Any opinions on using /gd/ resources in design?
I mainly use them when I dont have the time or any idea how to create a certain effect.
Nothing wrong with using stock images and textures in your design, but I personally wouldn't use design templates. But you should definitely use mockup templates to present your thing to the customer, they love that shit. Many times the mockup pictures are what actually sells your design, they get really excited about that stuff(especially people that know very little about design).
>>248369
Can confirm
>>248369
Problem is when they want the actual mockup to be used instead of having it made. Like wanting a stamp mockup printed instead of having a stamp made and stamping their logo.
Source: it happened to me.
>time for client change
what should have been done to the design of this card that would have prevented Steve's fuck up?
WINNER:___________
2ND PLACE:_______________
3RD PLACE:_______________
Why make it hard, its just fuckin Miss Universe.
The way that card is setup has got to be the most autistic thing ever.
MISS UNIVERSE 2015
1st place: X
2nd place: Y
3rd place: Z
That design is fucking retarded and you can easily cover up the bottom name with your thumb and there's no indication something should be written there.
can somebody recreate this logo for me? i'll paypal you 5
>>248449
>>248449
What's up OP.
Ok guys. I need help.
Some years ago i used to "play" in a page where you could draw those things but i dont remember the name.
Do you know that page or any similar?
>>248409
Here you go:
http://weavesilk.com/
Does anyone know what font this is please?
>>248287
Nice meme
>>248287
>close enough
https://www.google.com/fonts/specimen/Vidaloka
How do you draw good video games sprites?
>>248038
>Be a good artist
>Know how to use brush tools
In other words OP, not you.
it depends on the game.
If you're making for phones, make it 8bit to make it fast to install and load.
>>248038
Well you can start here for the basics:
http://2dwillneverdie.com/tutorial/
But this guy has it real good:
http://2dwillneverdie.com/tutorial/instant-pixel-art-backgrounds-with-the-dan-fessler-method/
I took a Graphic design test and it had this question like:
A/an(blank) is an image that moves across the screen.
That is what I think the question was at least. To my surprise one of the answer options was "meme". Was that just to throw me off, or does "meme" have more to do with graphic design than I think?
ofcourse not
Post your favorite work by your favorite graphic designer.
Shigeo Fukuda
>>248167
love fukuda
>>248167
"ghost arent sppookky"
by me
>make shitty paintings
>looks like shit
>professional makes shitty painting
>looks good
how
>>246644
>How to improve?
Be Rothko
>>246644
So i am thinking about a bear tattoo, similar to the one on the picture, since it will be the thing i will be having for the rest of my life, i thought you guys could come up with a few examples or sketches...since i am not really good at drawing or designing :/
Show a tattoo artist pic related and tell them you want something like that, but then tell them to change it to look better.
Go to /r/
What can i do better?
(also bear with me, i'm a noob)
>>248361
-very deep sigh-
>>248361
You did a fine job following the tutorial. Now get creative and screw around with it and make it yours.
I'm the CTO of a new app-dev startup and need to make some prototypes for which I need pixel-perfect mockup screens (android)
I already have a couple of psd kits that have most, if not all, material design elements. While I have decent graphical desgn experience, my workflow speed really sucks and creating a mockup screen of average complexity takes more than an hour, sometimes 2.
is that normal?
how do you guys do it? any workflow tips to make things faster?
our prototypes need a decent screen amount to show all features - which is a problem, since we're also rapid-prototyping at the moment and I really have other stuff to do than doing graphical design all day.
(we can't afford to hire a graphical designer at this point in time)
also - how do you check for correct material design?
is there some type of "checklist"?
I've also looked into mockup tools (like 'Mockplus' but all of them seem unsatisfactory - is there something better out there?
thanks guys
>I'm the CTO of a new app-dev startup
Interesting. Would like to hear about your projects.
>my workflow speed really sucks/is that
normal?
/gd/ is time consuming. The more time you spend, the more you can create, but also loose your focus or miss a deadline.
>how do you guys do it?
Plan ahead, sketch, find inspiration on the internet (google, pinterest, magazines...)
>any workflow tips to make things faster?
Use/buy a UI kit, like those on graphicburger.
>and I really have other stuff to do than doing graphical design all day.
>(we can't afford to hire a graphical designer at this point in time)
Well, there's your problem.webm
>is there some type of "checklist"?
google introduction to material design
microsoft Design UWP apps
>mockup tools - is there something better out there?
Photoshop, Indesign, Illustrator, After effects.
>>248286
thanks a lot
>Interesting. Would like to hear about your projects.
I can't tell you anything at the moment - sorry. But I'm sure you'll stumble over it once it's released. Sorry.
>Use/buy a UI kit, like those on graphicburger.
interesting, I've stumbled over the 'Vonn Material Design Mobile UI Kit' which also offers a 'Freebie' version for personal use that I downloaded to test whether or not it's the right thing for me.
http://graphicburger.com/vonn-material-design-ui-kit-free-sample/
It claims to be "drag and drop" but I'm not really sure what they mean by this.
I've opened the psd in CS5 (I know it's old, but that's the one I have a licence for) and it seems every screen is simply a solid layer (basically screenshots).
How do I "drag&drop" this?
other psd kits are layered into different UI elements and that's fine (but a lot of work nonetheless). I hoped that whatever ist meant by "drag&drop" would be faster than rearranging everything by hand.
>google introduction to material design
microsoft Design UWP apps
thx, found it.
very specific guidelines ... holy shit.
I can't be bothered to make it that perfect for the prototypes - not enough time.
When main development starts I need to find some graphical-designer/UX guy to hire for this it seems.
>>mockup tools - is there something better out there?
>Photoshop, Indesign, Illustrator, After effects.
yeah, I hoped for something "faster" and more use-case specific
I'm basically looking for something like NinjaMock.com but with actual material design elements (hopefully resulting in pixel perfect mockups or only need slight tweaking in photoshop)
Just started web design and I don't know what what I'm doing wrong. I also don't know a good place to learn web design or what actually makes a good website.
>>248343
shut up i hate people like myself
http://www.lynda.com/Photoshop-tutorials/Photoshop-CC-Web-Design/145211-2.html
http://www.lynda.com/HTML-tutorials/HTML-Essential-Training/170427-2.html
Thats all you need.
>>248356
Oh thanks man. And what about the design I posted any critique?
guys make me an album cover with these pants go
>inb4 darude sandstorm
Why?
i just really like these pants.
i mean, just look at that.
This is my OC : Lord Vlad
I use Gimp. I make that by making paths to draw the lines and filling the places in black white or grey.
I work from another image because I suck at drawing, although it can be a line art that someone made for me.
Any Idea how I could improve my work ? Make it faster ?
Any comment on the character, while you're at it ?
Not /gd/
>>248293
Yes it is /gd/, the main question being about how to use gimp to make it faster and better from another picture/drawing/line art.
Rating the OC is actually secondary.
>>248295
He's right though, this isn't /gd/.
/ic/ is more appropriate seeing how you're trying to do something more akin to digital drawing.
That being said, a surefire way to get faster is to get better and practice more.
Since you can't draw, and it doesn't seem like you want to learn, you could try printing out the photo, and tracing it. Scan it and clean up the lines.
Either way you're not really going to get faster using another method.
Just learn to draw.