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?
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! --
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.
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
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!
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.
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!
... then you can afford to commision a graphic designer ;)
Try KdeLook.org A lot of the icon sets are GPL.
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.
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.
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.
The lens flare... helping amateurs feel like professionals and professionals identify amateurs since 1996.
-- I prefer the term "karma escort."
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.
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.
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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/.
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2. Avoid excessive effects and filters when not needed. Nothing ruins a good design like trying to emboss everything or making it 3D.
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3. Keep it clean and simple. Think Apple.
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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.
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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!!!
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6. Buy graphic design books, preferably those with collections of commercial art made by different designers. Get inspired
;-)
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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
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.
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.
"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...
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.
Bill Stewart
New Fast-Compression-only CPR http://preview.tinyurl.com/dy575ks
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.
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
>> #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.
"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.
Any tips? --I already have my own nun-chucks and expensive cross trainers.
-FL