usually my stuff might even be better: it's often much cleaner, because I'm usually doing it by hand instead of using DreamWeaver or InDesign or whatever they used. They might have had requirements or previous attempts that caused them to go in one direction, that in a clean rewrite I do not have to worry about.

      In the end, I leverage their (likely substantial) investment in artistic design and analysis, testing and other such features for free. And it is 100% legal. I have stolen nothing but a publicly-availble idea. I've built some sites so that, except for the text, everything else was nearly exactly identical down to the pixel, just to show that I can. For the most part, I make small changes: vary this color very slightly, make this column slightly wider, swap certain elements, etc. Not because I have to, but because it better fits with the customer's need (different sized logo, for example), or just to make it not *quite* such a clone.

      I've had other do *exactly* the same thing to my sites. I do not care: it is fair and legal. I've also had people steal my site byte-for-byte. That I do not like. I've e-mailed such people. I've told them what I've done, and how they can do the same. They usually do. The don't always, and there's little I can do that is worth the time and effort.

      In short, why break the law, even if everyone else does, when staying legal is so easy, and the result is the same?

  146. Some books by magerquark.de · · Score: 1
    The following books helped me quite a bit some years ago:

    They aren't all real graphic design books but they really helped me improve my "design awareness".

    --
    -- Watch me working: www.magerquark.de
  147. Art tips from a non-artist... by Mustang+Matt · · Score: 2, Insightful

    If you're not an artist you're not an artist and you aren't going to crank out beautiful work regardless of how well you learn any software package.

    Here are my tips...
    1. Keep designs simple.
    2. Keep designs consistent.
    3. Don't mix serif and sans-serif fonts. (Debian.org is a great example of what not to do... All the titles are sans-serif and all the text is serif. Download a copy of the page and edit the CSS file to use Verdana for the body text and look at how much better it makes it look.)
    4. Don't do things for the sake of doing them, make sure any layout decisions have some reason behind them.
    5. Find an artist and barter services if you can't afford to hire them.

    --
    The man who trades freedom for security does not deserve nor will he ever receive either. - Benjamin Franklin
  148. valid comment, but... by Roman_(ajvvs) · · Score: 1
    I think the context of these projects is important.

    Agreed. A developer shouldn't misrepresent their graphic skills, though. If a customer wants something to look really flashy, then they should be prepared to pay for a qualified person. It all starts with managing customer expectations ie: You Get What You Pay For. I'm sure there are developers who can do an acceptable job from a customer's perspective. There will also be customers who demand more skill than a jack-of-all-trades can provide. Ultimately if the customer is well-versed (unfortunately rare), then they determine where professional begins with their wallet.

    separating UI design and graphic design is silly. Shall we seperate web design as well?

    While they all require understanding of human interaction, lumping them together as identical is a common mistake and a dangerous trap. Not all web designers do good application UI and vice versa. Graphic design when dealing with print also has different issues than dealing with screen. there are large areas of overlap, but there are also significant differences. An example off the top of my head is on things you can do with the medium. A pamflet has a texture, fold and other attributes which can be accentuated and used to assist in the actions to take on the paper. A screen doesn't fold (and still work), but could have a variety of cues to perform actions (buttons, sliders, hotzones, highlights). There are actions on both, but each medium has nuances which can be overlooked when transferred.

    ...ultimately [to] communicate the inner functionality of a system

    I have to disagree. The best UI is one where you don't know what's going on on the inside! Some of the best UI's are the ones you don't notice are there, but still allow you to perform actions when you need to, without hassle or conscious thought. Unfortunately these are rare. As I mentioned, some (but by no means all) graphic designers want their 'art' to stand out. Developers want this also, but their 'art' is the software itself and its designed structure. The User justs wants to do their job, as efficiently and intuitively as possible. The key to good software design is balancing these three points of view satisfactorily.

    --
    click-clack, front and back. I'm not moving this car otherwise.
    1. Re:valid comment, but... by 5cameron · · Score: 1
      A pamflet has a texture, fold and other attributes which can be accentuated and used to assist in the actions to take on the paper.

      The issue at hand is not the differentiation of print designers and web designers... its of web designers and codemonkeys. It should be assumed that web designers are comfortable with the medium.

      The best UI is one where you don't know what's going on on the inside!

      no way. Theres a difference between how something is structured based on the development technology (OOP, whatever), and the basic activity the user is attempting to accomplish. When I'm surfing Amazon, I'm looking for a book. A good design is one that can easily show me where the books are, while explaining to me, intuitively, where everything else is, should I want to digress. It is true that the driver of an automobile should not have to fire the sparkplugs on the combustion chambers. However, the function of the car is to drive, and the interface of the car should explain that to the user.

      ok? ok.

    2. Re:valid comment, but... by Roman_(ajvvs) · · Score: 1
      no way.

      Sorry to break it to you, but your book example proves my point. Your web interface is greatly simplified relative to the actual processing that goes on behind it. Searching for books for example, requires a large amount of indexing ,categorization and sifting through data, which you as a user don't have to worry or see anything about.

      It's the difference between:
      "Start Internet Explorer"
      and
      C:\Program Files\Internet Explorer\iexplore.exe (It took me a while to remember where it was)

      The basic activity I as a user want to accomplish is browse the web (which I'm doing with firefox, right now). I don't want to find a file, THEN execute it, THEN browse the web. I also didn't consciously take in where the icon was located. I knew where it was, I knew what it did and I used it.

      Small-team designers can take a lot of ideas from around them for all areas of a project. There are good and bad examples abound and its only in our own benefits to learn from both.

      --
      click-clack, front and back. I'm not moving this car otherwise.
    3. Re:valid comment, but... by 5cameron · · Score: 1
      Searching for books for example, requires a large amount of indexing ,categorization and sifting through data

      Is the user's activity sifting through data? no. That is the capital-S System's overhead. The arguement here is between whether the true functions of a system are user-centric or programmer-centric.

      Design is not supposed to expose the seedy underbelly of your code. The purpose of your code is to accomplish a task based on user input. The task you are trying to accomplish, is what is important, not the way your code, or your filesystem, or your GUI is structured. What I am saying is that this underlying user task is what interactive design should make clear.

      Programming languages are paintbrushes the same as Photoshop is. My photoshop work shouldn't explain to the viewer how it was created in PS, but it should intrinsically explain to the viewer how to buy a book.

  149. Re:Why programmers have a hard time becoming artis by xstein · · Score: 1

    This is good advice. Forget your programmer self--that is, forget the technological aspects.

    Ignore the tools in your software suite. Use as few of them as possible.

    Also, I cannot emphasize enough the importance of planning. Invest in a good drawing board, and sketch sketch sketch. You needn't be good with a pencil, but you draw by hand faster than you draw on screen. Set up a clean workspace with a drawing board next to your computer workstation, good lighting, and draw until you discover something you like and want to develop further.

    Work in stages and save at each point--you will later discover that something you've spent the last few hours or even days working on simply doesn't work and want to go back to an earlier stage.

    But above all else, be sure that the time you're going to need to spend on your artwork is worth the money you're going to save hiring a professional. They have clocked years of practice and simply know what works better than you do. You can produce great art with little technical knowledge and little creativity, but lots of time.

  150. Understand the Basics by mtuller · · Score: 2, Informative

    You can go to school for 4 years, as I did, if you want to learn how to draw, paint, and design. But you would do yourself more good if you just take the time to understand the basics. Pickup a design fundamentals book that covers things like the "Golden Section", repitition, framing, etc. The other great thing to learn is the use of color, and color combinations. http://www.pantone.com is a good place to start. You could also pick up a book about color. Other than the basics like these, you would have to spend a lot of time and energy learning and practicing how to draw, that I don't think you are looking to do. Oh. And don't design your website with programmer blue!

  151. Edit Photos by fdiskne1 · · Score: 1

    I am a no-talent hack when it comes to original artwork for a web page, but I still usually come up with something that gets the job done. What I do is pull out my trusty digital camera and take a picture of something close to what I want, then pull it into a paint program. I really like Paint Shop Pro as at least one other person recommended. It's cheaper than Photoshop, has most of the tools I need and is easier to use, at least for me.


    Anyway, once I have it in Paint Shop Pro, I edit away. For example, I've been designing a site for a wine store. I took a bunch of wine corks and took pictures of them in various arrangements (jumbled in a pile, arranged neatly in rows on their sides, arranged neatly in rows upright etc). I found the one I liked best, decreased the color depth, decreased the contrast, increased the brightness and blurred it a bit. This left me with a nice usable background for the page. No copyright problems, no from-scratch painting in a paint program, yet it still looks pretty danged good.

    --
    But why is the rum gone?
  152. "Own" my ass. by Gannoc · · Score: 1

    Despite owning a few key apps (Photoshop, LightWave, Maya)

    "I'm not much of an artist, but own several thousand dollars of specialized apps"

    1. Re:"Own" my ass. by sublimespot · · Score: 1

      lol I was thinking the same thing

  153. We've been looking for an icon artist. So... by fyngyrz · · Score: 1
    We make graphics software, and while we're darned good at the software end of it, predictably, we're not so good at art, as a bunch of bit-pushers.

    Any icon creators who think they would be interested in a BIG icon job - literally hundreds of them - are welcome to take a gander at the aging set we're using now and contemplate how you might want to go about giving our software's toolbar and toolbox a facelift.

    Here are the toolbar icons (the text below the images isn't part of the icons... it's a switchable toolbar option to label them is all.)

    And here are the toolbox icons.

    If you think you might be interested in working on this, please give us a shout here.

    --
    I've fallen off your lawn, and I can't get up.
  154. Art School by Anonymous Coward · · Score: 0

    So, I'm a ballet choreographer, but I just got this contract to create an e-commerce site. Can someone point me to a couple of, you know, technical resources that will get me up to speed in a day or two?

  155. wtf, talk about surreal by drinkypoo · · Score: 2, Funny

    Only on slashdot will you find a comment titled "have you no decency" that includes the phrase "jacking off into the gimp".

    --
    "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  156. Use OpenArt like by KalvinB · · Score: 1

    WorldPaint

    Anyone can plot pixels so eventually it's got to turn into something you can use.

  157. Re:if you don't have it...HOW TO FAKE IT by Anonymous Coward · · Score: 5, Insightful

    >> #3- Look at other designs, and borrow, borrow,
    >> borrow. Very few people actually create something
    >> original. Just about everything has been done
    >> before, so just borrow away.
    >
    > 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!!!!!!!!!)

    This kind of attitude really pisses me off (not to mention that it's really, really stupid to suggest "borrowing" or to "homage"). Stealing art is basically the same as stealing code. You must _ALWAYS_ ask for permission. As an artist I can assure you that if I found your companies using my artwork and passing it on as your own then you might be facing a lawsuit. I would hate to resort to legal actions but if you steal my stuff, and haven't been licensed to use it (e.g. artistic license), you'd better be prepared for a bare-knuckle fight.

    I'm telling you this for your own good. Just because it's there doesn't mean you can take it and use it as you see fit because you see, like code, it does belong to someone unless explicitly stated to be public domain. After all, like parent stated -- art is subject to Copyright laws.

    If you asked me for permission and acknowledged me as the artist, however, I would probably be more than happy to accomodate you and grant you permission to use it. It's a matter of pride - please keep that in mind.

    Thanks alot, now I feel dirty for having to spell this out in such a impolite fashion.

  158. You can do it - get creative about the process by BrynM · · Score: 2, Interesting
    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. 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" or or "Photoshop animated GIF tutorial". 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.

    --
    US Democracy:The best person for the job (among These pre-selected choices...)
  159. get a scanner by flechette_indigo · · Score: 2, Informative

    Do pencil sketches. Scan. Edit and colorize in photoshop. It's the best way I've found. The pencil is still the best tool for what it's good for, and photoshop is the best tool I've found for what it's good for.

    1. Re:get a scanner by mikechant · · Score: 1

      I always do it this way; I would add 'draw large, scan and then shrink'. This way you can get some really impressive detailing.

  160. James Lipton? by chocolatetrumpet · · Score: 2, Funny

    James Lipton?

    Who knew we had greatness in our midst?

    --
    Spoon not. Fork, or fork not. There is no spoon.
    1. Re:James Lipton? by Anonymous Coward · · Score: 0

      No dude, it's the stock slashdot nerd.

  161. Only One Good Simple Solution: by shpoffo · · Score: 1

    Study existing art and practice making your own. Art and artistic ability are all about knowing what has already been done. Then amke anything in any medium. In order to become better at making art with computer apps you do not need to pracctice with computer apps. Use any medium you like. Really. The more you make thing in any medium the better you become at all the others.

    .
    -shpoffo

  162. good magazine to check out by Anonymous Coward · · Score: 0

    check this magazine out
    its a digital design magazine

    http://www.bamagazine.com

  163. Re:if you don't have it...HOW TO FAKE IT by lachlan76 · · Score: 1

    Higher learning curve? I'm 15, and got the hang of it fairly quickly.

    I'm not exactly an experienced user, but I have always found it easier to use than Photoshop, which to me is a bitch to work with, but still, I like it better than PSP.

  164. Get a student volunteer by Ced_Ex · · Score: 1

    Plenty of staving students willing to work for free to get their names on professional projects.

    Most need to get their portfolio up to date with as much variety as possible, and wouldn't mind creating some work to get their names out.

    Students these days are quite talented giving that they practically were born with a mouse in one hand.

    --
    Live forever, or die trying.
  165. Thinking With a Pencil by handy_vandal · · Score: 1

    Try:

    Thinking With a Pencil by Henning Nelms.

    Lots of quick-draw technques to help non-artist engineers visualize ideas. A cult classic, to those who know it. Accessible, informative, fun.

    Helped me a lot. (I'm a geek type, semi artist.)

    -kgj

    --
    -kgj
  166. Re:if you don't have it...HOW TO FAKE IT by k512-arch · · Score: 0

    that's not ulead... at the very least it's corel, but really the product is called Jasc Paint Shop Pro.

  167. Are you willing to spend several years learning? by Peganthyrus · · Score: 1
    If you know an artist, ask them to do art for you. Offer whatever skills/toys you want in exchange.

    Why? Learning to create compelling images is hard. It takes about five years of fairly intensive practice and study - figure drawing, observation, caricature of the world around you.

    Anyone can learn to draw, just as anyone can learn to program, but whatever the discipline, they have to put in the time to practice. Being able to make effective small-scale graphics like icons is harder than it looks at first; theres little space to get the point across in. (Blow up screengrabs sometime; take a look.)

    If its appropriate for your program, consider some kind of skinning mechanism - that can net a number of looks for the thing from users, for little visual effort on your part. Especially if youre willing to run a little archive on your site.

    --
    egypt urnash minimal art.
  168. from an Art Nerd by tverbeek · · Score: 1
    I was a Comp Sci professional with an interest in web design, so I decided to go back to school and get a BFA in Digital Media. On one hand, I had fun, I learned a lot, and I can definitely produce better work than I used to. On the other hand, I'm still not the creative illustrative genius that I hoped to become.

    So one tip would be: Recognise and accept your own limitations. Sure, programming is a lot more right-brained and creative than the public assumes, but that doesn't necessarily mean you have the instincts to produce great images, regardless of the tools you might have at hand.

    Another tip would be to try what I did (but maybe on a smaller scale) and take some classes. See if a nearby art school (or college with an art department) has "continuing studies" classes in digital illustration, or try to get into one of their "real" classes.

    In either case, it's not your software, but yourself that needs upgrading to improve your output.

    --
    http://alternatives.rzero.com/
  169. Re:if you don't have it...HOW TO FAKE IT by tverbeek · · Score: 1
    Higher learning curve? I'm 15, and got the hang of it fairly quickly.

    It is the nature of being 15 that one gets the hang of things fairly quickly. For those of us with lots more miles on our brains, learning new things becomes more of a challenge.

    --
    http://alternatives.rzero.com/
  170. Don't do that by gtada · · Score: 1

    Two things: if you're looking for artistic advice, always look at the website listed under their name. Particularly if you don't like what they have on their site, take their advice with a grain of salt.

    Second point: I don't really mind the first two steps (although there are some copyright issues), but I do have an issue with step three. "Colorise the new layer with all your knowledge of gradients, textures, etc."... that's horrible advice. You want to make something look shitty? Go crazy with gradients, textures, and filters.

    Simplicity is always the better way to go if you're not artistically inclined.

  171. Start with a clear way to contact you by foniksonik · · Score: 1

    I'd love to provide you with art.... but I can't figure out how... your website is obtuse to say the least... no contact form in sight... contact form, please.

    --
    A fool throws a stone into a well and a thousand sages can not remove it.
    1. Re:Start with a clear way to contact you by jlockard · · Score: 1

      What, you can't see the mailto link at the bottom of his page?

      --
      --JLockard - "Some mornings, it's just not worth chewing through the leather straps." - Emo Phillips
  172. Pay Me. by im_thatoneguy · · Score: 1

    Let me make it simple for you. 1 tip. Pay me 15 bucks an hour, charge your client at least 20 and save yourself double the time it would take me or another artist to do it for you. I don't code anymore because I can outsource the custom code I need at even less than I charge and I don't spend 3 times what would be necessary for a competant programmer to do the same job.

  173. PovRay? by Yumi+Saotome · · Score: 2, Informative

    This may be redundant, but did anyone suggest trying to learn Povray? It's not that hard to learn, and with it, you can create some amazing images very easily, even if you are terrible at art.

    However, it's a rendering program, so perhaps using it for icons and sprites is an overkill.

    1. Re:Povray? by Garridan · · Score: 1

      It wasn't redundant, 'till ya double-posted...

    2. Re:PovRay? by Garridan · · Score: 1

      It wasn't redundant, 'till ya double-posted...

  174. What's your point? by r39525 · · Score: 1

    Is that your first position or your final answer? You say you just want to put your toe in the water? Don't dance around the subject. Make the leap.

    Okay, enough e-commerce jokes. Rob:-]

  175. Povray? by Yumi+Saotome · · Score: 1

    This may be redundant, but have you tried Povray? It's very easy to learn, and even if you have lousy artistic skills, you can generate some amazing images with it.

  176. A few thoughts by Adam+Wiggins · · Score: 2, Interesting

    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 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, for example. Blender is surprisingly easy to learn; this excellent tutorial 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.

  177. A GREAT TIP by JollyFinn · · Score: 1

    Edit postscript file yourself by hand. That way you use more of your real talent in the work.

    --
    Emacs is good operating system, but it has one flaw: Its text editor could be better.
  178. Lotta tools for no talent. by coopaq · · Score: 0

    Recently I've found myself in a bit of a bind with logging. My birdhouse contracts have been rather small, barely enough to pay myself let alone a logger. The logging needs aren't intensive, mostly redwoods or spruce depending on the project. Despite owning a few key tools (Skidder, Caterpillar, Dumptruck) my logging production output is rather poor. Are there any other birdhouse contractors who have learned to be self-sufficient? Are there any resources available to educate me on the finer points of logging trees professionally?

  179. To buy something free ? by doudou42 · · Score: 1, Insightful

    If you have to pay them 350USD, they are not royalty-free...

    1. Re:To buy something free ? by phillymacmike · · Score: 1

      Royalties are only one type of payment. There are no royalties due upon redistribution of the icons. There is a fee, but it isn't a royalty.

      Most art, including music, photography, and graphic art, is licensed to you with additional fees--royalties--due for each copy you sell yourself. However, you can buy a license to distribute these icons for a one-time fee; therefore, they are royalty-free.

      --
      _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _>8
      Too many errors in one post (make fewer).
  180. Mimic, copy, "borrow" by sublimespot · · Score: 1

    If you are good at the technical side, but are lacking in creativity.. borrow ideas from other things you see. Mimic the idea but change it slightly to be your own.

  181. Check with your local AIGA chapters by Aqua+OS+X · · Score: 2, Interesting

    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 ;)

    --
    "Things are more moderner than before- bigger, and yet smaller- it's computers-- San Dimas High School football RULES!"
  182. Re:DO NOT USE inkscape by Anonymous Coward · · Score: 0

    You know, I hate to say it but I agree with grandparent poster eventhough he exressed his opinion in a flaimbait'ish way.

    I definently see potential (technically) in some open source projects but they're often flaky, unresponsive and/or flat out unintuitive when you actually sit down to use them. This is something the artistic crowd generally don't put up with. Trust me, most of them use very carefully designed applications tailored for their needs (e.g. Photoshop). I'd love to say Gimp is the best tool out there (being a Linux user myself) but that's simply not true.. it might be some day though - I sure hope so.

    (On a more one-on-one note: Intressant blog du har =P)

  183. Font sources: DaFont.com and CORELDraw by kale77in · · Score: 2, Interesting
    #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 -- 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.

    1. Re:Font sources: DaFont.com and CORELDraw by jonadab · · Score: 1

      > 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.

      Georgia and Verdana, from corefonts.sourceforge.net, are the ones I use almost
      exclusively when I just want a "regular" Serif or Sans font (respectively).
      The serifs on Georgia are IMO nicer than on Times New Roman. The only thing
      is, Verdana runs large, so if you're matching it up with almost any other
      font, you'll want Verdana at a slightly smaller point size than the other.
      But this is a really nice pair of fonts and goes great together.

      Occasionally I also use the Bitstream Vera family.

      I'm still looking for a nice freely-available script or brushscript font.

      --
      Cut that out, or I will ship you to Norilsk in a box.
    2. Re:Font sources: DaFont.com and CORELDraw by tigersha · · Score: 1

      I can second the Corel suggestion. I have a CD4 CDROM which only runs on Windows 3.1. But the fonts are great although they have non-standard names. Corel licensed the collection from Bitstream and the fonts are very very good. The problem is, as I said that some of the fonts have weird names. That has to do with strange copyright laws in the US regarding fonts (You can copyright the name of a font but not the letterforms or something like that). But the fonts are still the same, and it includes several classics such as Sabon, Optima, Garamond (in many variations), Melior, Futura, Kabel, Univers and quite a few others.

      But forthe love of all that is holy do invest in some fonts. Just pay the money. $35 for a Multiple Master font from fonts.com (for 5 licenses) is not that much. And the quality is so much better than these cheap 10000 font ripoff CD's that you see floating around.

      Incidentally CorelDraw also has very useful cliparts (as in maps and flags and common signs and things like that) which are worth having. There is also the whole slew of stupid characters but when you want a well-rendered biohazard sign or a flag of some state Corel is your ticket. The old versions are ultra cheap and Corel Draw iteslef is actually quite a good program.

      --
      The dangers of excessive individualism are nothing compared to the oppressiveness of excessive collectivism
  184. The only tip you need by Anonymous Coward · · Score: 0

    Mauve. Make everything Mauve.

  185. Yahir Vite makes beautiful XP Icons by Anonymous Coward · · Score: 0
  186. Re:DO NOT USE inkscape by prockcore · · Score: 1

    You know that Susan Kare, one of my favourite artists, did a lot of her most beautiful work using only MacPaint or Windows Paintbrush?

    I used to be an ascii artist, I mainly used EDIT.COM and pico.

    You can still find my stuff on the web when you search for "mrkite" and "ascii", but everything I did was intented to be viewed in white text on black.

  187. Microangelo studio by hennie69 · · Score: 2, Informative

    I'm a developer myself, and often in need of icons. I find microangelo studio (http://www.microangelo.us/) very easy to use. It's also not very expensive (somewhere around 40 bucks for a license) and there's a free trial available.

  188. Re:if you don't have it...HOW TO FAKE IT by matria · · Score: 1

    And I'm 54, no formal education beyond high school, and got the "hang" of it fairly quickly a couple of years ago, thanks to the great online tutorials and Grokking the Gimp.

    I must admit I've never even seen Photoshop, it's much too expensive for me to even consider. Free is much more within my budget. My Mac isn't even really mine, just sort of on an extended loan.

  189. The artist doesn't help much.... by rsilvergun · · Score: 1

    if you can't buy him his tools. You know how you go to work, and your boss has everthing you need to do your job? Or at least those tools that are so expensive you shouldn't be expected to buy them yourselves. i.e. when I was an apprentice Electrician, I wasn't expected to carry a $500 dollar voltmeter....

    --
    Hi! I make Firefox Plug-ins. Check 'em out @ https://addons.mozilla.org/en-US/firefox/addon/youtube-mp3-podcaster/
    1. Re:The artist doesn't help much.... by rjshields · · Score: 1

      Freelance graphic artists generally come with their own tools. E.g. a mac, a copy of photoshop etc. You probably wouldn't have a graphic artist working onsite for a small project - they would work from their own office using their own tools.

      --
      In this world nothing is certain but death, taxes and flawed car analogies.
  190. Re:if you don't have it...HOW TO FAKE IT by mynickwastaken · · Score: 1

    'AUTOMATED DESIGN PRODUCTS'?! I have the meaning that we speak here about the art. Did you succeed getting any original artwork using thoose kind of tools?!

  191. Yeah keemosabee. by jotaeleemeese · · Score: 1

    An I want to play football like Pele.

    I am sure I can learn.

    The problem is that kicking a ball does not a Pele make.

    --
    IANAL but write like a drunk one.
    1. Re:Yeah keemosabee. by Bob+Uhl · · Score: 1

      Yeah--not everyone will be a great artist, just like not everyone will be a great football player. But everyone can create decent art, just like everyone can be a decent player.

  192. Re:if you don't have it...HOW TO FAKE IT by lachlan76 · · Score: 1

    I know how you feel....my only experience with Photoshop has been on the nice G4s at school.

    You have no idea how much I missed the Gimp.

  193. Photoshop, LightWave, Maya by mwvdlee · · Score: 2, Insightful

    If you say you can barely get by with your assignments and don't need to produce high quality artwork, why have you bought expensive licenses for Photoshop ($500-600), LightWave ($1600) and Maya ($2000)???

    You should have just picked up some free or cheap products instead since your not going to use the expensive features anyway, that way you could get along easily and perhaps invest in something you'll actually use.

    I'm assuming you're not making money by using cracked versions of said software, naturally.

    --
    Slashdot social media options: AIM, ICQ, Yahoo, Jabber and Mobile Text. Why no MySpace?
  194. Yeah sure. by jotaeleemeese · · Score: 1

    And you are not making billions of your paintings becaue a marketing conspiracy.

    But we are all sure you are as good as van Gogh or Picasso.

    --
    IANAL but write like a drunk one.
  195. Natural Talent. . . by Fantastic+Lad · · Score: 1
    Sure, some people have a natural talent, and others don't (like me).

    Interestingly, naturally talented prodigies are not all that uncommon.

    But most of these naturally talented types I've met go absolutely nowhere unless they are also passionately driven, --and most of them are not. I think it might be because they have no wall to push against when they are young; they come out of the womb with great skill, and so there is no pain associated with not being able to create beauty (or whatever) where they think it ought to be.

    With no drive, they miss out on developing all the unexpected incidental little skill caches which are not directly linked to raw talent but which are quite necessary anyway; things like printing and production technology, visual problem solving and certain types of discipline required to finish a project. The marketplace for graphic artists requires one to spend a lot of effort if one wants to succeed there, and so you really have to want to be there in order to make a go of it. Natural ability by itself is worth far less than somebody who is willing to put in the time and who genuinely wants to make a difference. --Of course, if you have the whole package including natural talent, then you can sky-rocket to the top of the field, (Superman painter, Alex Ross and Lucasfilm's current lead Star Wars visual designer, Doug Chiang come to mind), but passionm, work-ethic and smarts can make anybody a player, and a reasonably well-compensated one at that.

    It sounds to me like you have far more of what it takes than most of the talented guys I've met. That's something to be proud of.


    -FL

  196. Re:if you don't have it...HOW TO FAKE IT by shaitand · · Score: 4, Insightful

    "art is subject to Copyright laws."

    Absolutely and the parent's implication that it is ok to heist it is entirely wrong.

    "does belong to someone unless explicitly stated to be public domain"

    It's this part of your statement that is wrong and this line of thinking must be corrected wherever seen. It's particularly important to correct (even anally so) someone who creates copyrighted works and has this wrong view. When any man creates a work subject to copyright, that work is owned by mankind, not by the man who made it (although the man owns the physical object, that isn't what is subject to copyright)!

    Copyright is the OWNER ie mankind (or the nation on it's behalf) granting you temporary and limited controls by contract for a limited term. It's a way of saying thankyou. You own the copyright, not the material which is copyrighted.

    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. Human history shows in thousands upon thousands of documented instances that NO idea is unique. You can think something first, but even if you never tell a soul there will plenty of others who form the same thought.

  197. Why not simply... by zeruch · · Score: 2, Insightful

    ...go to someplace like Deviantart.com and seek out artists often willing to do it for you, and in may cases for free?

  198. I'd like to learn martial arts. . . by Fantastic+Lad · · Score: 5, Insightful
    so that I'm really awesome. Only thing is, I don't have the passion or patience to spend the minimum ten-to-fifteen years necessary to become recognizably good. And I certainly don't want to spend the life-time needed to become really, really good.

    Any tips? --I already have my own nun-chucks and expensive cross trainers.


    -FL

    1. Re:I'd like to learn martial arts. . . by Anonymous Coward · · Score: 0

      The key to becomming a martial arts master (super blackbelt++) is to watch as many martial arts movies as possible. But don't despair, because you don't need to exert yourself, and you can still be an expert by watching only a few movies a week for about a year!

  199. Re:if you don't have it...HOW TO FAKE IT by FinestLittleSpace · · Score: 1

    > My Mac isn't even really mine, just sort of on an extended loan.

    That's my excuse for not paying for PS ;-)

  200. Re:if you don't have it...HOW TO FAKE IT by Com2Kid · · Score: 1
    • Higher learning curve? I'm 15, and got the hang of it fairly quickly.


    • I'm not exactly an experienced user, but I have always found it easier to use than Photoshop, which to me is a bitch to work with, but still, I like it better than PSP.


    Well, for me Photoshop is a breeze the use, the interface is VERY intuitive for me, and The Gimp is an absolute pain, I can't figure out how to do anything. :-P

    Different people learn different toolsets with varying amounts of ease.
  201. From someone who has an art degree by Qbertino · · Score: 2, Insightful

    Having studied and practiced art professionally for 8 years I can say that, just like programming, the essence of making art boils down to about 10 to 20 rules. Yet grasping these rules to the full extend and improving your skills to actually apply these rules usefully is long hard work. A basic tip I'd give is to copy the artists you consider best. The rest follows the usual pure and simple rule:

    There is no secret. Work your ass off.

    And, btw, no amount of powertools will bend that rule. Just as is it is with programming.

    --
    We suffer more in our imagination than in reality. - Seneca
  202. Drawing on the right side of the brain by Anonymous Coward · · Score: 0

    "Drawing on the right side of the brain" by Betty Edwards - get the previous edition, not the latest edition; much better - is a good book for people who dont have confidence in their ability to draw but want to and not be discouraged. The delight is it works.

  203. Check those Index Books by euxle · · Score: 1

    I like the Index series books,
    e.g. Color Index, Design Index or Idea Index:
    http://www.amazon.com/exec/obidos/ASIN/1581800460/ qid=1100597533/sr=2-3/ref=pd_ka_b_2_3/002-0837367- 4741662
    They are cheap and help you get up and running...

    euXle

  204. art by jeisc · · Score: 1

    Don't ever say it is ugly what you are doing but keep going until you are satisfied. That means a lot of versions.
    Just keep going until you find something that makes you really happy and you are proud of. Then show that to a couple of people to get their opinions. If nobody likes it than try again
    to find another version or drop it completely and start a new one. If I told you I have paintings that have taken years to finish, then you get the idea. Art is not a product, art is a passion like programming which I do as well. With programming though you never see the artwork if it is well done, no bugs and good functionality. To you notepad and scanner or your ecran and file full of your searching.

    --
    This is a test!
  205. Blah, blah, blah..... Blah. by jotaeleemeese · · Score: 1

    Why does a programmer needs to waste time doing something badly when he can hire somebody else to do it properly?

    The most simplistic cost/benefit analysis (for a professional, if you are a hobbyst you can waste your time in any manner you wish) dictates that your money is best invested hiring a pro.

    --
    IANAL but write like a drunk one.
    1. Re:Blah, blah, blah..... Blah. by ErikZ · · Score: 1

      "Why does a programmer needs to waste time doing something badly when he can hire somebody else to do it properly?"

      Because then I'd hire another programmer to do coding for me. :)

      --
      Democrats or Republicans. They are both taking us to the same place and they are not afraid of us anymore.
  206. No by MrLaminar · · Score: 1

    but I bet many slashdotters are self-sufficient.

  207. Tracey Emin by pommiekiwifruit · · Score: 1

    You could go the Tracey Emin or Damien Hirst route... and pay someone vast quantities of money for programmer art :-)

  208. Self-sufficient pro prepublisher's tips by MickLinux · · Score: 2, Interesting

    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/

    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

    --
    Correct Horse Battery Staple: 72 bits of entropy. Enter "Correct H" into google. When it generates the phrase, that's
  209. Maya PLE? by DarkMan · · Score: 2, Insightful

    Maya personal lerning edition is free (as in beer). It looses the plugin capabilities that made Maya an industry standard, and watermarks images, but in terms of seeing if you can pump out useful work with it, that's not an issue (same interface, and most of the same capabilities as full grown Maya).

    I seriously expect that the submitter is talking about Maya PLE, rather than any of the proper versions of Maya in the byline, for more or less the same reasons as the parent - it's too much money otherwise.

    Photoshop is prehaps not too surprising, given that it is often (not completely corretly) considerd _the_ 2D raster packege [0].

    Lightwave is still somewhat anomolus, however.

    [0] Photo's and photorealistic style images it's great for. Icon design, other, simpler packages might be better.

  210. Re:if you don't have it...HOW TO FAKE IT by julesh · · Score: 1

    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.


    As an irregular user of products A, B and C above I have to say _bollocks_. Sure, these products take a little time to learn. For example, I spent two weeks learning to find my way around photoshop, getting good workflows for using its options to best effect, etc. But now, even if I don't use it for 6 months, I can sit down in front of it and just work on what I need. It's a tool, and if you understand what it does and how it does it, it's a pretty simple one, too.

    PaintShopPro is OK, but many of the techniques you can use to achieve good results in Photoshop just don't work there (or at least didn't last time I used it, which was admittedly several version ago), meaning you end up wasting your time working around the program's limitations. And don't even consider Photoshop Elements for design work. If this is the program I think it is, it is intended for end-user digital photo manipulation (rotate, crop, add borders, colour adjustment, red-eye removal) and is horribly limited in terms of what you can actually achieve with it.

  211. video and performance by jaromil · · Score: 1

    hi,

    you might want to have a look at FreeJ http://freej.dyne.org/ which is free software i developed myself and adopted in dance/theatre performances.

    also take a visit to http://www.piksel.no/ which is a symposium held in Norway every year, gathering many free software developers engaged in the video art field.

    ciao

  212. Re:if you don't have it...HOW TO FAKE IT by julesh · · Score: 2, Informative

    I must admit I've never even seen Photoshop, it's much too expensive for me to even consider.

    Second hand copies of out-of-date versions are much easier to get hold of. I find Photoshop 5 does pretty much everything I need. You can find copies on eBay for next to nothing.

  213. Re:if you don't have it...HOW TO FAKE IT by Anonymous Coward · · Score: 1, Interesting

    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.

  214. Re:if you don't have it...HOW TO FAKE IT by matria · · Score: 1

    Is that legal? I know Microsoft software can't be resold.

  215. Re:if you don't have it...HOW TO FAKE IT by SavvyPlayer · · Score: 1

    Interesting point of view, going back at least as far as Plato. I often have this discussion with my spouse: are ideas created or are ideas discovered? To me it seems the argument can be approached using an OO metaphor: while classes of ideas are discovered, their instances are created via the factory of human imagination. :)

  216. you don't need to "have it" by woodsrunner · · Score: 1

    All this crap people are saying about having talent is rubbish when it comes to graphic arts. In graphic arts talent only gets in the way! If you can understand the golden ratio your set.

    #1 Steal.

    #2 keep your graphics simple. If your clients don't like it, add a drop shadow or whatever is big.

    #3 learn how to look at your art. One of the biggest threats to graphic design is "store blindness" -- you look at it so much you don't see it anymore. The easiest way to really look at a design is to close your eyes, relax and blink your eyes open really quick. What you see in that flash is what will first catch a viewers eyes.

    #4 Keep it simple: Reduce your palatte look at a book on color theory to learn the classic color compositions. Don't use more than two fonts -- a san serf for headlines and a serif for text works easy. Classic colors and simple fonts go a long way.

    #5 Read the autobiography of Andy Warhol -- one of the great books on design

    #6 Steal mercilessly. Steal only good stuff. Just don't rip off artists >> pay em if you contract them!

  217. Re:if you don't have it...HOW TO FAKE IT by ynohoo · · Score: 1

    Thus speaks someone who I suspect has not created anything of aesthetic value in his life.

    Anybody who has understands that we let you access/use our output on our terms or not at all. The government may think they write the rules, but if the creators don't release their product, the legislation remains just so much hot air.

  218. Greatness? by jotaeleemeese · · Score: 1

    Look, he must be good at what he does since his name is easy to find, but good is not great.

    I checked the IMDB and there was nothing tremendously impressive.

    --
    IANAL but write like a drunk one.
  219. You don't have to MARRY the artist by arete · · Score: 1

    If you're a programmer and you're successfully getting contracts, there's little reason you ought to be doing your own design - if you have extra time and not enough work you ought to spend that time working on how to get more contracts.

    Renown graphic designers are expensive. There are lots of _great_ graphic designers that aren't expensive, especially if they're young. If you can't find one, email me - I have one that I retain who's quite excellent.

    Put slashdot in the subject - I get a lot of mail there. Email again if you don't get a response.
    Also, my inhouse stuff doesn't have his work because it hasn't been worth having him redo it.

    Ben

    --
    Looking for freelance Actionscript (Flash/Flex) or ColdFusion work and/or freelance developers. Email me, put Slashdot
  220. Ha, ha, ha! by jotaeleemeese · · Score: 1

    Pray your IT maters do not find your posting.

    Your life will be misery and you will be constrained to make a living drawing portraits in a tourist spot in your town.

    --
    IANAL but write like a drunk one.
  221. Re:if you don't have it...HOW TO FAKE IT by JAgostoni · · Score: 1

    Not sure how old you are, and I know there are some biochemistry reasons why you may not learn as quickly, but I never liked this double standard. You don't want to be age-discriminated and then you claim "age" makes it difficult for me to learn. As someone getting closer to the supposed age-of-dislearning (29) I have done my very best to stay sharp and learn every day.

    Again, I know there are physical reasons why our learning process slows but lets not mistake that for complacency. Sorry if this sounds like flamebait as that was not my intent.

  222. Zbrush 2 from pixologic by Mantrid · · Score: 1

    ZBrush 2 is something you definitely need to check out - it's an odd program, hard to pigeonhole, it's 2.5 painting, with 3D modelling - i think it's www.pixologic.com. I've been messing with the demo (1.5) for a little bit and it's just wild - it frees you from worrying about technical stuff and you can just sort of sculpt your 3d stuff - and it does UVW mapping for you...hopefully I can dig up the $500 or so it cost though! I've also heard great things about MODO and Silo, but haven't checked them out (I'm not sure but i think MODO is mac only). My own app is Cinema 4D 8.5 with Bodypaint 3D and Mesh Surgery, great app - but ZBrush is almost something entirely new in my experience.

  223. Problem with hiring artists... by RagingChipmunk · · Score: 1

    When I was putting together my website (www.PT171.org), I realized that my layout skills/art ability sucks. So, I asked several graphic-arts people to contract on doing a proper look and feel for the site. I was very specific in my needs - proper presentation guidance and some specific work on logos. I got two types of replies: Proposals for an all-encompassing graphic laden extravaganza, which would change the mostly-text-site into a CNN-like download pig. Or, rediculously high prices for very direct work (like converting a small gif into a vector image), for hundreds of bucks. I expect to pay decent bucks, but, the replies were so out of whack that I thought my requests for work were poorly written. After discussing it with a neighbor (who is a G.A.), he understood clearly what I wanted and agreed the replies were just out of line. So, the summary point is: Hey, G.A. people, there's paying work out there if you get your head-out-of-your-ass.

    --
    The only PT Boat Journal on the web: http://www.PT171.org
  224. That's insightful by Moraelin · · Score: 2, Insightful

    It's not just about masking artistic deficiencies. Sometimes the clean minimalistic look is actually the best.

    The dot-com era was filled with clueless PHBs who thought that the user wants an artistic experience. Every single site had to have some horrible colour scheme (e.g., cyan on bright blue, or orange on light orange are actual colour schemes I was asked to implement.) It had to have gradients, 1 MB of animations per page, impossible to read funky fonts, and graphics _everywhere_.

    Turns out that most users _don't_ want an experience. They want a simple an intuitive program that just works, or an easy to use and navigate site.

    I.e., my advice to anyone would be:

    1. Usability and clean layout before funky graphics. Remember that you're making a professional program, not a work of art. The purpose of that interface is functionality, _not_ expressing yourself or evoking feelings.

    This is the main reason why graphics artists are bad web site designers, unless you get them to also learn proper web design. GUI design is a completely different skill from graphics design, and for that matter from programming. (Witness the many excellently programmed OSS programs, that nevertheless have an utter crap UI.)

    2. Keep it simple. For a back button, a simple left-pointing arrow will suffice. For file operations, a 3.5" floppy icon works wonders.

    Basically, if all you need is an icon, do _not_ try to paint the whole Book of The Dead, with the Pharaoh being led into the underworld and judged. You're making an icon, not a fresco.

    3. Keep the learning curve low. If the users have already been educated that symbol X means operation Y, use that. E.g., everyone was already broken in that a left pointing arrow means "back", so use it for that and only for that. Don't try to teach them new tricks just for your program.

    This may seem like a rehash of 2, but really has more to do with 1. It's all about usability. Steep learning curves are bad. Reusing the user's existing skills is good.

    4. Keep it simple.

    4.a. You have precious few pixels in an icon or button, so complex images tend to end up with details that are 1-2 pixels tall or wide. The images must be easy to recognize without squinting to see the details. To that end, for example, a stilized telephone symbol will actually work better than a 3D-rendered anti-aliased phone that's been shrunk to 32x32 pixels.

    4.b. Remember that the role of icons, again, are to allow the user to quickly locate common actions on a toolbar. Again, functionality before artistic expression. They are _not_ there to evoke feelings or express yourself.

    So simple and clear is good in that aspect too. An arrow or a magnifying glass are things that aren't just easy to draw, they're also very easy to recognize and visually locate.

    Etc.

    So basically what I'd argue is that often keeping it simple, abstract and clean is actually the _right_ way, and making it overly artistic is the _wrong_ way. Not being an artist or creative can actually be an advantage.

    Yes, you can't take a programmer and expect him to be able to paint the sixtine chapel. But here's the fun part: you want an UI, _not_ the sixtine chapel. Someone who tries to make a sixtine chapel out of the UI is actually the _wrong_ person for the job.

    --
    A polar bear is a cartesian bear after a coordinate transform.
  225. Excellent tutorials on Photoshop by BobWeiner · · Score: 1

    Check out Scott Kelby's "Photoshop Down and Dirty Tricks". The book walks you step by step through the process of creating some killer effects. I've taught myself through books like these.

    --
    The PC Weenies: 11 Years of Online Tech 'Too
  226. really by Is0m0rph · · Score: 0

    Either you have an artistic touch and an eye for it or you don't. If you don't you may never have the knack for it(even with the art class colleges make you take in your first year of engineering). Coding and art are on different sides of the brain.

  227. Unless he lives in China... by jamonterrell · · Score: 1

    Photoshop =~ $5.
    Lightwave =~ $5.
    Maya =~ $5.

    --
    I can count to 1023 on my hands. Ask me about #132.
  228. Re:if you don't have it...HOW TO FAKE IT by tverbeek · · Score: 1
    As someone getting closer to the supposed age-of-dislearning (29) I have done my very best to stay sharp and learn every day.

    Sure, and as someone who has already gone way past that to the supposed age of encroaching senility (40 next March), I try to stay sharp as well. (e.g. I just picked up a second college degree.) In fact, I'm still sharp enough to recognise that learning new things takes me more effort than it did 25 years ago. (The good news is that I don't have to learn all the old things that 15-year-olds remain clueless about.) This isn't a double standard any more than acknowledging that I don't have as much hair as I did then, and I can't do all the same gymnastics in bed. :) I'm just good in different ways.

    --
    http://alternatives.rzero.com/
  229. What is needed by base_chakra · · Score: 1

    Personal skill at art is something that is teachable and can be learned. Objects look the way they do because of where they are in relation to the viewer and what their dimensions are. Similarly light has rules which you can learn if you are to duplicate the illusion of light in a 2d representation like a drawing. Textures also have rules and so on. It's all about drawing what you see and not what you think is there. Sure there are people who have this ability from early on but the rest of us can learn very quickly.

    Math is also teachable, but that doesn't mean that everyone has a mathematician inside them.

    Your viewpoint seems to be heavily influenced by Drawing on the Right Side of the Brain, which presumes as a basic tenet that drawing is teachable. Perhaps your mistake is then making the leap that "skill at art" is teachable. While the book offers encouragement to those who (think they) can't draw, it does not address the not-so-encouraging point that spatial intelligence can't really be taught (but maybe simulated). In the visual arts, observation requires more than just the sense of sight, and even the vital criteria of awareness, sensitivity, presence of mind, and technical ability don't inherently translate to the ability to transcode your sensory input into something personal, meaningful, powerful, and coherent; the ability to do so is "skill at art".

    A great deal more can said about this, but in essence I must respectfully disagree with your hypothesis.

    As for the question of what non-artists need to build consumable graphic art, lots of people have offered useful nuggets of advice, but I would add: learn some basic color theory, and appreciate the value of understatement.

    1. Re:What is needed by mav[LAG] · · Score: 1

      While the book offers encouragement to those who (think they) can't draw, it does not address the not-so-encouraging point that spatial intelligence can't really be taught (but maybe simulated).

      Spacial intelligence is just practice like everything else...

      In the visual arts, observation requires more than just the sense of sight, and even the vital criteria of awareness, sensitivity, presence of mind, and technical ability don't inherently translate to the ability to transcode your sensory input into something personal, meaningful, powerful, and coherent; the ability to do so is "skill at art".

      And yet some of the great artists describe their own "hit rate" as being somewhere around one in five. So for every memorable piece they were happy with, there were four turkeys. This says to me that transcoding your sensory input into something personal, meaningful, powerful and coherent isn't guaranteed - even if you're great.
      It's quite easy to see this in action in other artistic disciplines like filmmaking and music composition. Hitchcock had his off days, some of Mozart's piano concertos are less than inspiring but that doesn't take away from their best works.
      Hmmm - I'm not sure whether I'm now disagreeing with you or not :)

      --
      --- Hot Shot City is particularly good.
  230. Try Interior Design instead by CustomDesigned · · Score: 1

    I hate functional websites covered with art. (Websites designed to display or market art, movies, video games, etc are another matter.) IMO, the best functional web applications use simple color schemes to look professional. They use background colors (colored text rarely looks good) to visually distinguish functional groups on screen. Pastels seem to work best. The general principles are similar to painting the walls in your office.

  231. Automate - take the load off.. by itomato · · Score: 1

    Take advantage of Script-Fu and some of the automatable things in GIMP, the Windows version, too if you need.

    ImageMagick's conversion utilities come in handy - don't underestimate the power of mogrify. There are plenty of apps to convert a bitmap into vector art that gives you another level of flexibility.

    Inkscape will give you lightning quick results when making primitive objects. A couple shapes, come gradients for definition, add a quick shadow, et voila.. Sometimes vector art is the right tool for the job, for sure.

    Find a few key techniques that work for you, and develop a working style. Lastly, share what you can, so peole aren't dependant on ClipArt any more than they have to be. Also, I will enjoy the day when a Layer Styles palette as in Photoshop is worked into GIMP.. That will make it a fully usable tool for me..

  232. Great. by jotaeleemeese · · Score: 1

    We know students get discounts to get hooked.

    Thanks for the eye opener, nobody would have guessed it.

    --
    IANAL but write like a drunk one.
  233. Re:if you don't have it...HOW TO FAKE IT by tverbeek · · Score: 1

    Spare us the ideological doublespeak. Under U.S. law and international treaty, anything that is not explicitly released to the public domain is legally controlled by its creator. That's the point being made. One could just as easily argue that when copyright expires, actual ownership changes hands from the creator to the public (as it should).

    --
    http://alternatives.rzero.com/
  234. Re:DO NOT USE inkscape by Anonymous Coward · · Score: 0

    I'm a graphic design professional. I keep hearing GIMP advocates telling me it's pretty good these days. And about once a year I download the latest version and try it. I *want* GIMP to be good. But I always go back to Photoshop...

    Why? Simply because the interface is too different, and I don't have TIME to learn a completely different interface.

    Perhaps the GIMP guys should take note of this. Their program could be the most powerful bitmap manipulation tool on earth, but Photoshop users won't switch to it in any significant numbers until you can make it behave a little more like Photoshop.

    Okay, so the GIMP developers have an irrational hatred for MDI, for example. But would it really, really hurt them to put it in as an option? Even that one change would win them many converts, as it's the most frequently bitched-about aspect of their program's design. I simply do not understand the attitude that makes these people say "you don't want to work that way, our way is better, you should want to work our way". That sort of arrogance is totally offputting, not to mention that it demonstrates a complete and utter lack of understanding about the economic constraints that require me to stick with a tool that I can use fluently instead of wasting a week trying to adjust to a whole other document management paradigm.

  235. Re:if you don't have it...HOW TO FAKE IT by mausmalone · · Score: 1
    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
    Speaking as a graphic designer and a programmer, this is some of the worst advise I've ever heard. If something's worth doing, it's worth doing right, and you have to have the right tools. If you're in web development (and given the product list, I'll guess that's what we're going for), you'll need Photoshop and Dreamweaver simply because everything else outputs either absolutely horrid images or completely malformed HTML. For making Flash animations, you really should use Flash, if for nothing else than to ensure compatability and that your successor will be able to update it. And for 3D content creation, there's no easy way to do it at all. Anything simple (like buttons) can be easily accomplished in Photoshop with minimal effort, but anything complicated will take time and devotion. You simply have to learn the tools and use them.

    And whatever you do... if you're in web design, never use Paint Shop Pro or Fireworks. Paint Shop Pro will never give you the power to create the graphics you need, and Fireworks renders things so completely wrong that it's jarring and detracts from your site.
    --
    -=-=-=-=-=
    I'd rather be flamed than ignored.
  236. glyfx by bwy · · Score: 1

    Might want to try these guys where you can buy a set of icons for around 35 bucks or so. You could have bought the whole mac daddy set that they sell for less than the price of one of the pieces of software you mentioned you are using.

  237. Re:gmail invites by cha0saddddddd · · Score: 1

    posting to clear +1 informative on parent (oops)

  238. Public Domain by KingNaught · · Score: 1

    There's plenty of art out there thats in the public domain by now. Just visit your local library with your laptop and a hand scanner.

  239. Re:if you don't have it...HOW TO FAKE IT by Anonymous Coward · · Score: 0
    because everything else outputs either absolutely horrid images or completely malformed HTML

    Errrr.... really? GIMP, PSP and Photo Shop can all generate good to great images in the hands of a user who knows how to use the tools at his/her finger tips. And as for HTML, the only real tool to use is ..... Vi, pico, nano and/or other text editors. Anything worth doing is worth doing well, and hand coding HTML is the best way to generate a website.
  240. Easy and cheap by boodaman · · Score: 1

    If you're thinking about using Lightwave or Maya for a web site, you're probably overthinking things a bit.

    Clean and simple is the rule. Think apple.com, news.com, the new site at arstechnica.com, sun.com (GREAT use of color...not everyone can design around the color purple). There are hundreds more.

    My recipe for websites is easy: use gotlogos.com for the main site logo. It costs $25, they're fast, and in most cases more than sufficient for what you need. After you have the logo (or before if you know ahead of time), work up a color palette. Not too hard to do, and it is free.

    Then grab some icons...you can buy icon packs for a lot less than the cost of Photoshop or similar. Or use free or GPL icons (beware of licensing issues).

    Interface design for the web and most applications dictate that you don't use "unusual" fonts, especially since people can easily override your specs with their browser settings, making all your font work futile. About the only place you need a font might be on the logo, and gotlogos.com will handle that for you.

    So you've got a logo, a color palette, some spiffy icons, and you've spent about $200 or less. Anything more, you'd be better off getting a designer/artist.

    Most clip art (if not all) looks like ass...stay away from it.

    Finally, if you need photos, take your own or hit up http://www.sxc.hu/.

  241. Re:if you don't have it...HOW TO FAKE IT by ChannelX · · Score: 1
    And don't even consider Photoshop Elements for design work. If this is the program I think it is, it is intended for end-user digital photo manipulation (rotate, crop, add borders, colour adjustment, red-eye removal) and is horribly limited in terms of what you can actually achieve with it.

    As you say bollocks. Photoshop Elements has many of the features found in Photoshop and would be very useable for graphics work. They have added even more in version 3 which was just released and its far from just an "end-user photo manipulation" application. Here is a review.

    --
    My blog: http://jkratz.dyndns.org/~jason/blog/
  242. Basic Art Tips by dantheman82 · · Score: 2, Informative

    I think getting a basic feel for colors and their significance as well as thought that goes into graphic design would help to create decent amateur art. Another quick and fun way is to buy a digital camera and go crazy with the photography! Your knowledge of perspective, beautiful vs. ugly colors, and a lot of stuff will increase dramatically. I had the Canon A70 and then A75 - both quite reputable 3 MP cameras that had quite a few features to play around with.

    --
    This sig donated to Pater. Long live /.
  243. Re:if you don't have it...HOW TO FAKE IT by ChannelX · · Score: 1
    And whatever you do... if you're in web design, never use Paint Shop Pro or Fireworks. Paint Shop Pro will never give you the power to create the graphics you need, and Fireworks renders things so completely wrong that it's jarring and detracts from your site.

    This is absolute crap. I can't speak to Paint Shop Pro but I can speak to Fireworks and you're full of crap. Fireworks is designed for creating web graphics and it excels in that respect.

    --
    My blog: http://jkratz.dyndns.org/~jason/blog/
  244. no, that's a self portrait by MichaelCrawford · · Score: 1
    no, that drawing is me, michael d. crawford. it's a self-portrait. it's from 1990 though. I'm more bald now and have a goatee instead of a full beard.



    Who's James Lipton?

    --
    Request your free CD of my piano music.
    1. Re:no, that's a self portrait by chocolatetrumpet · · Score: 1

      Who's James Lipton?

      What's Google?

      --
      Spoon not. Fork, or fork not. There is no spoon.
  245. Re:Why programmers have a hard time becoming artis by gregmac · · Score: 1

    All too many people think that if you have the right "digital tools" amazing Pixar quality art will pop-out.

    I think another problem a lot of programmers suffer is that they think because they know how to use all the little features of photoshop and can make fancy looking lightning bolts and gradient backgrounds, they're graphic artists. What they really end up with is an image that contains all sorts of neat elements, but all piled together to make one big photoshop effects ad that overall screams amateur.

    --
    Speak before you think
  246. Re:if you don't have it...HOW TO FAKE IT by ynohoo · · Score: 1

    That's what Microsoft would like you to think. While their lawyers may be able to bully the likes of Ebay into dropping such sales, when did you hear of Microsoft winning a court case for such a sale? I thought not.

    What the parent was referring to however, was where older software is remaindered when later versions appear.

  247. Vector vs rastor by swerk · · Score: 2, Insightful

    I know folks who do abuse Gimp's or Photoshop's filters and effects, that's another good point. But using a rastor program itself is not the problem and in a lot of cases is a perfectly good solution.

    Use your graphics programs as tools, not factories. Art doesn't come out of a machine, it comes out of you.

    1. Re:Vector vs rastor by usrusr · · Score: 1

      sure, but unlike pov the raster program does not speak the programmer's native language. and the ability to easily change major parameters of the resulting images is quite a powerful tool.

      --
      [i have an opinion and i am not afraid to use it]
  248. Re:if you don't have it...HOW TO FAKE IT by WhyCause · · Score: 1
    Photoshop Elements has many of the features found in Photoshop and would be very useable for graphics work. They have added even more in version 3 which was just released and its [sic] far from just an "end-user photo manipulation" application.

    Funny thing about Elements; it has some things that PhotoShop doesn't. The one item, in particular, that I'm thinking of is automagic photo-stitching (i.e., for merging two or more photos into one panoramic view). A couple of friends of mine work in a tissue-culture lab, and one of the things they have to do frequently is stitch together a bunch of images of a histology section into one image for analysis. The lab bought a copy of Elements (in addition to the copies of the full-blown version they already owned) solely to stitch these images together. You load a stack of images and wham, Elements figures out which piece goes where based on the edges of each image. It works great on a 3x3 grid of images (and only a little less great on a 4x4 grid).

  249. Re:DO NOT USE inkscape by reflective+recursion · · Score: 1
    I don't have TIME to learn a completely different interface.
    Sounds like a personal problem. I really don't care about the need to compete with Photoshop, and I don't think too many of the GIMP developers do either. It is their personal time they are using.

    MDI is a problem because X11 doesn't have such support. You might see MDI in something like KDE, etc. but it is emulated. In other words, the window manager has no control over it. KDE gets away with it because it is integrated with Qt and what not, GIMP and GTK+ predate KDE and GNOME by a *long* shot. Think twm and fvwm window managers. This is the period of time that GIMP was created. Emulated MDI is even worse than true, Windows-style, MDI. Let's not forget what MDI was designed (badly) to do: remove clutter. Guess what? Grab WindowMaker, create a new workspace and place GIMP in it. Tenfold better than any MDI system. A single keypress can hide all the GIMP windows by moving to a different workspace.

    You do realize that asking for the MDI "option" basically entails redesigning the *entire* program, don't you?
    That sort of arrogance is totally offputting, not to mention that it demonstrates a complete and utter lack of understanding about the economic constraints
    And you're demanding that people who are working on GIMP in their *own* time learn about economic constraints and to "fix" their "broken" program? Get back to me when you understand what arrogance is, buddy.
    --
    Dijkstra Considered Dead
  250. Instead of Doing it Yourself by MiniGk · · Score: 1

    I work for Elance, but feel compelled to mention it here because it really is a great service to solve specific needs such as this one. One way to get professional artwork at affordable prices is to use ElanceOnline. All you have to do is describe your project, post it on the site, and you will quickly recieve price bids. It's free to post -- but we do ask for a credit card number to help filter out those that aren't serious. Once you receive your proposals you pick the proposal that resonates with you most. You can look at designers' feedback from people that have use the provider before or check out their previous work in their portfolios to help you choose. Designers come from all over the world and you will get a wide range of prices. You may be surprised at the caliber of work you can get in your price range.

  251. Re:if you don't have it...HOW TO FAKE IT by julesh · · Score: 1

    OK, looking at that review, what I saw must have been a cut-down version of the same software. It had the same basic user interface, but lacked many of the options. Specifically, it did not have a "layers" palette or menu, which obviously means that 90% of the features of photoshop that are useful for graphic design, as opposed to photo editing, just weren't there.

  252. Re:if you don't have it...HOW TO FAKE IT by julesh · · Score: 1

    Is that legal? I know Microsoft software can't be resold.

    It's called the doctrine of first sale. It is part of UK & US common law, I believe. Essentially, it means that EULA restrictions that try to prevent resale of the software are legally unenforceable.

  253. Re:if you don't have it...HOW TO FAKE IT by Anonymous Coward · · Score: 0

    Photoshop Elements is priced around the ~$100 mark and some OEMs include it with digital cameras so you might be able to pick it up fairly cheaply.
    The price arguement against Photoshop is not as strong as it was before Photoshop Elements came along

  254. Re:if you don't have it...HOW TO FAKE IT by shaitand · · Score: 1

    "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!"

    Now it's here that MY tone was too extreme. All I was really trying to impress is that copyright is not ownership and that the reason for that is that one cannot own a thought. An artist is certainly entitled to be proud of his work!!!

    "How about the theory of relativity?"

    Not unique at all, hell I myself thought of relativity before ever reading anything by Einstein. Although I can't say I offered the proofs Einstein did. I seriously doubt I'm the only one who independently reached the same conclusions.

  255. Re:if you don't have it...HOW TO FAKE IT by shaitand · · Score: 1

    "Thus speaks someone who I suspect has not created anything of aesthetic value in his life."

    You'd be wrong on that count.

    "Anybody who has understands that we let you access/use our output on our terms or not at all. The government may think they write the rules, but if the creators don't release their product, the legislation remains just so much hot air."

    You'd be wrong on that one too. Before copyright existed there were no shortage of artists, playwrights, authors, etc releasing their works. Without copyright you realize that all works are part of public domain by default right? EVERYWHERE, under ANY legislature.

    My post wasn't opinion, it was fact.

  256. Re:if you don't have it...HOW TO FAKE IT by shaitand · · Score: 1

    "One could just as easily argue that when copyright expires, actual ownership changes hands from the creator to the public (as it should)."

    Without copyright the default is the public domain. While control changes hands, ownership cannot. You cannot OWN an idea, only control access to it and expression of it.

  257. Re:if you don't have it...HOW TO FAKE IT by tverbeek · · Score: 1
    Thanks for confirming that you really have no understanding of the topic, just half-baked ideosyncratic notions of maybe how it might work if the world worked the way you want it to.

    "Without copyright" is nonsense; it exists. The law clearly states that copyright coverage is the default, and that something only goes into the public domain after something happens (e.g. time passing, or the creator declaring it).

    Ownership can most certainly change hands. That principle is the bedrock of the entire mercantile system (and accepted in all but the smallest scale forms of communism).

    Ideas are not covered in any way by copyright, so you're right that they aren't owned... but the statement has no point.

    --
    http://alternatives.rzero.com/
  258. Get off the computer and go to school by HeyLaughingBoy · · Score: 1

    Seriously. Take a beginner art class. You'll learn much more from having someone (usually the whole class) critique your work than you will from a book or a website. It doesn't have to cost a lot: many communities have adult education art classes, or you can take a non-credit class at a local art school. I did a Printmaking semester (evening classes) at a nearby college for $275 and had a great time. And I am as talentless as they come ;-)

    I suggest basic classes as the more professionally oriented ones like graphic or Web art design tend to be expensive and geared towards people with plenty of experience.

  259. So where do you get it? by johannesg · · Score: 1
    I solved the problem the easy way...I married an artist.

    Can you maybe provide some pointers on where we could aquire our own female artists?

    1. Re:So where do you get it? by bigman2003 · · Score: 2, Insightful

      Sure-

      Most importantly, find a WORKING artist. Not someone who just considers themselves an artist. Every jackass hipster living in downtown Sacramento thinks they are an 'artist'. That somehow explains the piercings, stupid spiked hair, crappy clothes, crummy apartment, and dead-end job. "Oh he/she isn't a loser, they are an ARTIST". Bullshit- they are a loser with a weak excuse.

      Find one who is actually working. So therefore, don't hang out at clubs/bars/restaurants after about 10:00 on a weeknight, or 12:00 on the weekend. People with jobs actually need their sleep. And if they are WORKING at said club/bar/restaurant, then they are probably a WAITRESS, not an artist.

      So, now that you have cut out 95% of the 'art community' where do we go from there?

      Well, someone with a degree is a good starting point. They were serious enough about art that they spent 4+ years studying- rathing than just relying on the fact that "I've always liked to draw".

      Next- when you meet up with this young and educated hottie, ask her pertinant questions like "what kind of computer do you use". The best, is if they use a Mac, but don't really know a damn thing about it. Remember, you're looking for an artist, not a computer geek.

      So- where do these chicks hang out? (Hopefully not above their waistband).

      Cities like San Francisco and Seattle have big 'designers' conferences of some sort. That is a potential. But then again, they are going to be too overwhelmed to really meet a guy.

      Do what I did- hang out in your company's art department. (You KNOW they have a job) Even if you get 'in' just by lifting heavy boxes, etc. it gives you a reason to stand around. Now, start asking them out to lunch, calling them on the phone (see...they aren't wasting their work time, because it is 'business related') and generally start running into them as much as possible.

      After they get over the fact that a total dork likes them, they'll start to see the advantages of the computer geek. For one, he is EMPLOYED, unlike all of her stupid hipster friends who hang out at clubs every night. For another, he doesn't look ridiculous. The guys who looked cool when she was 20, and in school, are starting to be embarrassing. And, the computer geek probably has a car, unlike her loser friends.

      So there you have it- how to meet an artist.

      --
      No reason to lie.
    2. Re:So where do you get it? by I8TheWorm · · Score: 1
      Funny... I was reading through comments, but it wasn't until I got to yours that my memory was sparked.

      You perfectly described the two graphic artists I use when I need that kind of work (which I can admit I'm completely incapable of). Both (one man, one woman) use Macs, know almost nothing about them, and are employed as artists. Actually, both have artists day gigs that they really don't like, but they do get to ply their craft for a living.

      Admittedly, I have tried other "artists" and have never had any success. What I get out of these two are
      • fast work
      • image quality
      • equal or better than what I asked for
      • an ability to quickly alter the design for future use

      All of those are very important, especially given today's development/design environment.

      As a nice aside, we tend to barter a bit, as I can trade development skills for design skills with them.
      --
      Saying Android is a family of phones is akin to saying Linux is a family of PCs.
    3. Re:So where do you get it? by Anonymous Coward · · Score: 0

      Yeah but all the hipsters have already boned her eight ways from Sunday and now she has some little mulatto bastard she wants you to help raise and she's too dumb to talk to :(

  260. cannot cut and paste art/design by goon · · Score: 1
    it's frustrating to hear the old "if you don't know it now, you never will" line. It's just downright anti-intellectual.

    but be prepared to spend the 3yrs or so to be proficeint in the theory and practice. Then more time on top of that undertaking large projects. For this reason I dont see much programmer/artist overlap



    Sure, for immediate results, it's best to hire someone who already has experience under his/her belt

    Artists are sometimes born but most of the time are trained. Art and design require application of theory and skills that cannot just be picked up by the layman. It takes *time* to develop them. If you invest the time, sure. How many programmers are going to invest the 3yrs+ ? Then continuosly invest time to do this?



    I think the hardest aspect is the medium. You can come up with a design using analog tools (pen, pencil and paper). People have lots of experience with tactile media such as paper, cardboard. But computers are a funny media to work with. With art/design the biggest hurdle is the input, manipulation of the medium. Draw on paper and you control your pencil directly with your hand. Use a computer you have to use a stupid mouse. This is why you see *get a input FOO ... get a output BAR*. This is probably one of the only areas the programmer may have some understanding of. The rest (design process, colour, etc) is just going to be someone scraping the surface and wondering just how those *artists* do it!



    --
    peterrenshaw ~ Another Scrappy Startup
  261. Re:DO NOT USE inkscape by handslikesnakes · · Score: 1

    If you want to stick with Photoshop, that's absolutely fine; it's not like you're hurting the GIMP or the world of graphic design as a whole by doing so.

    I find your claim of victimhood arrogant and unconvincing. I'm willing to bet that the vast majority of the people who have contributed to the GIMP aren't doing so to compete with Photoshop or to gain users, they're doing it to fulfill a desire for a quality free image manipulation program. If you don't like the resulting software or the way certain things about it work, whatever; apparently other people do. For example, as pointed out above by somebody else, inclusion of MDI would probably require significant changes to GTK and is a profoundly inelegant solution to a problem that should be handled by your window manager. It's just not worth the trouble.

    OTOH, if you can point out things that are technically wrong, naive, shortsighted or inefficient (rather than just different from the way you'd like them to be), please share your thoughts so that they can be fixed. Nobody in their right mind would reject things that are objective improvements.

  262. Don't be fooled by their lies!!! by Anonymous Coward · · Score: 0

    Totally different. Slashdot has an average age of over 15 ;)

    You are correct. The average slashdot poster is seventeen years old. Of course they lie and say that they are older, they say that they are in college or that they already graduated college and are now a sysadmin or a programmer. Many of them also lie and say that they are married or have a girlfriend! Well don't be fooled by their lies, the average slashdotter is a seventeen year old spotty faced virgin who works at Frys electronics and lives with his parents.

    1. Re:Don't be fooled by their lies!!! by randomblast · · Score: 1

      does that include you?
      and please don't trigger epimenide's paradox.

      --
      ...these aren't my real teeth.
  263. Re:if you don't have it...HOW TO FAKE IT by shaitand · · Score: 1

    "Thanks for confirming that you really have no understanding of the topic"

    Your post proves the same of yourself.

    "just half-baked ideosyncratic notions of maybe how it might work if the world worked the way you want it to."

    Again the same.

    "Ownership can most certainly change hands. That principle is the bedrock of the entire mercantile system (and accepted in all but the smallest scale forms of communism)."

    True enough, it has nothing to do with anything I said, but true enough. But since nobody owns something which is copyrighted (or everybody owns it, however you prefer to look at it) then only the copyright and not the ownership can change hands. Copyright is a far cry from ownership!! Someone who holds a copyright is most definately limited in what they can do, what they can do is explicitly spelled out, and unless they are specifically granted an authority by copyright the default is that authority belongs to the public.

    "Ideas are not covered in any way by copyright, so you're right that they aren't owned... but the statement has no point."

    All things eligable for copyright are intangibles and therefore ideas. If you create a sculpture the physical object itself is not copyrighted, the intagible idea of the form and colors are copyrighted. If I can look at something, and then walk away and close my eyes, that thing in my mind is what is subject to copyright. If it can be contained within my mind, it's an idea.

  264. Re:DO NOT USE inkscape by Sunnan · · Score: 1
    I know, the free tools do need improvement (but they are constantly improving).

    So does the major non-free programs - I don't feel a bit comfortable with Photoshop. (I use Gimp's Script-Fu, and Sodipodi's XML-editor, and other weird geek features.)

    It's partly a matter of which tool you're used to, and I'm used to the Gimp and Sodipodi (aggravated with the Inkscape fork, and hope one of them can catch up with the other soon - it's annoying that they both have disadvantages over each other. Inkscape has the better UI).
    (On a more one-on-one note: Intressant blog du har =P)
    One-on-one reply: Thanks! (Unless you're sarcastic, but you weren't, right?) The design might be simple, but it's all done with free tools and without putting too much time into it.
  265. Re:DO NOT USE inkscape by Sunnan · · Score: 1
    I used to be an ascii artist, I mainly used EDIT.COM and pico.

    Right. I use Emacs artist-mode for ascii art, myself (and I love it!), but it's not only about the tools, it's about the effort and the vision.
  266. Please learn how to make links. by Anonymous Coward · · Score: 0
    Please learn how to make links.
    <a href="http://openclipart.org">Dead Link</a>
    (without any spaces put there by Slashdot) yields: Dead Link

    If that's too much typing for you,
    <URL:http://openclipart.org>
    (without any spaces put there by Slashdot) yields: http://openclipart.org/
  267. all you need is.... by Matt_Joyce · · Score: 1

    Inspiration Talent Seriously, learning technique is one thing, but learning to be artistic, I'm not so sure it can be taught/learnt. I'd agree programming has elements of creativity, but it's not the same as being artistic. I suspect practice is what will draw latent talent out.

  268. Re:if you don't have it...HOW TO FAKE IT by ynohoo · · Score: 1

    Oh joy, an opinionated troll.

    You do realise that "copyright", "right", "ownership", "public domain" are artificial constructs, right? They are only "real" by common consent. Outside of our minds (and hence our behaviour) they do not exist. Quite a few folks in this thread think you are mistaken in your assumptions about that common consent. You seem to think they are "wrong" in "fact".

  269. homage... by circusboy · · Score: 2, Interesting

    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!

    --
    -- it's ridiculous how many people misspell ridiculous... (damn, damn, damn...)
  270. Re:DO NOT USE inkscape by Anonymous Coward · · Score: 0

    I know, the free tools do need improvement (but they are constantly improving).

    Indeed, I especially enjoyed the gtk2 facelift in Gimp 2.x. I hope it gets to the point where it becomes my tool of choice, but that'll probably take a long time. I have used it - of cource - but never for "advanced" stuff so i guess you could say I've never really given it the chance it deserves. Mostly I think it is that I just can't get passed the GUI, somewhere along the line I got hooked to MDI based graphic apps (Photoshop specifically). Hey you said it yourself - you liked Inkscape's GUI over Sodipodi right? Didn't even know about Sodipodi until now (thanks for the tip btw). I did know about Inkscape though but I had no idea it was a fork.

    Don't get me wrong, I do everything in Linux.. except for Graphics and DVD authoring. *sigh* It's sucks to be dependant on proprietary software (and especially when it runs on wintendo).

    As for your blog/website. No sarcasm, I liked it and for the very reasons you mention. It has a clean, simple design and it's easy on the eyes due to the simple color scheme. I have bookmarked it so I'll be dropping by once in a while to check out your entries if you don't mind ;) (My own website is a bit heavy on the graphics and I have thought about slimming it down for a long time.)

  271. Duh! by untrustable · · Score: 1

    For being so smart, you programmers are a dumb lot. Learning to design is like learning to ski - all the fancy equipment in the world and a few tips won't successfully get you down a diamond run. You must learn the fundamentals and then practice a lot. I can't believe how much bad advice is being offered in these posts. Here is some advice that doesn't suck: 1. Disregard anything that sounds easy. A bunch of stupid "tips" will only help you to make ugly things, without helping you to understand what you're doing. As a corollary... Software does not make design. Photoshop masters are usually shitty designers. You could receive a very good graphic design education at an art school without every touching a computer. If you can program Java you can learn what you need in Photoshop in about a week of average use. 2. Programming is for machines, design is for people. That being said, people rarely agree on what constitutes "good" design - so err on the side of simplicity until you develop your own informed value system. 3. Study and really try to understand these fundamental aspects of design: a. Composition - how to scale and position different elements of your design b. Color - how to use colors in combination c. Type - how to select a good, appropriate type face 4. Respect Hierarchy. The most important bit of info in your design should have the most prominence. Work your way down from there. 5. Keep it simple. Begin with the least amount of design, at the smallest size necessary to convey your message. Then modify the hierarchy. Then make a pleasing composition. Then color it in. Decorate after that to add flair. Iterate repeatedly until it's not ugly. Once you're happy with it, walk away for a day. Then return, realize that it's ugly, strip it back down to its essentials and start again (this time, as a slightly better designer). 6. Every design decision is important and the process is iterative. This is why the design process takes so long but shows little for it. Even the simplest design can involve hundreds of small decisions, each of which should have some sort of justification (one pixel this way or one pixel that way?) 7. It's very difficult to pre-plan your design process. 8. Experiment a LOT. 9. Develop a personal value-system for design. Do this by being constantly critical of the world around you. Actively decide for yourself if you think the NBC Peacock's tail feathers are the right length, if the lines of the IBM logo are the right thickness, if the space around the holes of your laptop's speakers is wide enough, if the color combinations of those movie theater seats are good, etc. Somebody had to make those decisions, but just because they're out there in the world doesn't make them right. 10. Your design can always be better. Trust the very true fact that your first iterations are almost always ugly. Even if you look at them and think that they are the most beautiful thing ever, hold on to the belief that they are very probably ugly. It's OK, nobody nails it the first time - if they think that they do, they are ignorant and unsubstantial. These are just some points of advice, they certainly are not rules and they certainly do not assume to be a complete education in art. All this stuff about stealing art is worthless. If you see something that you think is good, look at it and figure out why it's good. Maybe it's only good in context. Maybe it's just the color is good, but the design sucks. Maybe it's just the type face, or the relationship of the size of the face to the leading (distance between each line of type). Figure out what is good, then add that to your design toolbox. That's why designers are so obsessed with looking at design - they're constantly stealing ideas and methods - little ones - then recombining them for different uses. Finally, the purpose of the act of design is to make beautiful things. Anyone who disagrees with that statement is a horrible person.

  272. Re:DO NOT USE inkscape by Sunnan · · Score: 1
    Hey you said it yourself - you liked Inkscape's GUI over Sodipodi right?

    From what I've seen of Inkscape, yeah, I think it seems a bit better. Not because of the MDI issue, it's a couple of small details I like (and big ones, such as layer support). I haven't switched from Sodipodi yet.

    I'm of the "every OS sucks" school of thought. I'm used to Debian, and thus a bit "blind to its faults" so that's what I use. I can see how Mac/Windows users can become similarly blind to their OS' faults, or at least used to them.

    Feel free to keep reading my (swedish-language) blog, that's what it's there for. don't know ho you are (you're posting as anonymous) so I can't check out your website.
  273. More Automatic Icons by dmacp · · Score: 1

    My opinion of clip art is low. I think it would be better for everyone, designers and engineers alike, if there were more automatic icons created by the owners of the information. For example, each museum, person, or collector of any type could have their own icon automatically applied to each image that goes out over the web. It would show copyright but better than a watermark, the icon tracks could help see the diffusion of image use AND would improve the appearance of the icons by having them designed by hand or whatever is neccessary for it to be the right type of icon.

    --
    Deborah MacPherson Projects Director,Accuracy&Aesthetics On a Quest for Original Context
  274. Re:if you don't have it...HOW TO FAKE IT by shaitand · · Score: 1

    Thankyou for reminding me that you are a troll. I won't be responding further to your posts after this.

    "You do realise that "copyright", "right", "ownership", "public domain" are artificial constructs, right?"

    All words are artificial constructs which exist only by common consent, the only thing in that list which isn't a label for something that exists whether that label is applied or not is "copyright".

    Rights are factual, certain rights may be artificial constructs but a right is something which would exist without that label. The "public domain" is the term we use to describe
    the state of things without a copyright. Without copyright law, everyone may copy everything and distribute it as they please and are able... and did, copyright is a new idea and doesn't exist everywhere.

    Ownership is factual existing thing, no matter what label you put to it. As proof I submit the universal reaching of this concept by EVERY people in every part of the earth before communication between them.

    "Quite a few folks"

    YOU are 'quite a few'? Your the only one who has responded in the negative to anything I've said in this thread.

    'they are "wrong" in "fact"'

    As I've just stated, what "they", there is just you. As for being wrong, you are, and you certainly need to check your facts.

  275. Re:if you don't have it...HOW TO FAKE IT by ynohoo · · Score: 1

    Some nouns describe things that have a physical existence, other describe concepts. "Ownership" and "right" are both concepts that have no physical existence. You may think you have a "right" to "own" a given rock. I may: a) laugh at you for being silly b) "steal" the rock from you, depriving you of "ownership" c) hit you over the head with the rock, depriving you of the ability of "owning" anything d) claim that the rock is "public domain" and "owned" by all e) claim that the rock is "owned by the great Ooger-Booger", and that he has instructed me to hit you over the head with it for your blasphemy Each of the above examples has been played out in human history. As to which is "factually" correct, only Ooger-Booger knows.

  276. Re:if you don't have it...HOW TO FAKE IT by gozar · · Score: 1
    OK, looking at that review, what I saw must have been a cut-down version of the same software. It had the same basic user interface, but lacked many of the options. S

    You're probably thinking of Adobe PhotoDeluxe or Adobe Photoshop LE.

    --
    What, me worry?
  277. Recommendations by mnemotronic · · Score: 1
    --
    The Russians have won. They have made the world a cesspool of distrust, greed, fear and hate.
  278. Well, then teach her... by SeanDuggan · · Score: 1

    She'll then promptly forget this piece because she could never afford schooling and doesn't even know how to write down music using standard notation.
    Musical notation really isn't all that difficult. Heck, with a piano, it's practically a direct transcription. Or if you play on a MIDI keyboard, you can have the music directly exported. Of course, I really don't know the circumstances here, but in my opinion, learning to translate piano music to sheet form is fairly trivial, basically corresponding each key to a specific place on the staff.

    --
    This sig has absolutely no significance and serves only to take up screen space and waste the time of the reader.
    1. Re:Well, then teach her... by StarFace · · Score: 1
      The problem that her composition teacher noted (who did introduce her to notation), is that she isn't using the standard scale, and uses the harmonics of the piano to essentially create notes which do not exist in the scales, and cannot be marked. She uses the innate resonance of the piano to do this, and thus the process is different for each instrument. Her teacher stated that she would have to basically create a new system from scratch to fully capture what was going on, and was dubious as to whether or not there was any solid reason to invest such an amount of time into it, given that the process only works on one piano, and likely would stop working after a semi-annual tuning. Her method, accordingly, shifts from piano to piano -- she would have to re-notate for every piano she plays on.

      I should say, so there is no confusion of contradiction, that this was the only class she ever took, and the teacher threw the textbooks across the room when she heard what was being done, saying that learning tradition composition would destroy her artform, and the best they could do with their time would be to learn basic notation, even though that is faulty in this scenario. It was the last class she took.

      --
      V
  279. Non-traditional learning by SeanDuggan · · Score: 1

    {nods} That makes sense. I've dealt with intuitives in the past. Extremely frustrating, both for you and them, as they often genuinely can't explain where they get their inspiration. Some of them are still close enough to the traditional model that they can learn the rules and use them. As for your friend... those cases are like first kisses. You enjoy them for what they are in the moment, but you know that ultimately, the performance will not be repeated and any recording will lose some subtlety of it. I withdraw my comment about educating your friend. I guess I just deal with so many people who see music as something mystical. The strong natural singers who refuse training in vocal techniques and wind up burning out, either mentally or physically... *sigh* Meh, anyhow, treasure your friend, for all her ephemerality.

    --
    This sig has absolutely no significance and serves only to take up screen space and waste the time of the reader.