So these are the first four attempts I've made at designing miscellaneous app icons. They were made in the following order: awful blue building, weird little ninja, cringe-colors SRK logo, and machine eye thing. I'm... working on it.
Wednesday, April 23, 2014
Friday, April 18, 2014
Sunday, April 13, 2014
UI/UX time
Well, it's been a long time. I've been blogging elsewhere, on a page not viewable by the public. I'll try to condense the past year into a blog post soon, but for now I'd rather discuss what I've been working on today and will be working on for the next few weeks (and hopefully much longer than that): UI design!
Here are a couple of works-in-progress:
Here are a couple of works-in-progress:
A "downloads" icon -- the number represents how many unopened/watched downloads this guy has.
A couple of equipment icons, perhaps for an iPad game. I've always loved simple stuff like this.
I'm going to update this blog every few days from now until... early May. After that, no guarantees (but hopefully I'll continue doing so). Long story short, this has turned out to be pretty darn fun and satisfying to work on, so I'm pretty amped to get into this field.
-Will
Monday, May 13, 2013
So... we're done with that, I guess.
THAT was fun. Like... I mean... yeah. I don't quite know why but I was just thoroughly entertained the whole time. I'm beginning to think I might just be a fan hand-painting things. Anyway, here it is!
Friday, May 10, 2013
First low-poly character... still counts as a first, right?
More progress on my still-unnamed hoodoo doll. Texturing'll be tomorrow. Hopefully I'll get a majority of it done, if not all. Let's see if that practice with the swords helped at all!
-Will
(note: obviously this isn't how the UVs will be; it's just how I'm leaving them for tonight)
-Will
(note: obviously this isn't how the UVs will be; it's just how I'm leaving them for tonight)
Thursday, May 9, 2013
Second sword... took longer.
Reasons for this taking two days instead of one:
1) changed the design a few times
2) couldn't get colors right
3) computer blue-screened and corrupted the PSD (I'm lucky I managed to save the 1st sword)
4) I wasn't following a tutorial for this one
5) I was having a lot of fun with it, so I wanted to take my time
Reasons for lack of process:
1) forgot
Here it is, though:
1) changed the design a few times
2) couldn't get colors right
3) computer blue-screened and corrupted the PSD (I'm lucky I managed to save the 1st sword)
4) I wasn't following a tutorial for this one
5) I was having a lot of fun with it, so I wanted to take my time
Reasons for lack of process:
1) forgot
Here it is, though:
(design inspired by this unused blizzard concept)
Total polycount for both is probably... what, 950? Something in that neighborhood. And the texture's sitting at a nice 512x512. I'm pretty pleased with these, really. See you guys soon for more low-poly madness!
-Will
Tuesday, May 7, 2013
Surprisingly fun day of learning.
Tried out some low-poly swordin'. Not bad for a day's work / first time if I do say so myself. Sword itself isn't very big; I think it's just over 400. The texture is 512x512. I would've tried to make it a 256x256, but as you can see, I'm planning on putting both swords' textures on the same map (note: this is solely because these swords are practice for me -- were they in-game assets, I'd go with the separate maps).
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