• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Graphic Design |OT| Be, INdesign

Nachos

Member
Huh, I just realized this thread exists.

If you guys/gals have any questions I'd be glad to answer them.
I'm definitely interested. I just seriously started studying graphic design recently, and that struck me as something I wanted to try. Do you have any tips for getting started, for someone whose knowledge boils down to only knowing it exists?

The yellow one:

- yeah, these are going to be seven purple LED's that indicate if the pedal in on or off. No further knobs needed.
- I ditched the snake and corrected the framing somewhat.
Are they purple or magenta? I think a deep purple would look really good, but those lights look pretty pink.

Part of my problem with the previous design was that merging a leviathan cross with a ouroboros infinity symbol made what was essentially an impossible shape. The cross looked like it transitioned into the infinity symbol, but then the snake was segmented in two if you followed its body from there. That might be what you noticed.

The new version looks a lot cleaner, but I'd try increasing the distance between the cross and the base very slightly.

Pretty nervous to post something in here. I'm a bit afraid of criticism, but if it can help me improve, I guess I need to dive in to it. Anywhere, here is a logo to a game I may or may not make in the future.

I need help, because it just feels super plain to me, but that is what I want from it. It just feels too plain. I feel like it needs a bit of stylization but I can't really think of what. Drop shadow, different colors... The red squares in the middle of the O and in front of the "cell" (game title is meant to be read as code.CELL) will probably be changed at some point. Anyway, please go easy. <3

I know the feeling.

I think the biggest suggestion I'd make would be to put everything on one line. There's nothing that indicates to me that the second square is supposed to be a part of the name otherwise, especially since it isn't a dot. From there, I'd increase the distance between the square and the individual letters from each other so that they're all equidistantly kerned. That'd help things look more uniform, especially with how rectangular the type is.

Other than that, I think I'd need more information about the game to figure out more precise recommendations. What kind of of cell is the title supposed to reference? A jail cell, a living cell, a chart cell?
 
Pretty nervous to post something in here. I'm a bit afraid of criticism, but if it can help me improve, I guess I need to dive in to it. Anywhere, here is a logo to a game I may or may not make in the future.

I need help, because it just feels super plain to me, but that is what I want from it. It just feels too plain. I feel like it needs a bit of stylization but I can't really think of what. Drop shadow, different colors... The red squares in the middle of the O and in front of the "cell" (game title is meant to be read as code.CELL) will probably be changed at some point. Anyway, please go easy. <3

I'd say put them on one line and maybe drop the square from the O and just have it as the period. It loses it's value since it's being used twice. That and "Code" becomes harder to read at smaller sizes as a result of that O.

I initially was going to suggest increasing the tracking for "Cell" but surprisingly it reads very well at smaller sizes (might be an issue in print though, keep that in mind). You do need to address the kerning on the Ls.

Also you need to align the text. Just went in PS to make sure my eyes weren't playing tricks yea and they're not right aligned (the L in cell is a few pixels over).

Also look into alternative colors, I use the dark theme and 'code' is nearly invisible for me (Always have an alternative for dark backgrounds). Even more so at smaller sizes. Plus at smaller sizes you really only see "Cell", everything else just kind of fades.

Also you need to bring the dot down, it's not bottom aligned with "Cell". I also suggest giving the dot a tad bit of breathing room away from 'Cell'.
 
Are they purple or magenta? I think a deep purple would look really good, but those lights look pretty pink.

Part of my problem with the previous design was that merging a leviathan cross with a ouroboros infinity symbol made what was essentially an impossible shape. The cross looked like it transitioned into the infinity symbol, but then the snake was segmented in two if you followed its body from there. That might be what you noticed.

The new version looks a lot cleaner, but I'd try increasing the distance between the cross and the base very slightly.

I hope the LED's are more magenta then pink - will know once everything is soldered together. In case they are plain pink, i bought seven deep blue LED's as backup.

I did increase the distance between the cross and the base, works - tank you!
 

MrGerbils

Member
I'm on my phone so can't post in depth responses to some of the other stuff, but promise I'll get back to it. Wanted to give a quick reply to this though:

Huh, I just realized this thread exists.


I'm definitely interested. I just seriously started studying graphic design recently, and that struck me as something I wanted to try. Do you have any tips for getting started, for someone whose knowledge boils down to only knowing it exists?

My main tip for getting started is to soak up as much motion design as you can! The thing that got me in to the topic back in the day was Res Magazine, which came with a DVD of awesome shit every month. I would watch and rewatch those things over and over.

Sadly Res doesn't exist anymore, but now there's tons of great shit on the Internet. I would definitely recommend checking Motionographer and Art of the Title every time they update. Also pour through the portfolios of all the great shops. Some of my favorites, with full disclosure that I've worked at a lot of these so may have some bias haha, also I'm guessing at the web addresses off the top of my head so may get a few wrong (on my phone):

- psyop (psyop.tv)
- motion theory / Mirada (motiontheory.com)
- logan (logan.tv)
- buck (buck.tv)
- brand new school (brandnewschool.com)
- method studios
- laundry (laundry.tv)
- man vs machine (man smashing.co.uk)
- prologue (prologue.com)

The tools of the trade that would be good to know are the whole Adobe suite, but especially PS, AI, and After Effects, and then a 3d package of your choice. Most used is Maya, but C4D is really up and coming and way easier to pick up and start designing with. There are some great tutorial sites out there, two of the most popular are VideoCopilot (after effects) and GreyScaleGorilla (C4D). The projects they do are usually pretty cheesy and honestly have sorta crap sense of design, but they do a great job of teaching you the basics of how to use the tools.
 

Odinson

Member
I'm on my phone so can't post in depth responses to some of the other stuff, but promise I'll get back to it. Wanted to give a quick reply to this though:

Thanks for the tips MrGerbils! I'm currently using GSG to learn C4D. I've Been using video copilot for a few years. I'm working on building a demo reel so I can hopefully get my foot in the door and start working in this field.

Good to know.

I've not done any pure motion design in a while, but most recent thing I made is Christmas-related, so I figure I'll post it here anyway.

https://vimeo.com/113262521

Merry Christmasses, Design GAF.

That looked great! What did you make it in?
 

Nachos

Member
My main tip for getting started is to soak up as much motion design as you can! The thing that got me in to the topic back in the day was Res Magazine, which came with a DVD of awesome shit every month. I would watch and rewatch those things over and over.

Sadly Res doesn't exist anymore, but now there's tons of great shit on the Internet. I would definitely recommend checking Motionographer and Art of the Title every time they update. Also pour through the portfolios of all the great shops. Some of my favorites, with full disclosure that I've worked at a lot of these so may have some bias haha, also I'm guessing at the web addresses off the top of my head so may get a few wrong (on my phone):

- psyop (psyop.tv)
- motion theory / Mirada (motiontheory.com)
- logan (logan.tv)
- buck (buck.tv)
- brand new school (brandnewschool.com)
- method studios
- laundry (laundry.tv)
- man vs machine (man smashing.co.uk)
- prologue (prologue.com)

The tools of the trade that would be good to know are the whole Adobe suite, but especially PS, AI, and After Effects, and then a 3d package of your choice. Most used is Maya, but C4D is really up and coming and way easier to pick up and start designing with. There are some great tutorial sites out there, two of the most popular are VideoCopilot (after effects) and GreyScaleGorilla (C4D). The projects they do are usually pretty cheesy and honestly have sorta crap sense of design, but they do a great job of teaching you the basics of how to use the tools.

Thanks, that's really helpful. I just made the transition from GIMP to an older version of Photoshop, so I think it'll still be a while before I work another major program under my belt, but I'll definitely save this post and any future ones for later. With Maya, is it a case of the program still being an industry standard, making most companies hesitant to try anything else?

Good to know.

I've not done any pure motion design in a while, but most recent thing I made is Christmas-related, so I figure I'll post it here anyway.

https://vimeo.com/113262521

Merry Christmasses, Design GAF.
That was really cool. Thanks for sharing it and the breakdown.
 

MrGerbils

Member
Thanks, that's really helpful. I just made the transition from GIMP to an older version of Photoshop, so I think it'll still be a while before I work another major program under my belt, but I'll definitely save this post and any future ones for later. With Maya, is it a case of the program still being an industry standard, making most companies hesitant to try anything else?

Adobe should really make it easier for students and individuals to have access to their tools. I think they're starting to realize that with their CC cloud subscription. If you're serious about a career in design and currently have subs to netflix, xbox live, ps+, hulu, gamefly, etc. I would suggest dropping them and getting the monthly CC. $50 a month is a decent amount of money, but not entirely unreasonable. While ultimately design fundamentals are 1,000x more important than knowing software, you're still gonna have an impossible time wanting to go work for an established shop and asking them to install GIMP for you.

As for Maya v C4D, it's a variety of things. Industry standard is definitely part of it, especially in that as you get to the high levels of motion design, the line between motion design and VFX starts to get blurrier and blurrier, and most of that top tier photo-real VFX talent is working in Maya.

While C4D is getting better and better every year, and has access to high end renderers like vray and maxwell (even if they may be a version or two behind the lead release), there's still huge problems with C4D's scalability. If you're working on a small project for say broadcast television that involves a team of like 3-10 people who are largely generalists, you're not gonna have a problem working in C4D. But if you start wanting to work on a large scale photo real spot that involves bringing together specialists like individual lighting/render, modeling, rigging, skinning, character animation, camera animation, designer, etc etc etc you're gonna run in to serious workflow problems with a large team trying to work in Cinema. Xrefs are a nice first step, but if you want a large team all touching one scene, I personally just haven't seen a C4D setup that can properly scale. I'm not saying it doesn't exist, just that I haven't seen it personally and I've worked on some reasonably large C4D projects.

That said, C4D is great for someone who's most interested in design. It's super popular with designers and I even know many art directors who work up frames or even basic motion tests in C4D and then art direct Maya specialists (as much as the Maya guys may hate it). C4D is fast and efficient for a lot of design tasks (mograph is still kinda unparalleled for a lot of functions) where you just need something quick and dirty to sell a concept, and then leave it to dedicated specialists when it comes time for production.

An example of something that was almost assuredly made in C4D:
http://bigmachine.net/works/around-the-nfl/

vs something that I can bet was made in Maya (in addition to other software, likely Houdini for particles etc):
http://www.methodstudios.com/work/one-day

I didn't work on either of these spots, but am familiar enough with both studios and looking at the render of each spot can take an educated guess. Apologies if I'm wrong.
 
Just have to put the rest of the LED's into the pedal and it'll be finished. Thank you for your input guys.

5288f2-1419454738.jpg
 
Now that i have a good grasp of Photoshop and Illustrator i will soon be making a portfolio and working on my first project. I have some questions before that.What is a good first project to do for a first timer? I was thinking about a logo. If i do make a logo what are some things i should consider before starting it? I know i should jot down some ideas of what i want the logo to represent and look like and i should start in black/white. What else? Do i need to use grids and guides? Also i had a question about fonts. I know i can use free fronts provided by websites such as dafonts.com but i noticed some of them say that i can use them for personal use only and anything else i would have too donate money. Does anyone know if using them for my portfolio would require me to donate?
 
Now that i have a good grasp of Photoshop and Illustrator i will soon be making a portfolio and working on my first project. I have some questions before that.What is a good first project to do for a first timer? I was thinking about a logo. If i do make a logo what are some things i should consider before starting it? I know i should jot down some ideas of what i want the logo to represent and look like and i should start in black/white. What else? Do i need to use grids and guides? Also i had a question about fonts. I know i can use free fronts provided by websites such as dafonts.com but i noticed some of them say that i can use them for personal use only and anything else i would have too donate money. Does anyone know if using them for my portfolio would require me to donate?

Commercial projects are projects that you are either being paid to make, or intend to sell, so no, a portfolio is not commercial use.

As for your other questions, I guess it all depends on what it is that you're going to make and its intended (hypothetical) function. Where and how will it be used? Does it need to be adaptable in any way? Does it need to scale and to what degree?

It sounds like you're very much a beginner, so honestly all I can recommend is just to get started, don't think too much about method and process at this point. You'll soon pick up on what works best for you, or the project at hand, and you'll learn quickly from mistakes (the absolute best way to learn about anything). This may seem unhelpfully evasive, but I assure you there is no magic formula.
 

Horse Detective

Why the long case?
I need some emergency inspiration. I have to create a company van wrap design, and I can't seem to balance creative style with presentation of information.
 
I need some emergency inspiration. I have to create a company van wrap design, and I can't seem to balance creative style with presentation of information.

Information will always win that battle. So if the two are at odds with each other, you'll probably have to favor the info. I'd start by laying in all the info that is required, then style it as necessary. Exception might be if some of the info is unneeded, and if you can make a strong case for that.
 

bernardobri

Steve, the dog with no powers that we let hang out with us all for some reason
Anyone knows some Illustrator tutorials on how to make a text look like this? I don't mean the texture or borders but rather the perspective aspect. (Although I wouldn't mind if I'd get the basics on how to make these effects)

cq8XfL8.jpg
 
Anyone knows some Illustrator tutorials on how to make a text look like this? I don't mean the texture or borders but rather the perspective aspect. (Although I wouldn't mind if I'd get the basics on how to make these effects)

cq8XfL8.jpg

For a quick result, add the 3D Extrude & Bevel effect to text. It gives you granular control over the perspective, extrusion depth, bevel and even basic lighting. You could also experiment with duplicating multiple text objects with different 3DE&B settings on top of each other (eg: two layers with identical perspective settings, one heavily extruded and the other with no extrusion).

You could texture the text by importing bitmap textures, distorting their perspective to match the text (depending on the image) and overlaying them with clipping masks.


That's exactly the kind of stuff I'd use anything but Illustrator to do though, so that's as many pointers as you'll be able to get from me.
 
Anyone knows some Illustrator tutorials on how to make a text look like this? I don't mean the texture or borders but rather the perspective aspect. (Although I wouldn't mind if I'd get the basics on how to make these effects)

cq8XfL8.jpg

You can achieve a similar perspective effect by selecting your text and then tinkering around in Effect > 3D > Extrude & Bevel.
 

bernardobri

Steve, the dog with no powers that we let hang out with us all for some reason
Thank you guys. My idea ultimately is to pull something in the line this, hence why I'm just focusing on the perspective aspect.

nOhgZ00.jpg
 

Maron

Member
Hey guys, figured this would be a good place to talk about this.

So I do a webcomic called Comixscape that I'm preparing to bring back within the next couple months after finishing the third chapter recently. Part of the plan is to progressively add more content to the site and such, but one other thing I've wanted for a long time was to redo the damn logo.

This is the "original" (technically the second, but first in this style):


Now this one was created by my friend, who vectored a sketch I did. Unfortunately as you can see there are a few inconsistencies (not helped by odd parts of my original sketch, or the fact that we were in high school when he put this together for me). One of the things that bugged me the most is that I failed to have it perfectly line up. It's okay from a distance, but up close all my issues with it keep bugging me.

I look at things like the One Piece logo when imagining the overall consistency I want in my logo's linework. I have Illustrator myself (no real experience) and naturally my first attempt hasn't been good. Dealing with clear problems on the M and S especially.


If any designers would be willing to help me out with this (or help point me in the right direction for properly getting this done on my own) it'd be appreciated.

Needless to say if anyone is willing to take it on as a job it'll be paid. Please share your rates with me, because it's very important to me that I just get this logo right.
 

SystemBug

Member
If any designers would be willing to help me out with this (or help point me in the right direction for properly getting this done on my own) it'd be appreciated.

Needless to say if anyone is willing to take it on as a job it'll be paid. Please share your rates with me, because it's very important to me that I just get this logo right.

here you go boss

16057692929_c714a4ae9e_z.jpg
 
Thanks for the feedback guys. I was thinking about adding a red cross instead of the ampersand since it can stand for health too and also is a plus to add "wellness" to it. Or maybe a black cross. Do you guys think that is a better idea or should i leave it with the ampersand?
 

MrGerbils

Member
Working on a logo for my portfolio. It's a made up name "Fitstyle" and has to do with the gym. I made four different versions and wanted some feed back on them:


Four color variations on a logo made by just grabbing a font doesn't really scream logo exploration to me.

Also, what is this logo trying to tell me? What market is this gym aiming for and how are you achieving expressing that?

I think it has a long way to go. I'd start with pencil and paper, not font lists in illustrator. After you have some sketches we can comment on those and go from there.
 

SystemBug

Member
Four color variations on a logo made by just grabbing a font doesn't really scream logo exploration to me.

Also, what is this logo trying to tell me? What market is this gym aiming for and how are you achieving expressing that?

I think it has a long way to go. I'd start with pencil and paper, not font lists in illustrator. After you have some sketches we can comment on those and go from there.

I agree with MrGerbils,

if you need some direction, check out this video if you haven't already,

http://vimeo.com/113751583

It sure as helped me out again
 

RDreamer

Member
I agree with MrGerbils,

if you need some direction, check out this video if you haven't already,

http://vimeo.com/113751583

It sure as helped me out again

Awesome video. I started watching all their documentary style videos after this. Good inspiration.

On that note, where do you guys go to keep up on the design world and get inspiration? I feel disconnected from it all. I know a ton of places to stay connected with my music and gaming worlds, but nothing for design. Feels weird.

So, yeah let me know any cool design and branding sites and/or blogs that get your creative juices going.
 
Awesome video. I started watching all their documentary style videos after this. Good inspiration.

On that note, where do you guys go to keep up on the design world and get inspiration? I feel disconnected from it all. I know a ton of places to stay connected with my music and gaming worlds, but nothing for design. Feels weird.

So, yeah let me know any cool design and branding sites and/or blogs that get your creative juices going.

Brand New is pretty good, tohugh I seldom visit.
http://www.underconsideration.com/brandnew/
 

mik

mik is unbeatable
A couple recent projects. One is a hand-lettered logotype + t-shirt design for a friend's punk band, the other is a logo for an indie game developer...

yp4lqXSl.jpg


4gwLZ9gl.jpg
 

Futureman

Member
I subscribe to Creative Cloud and I realized I have a bunch of duplicate programs... Photoshop CC and Photoshop CC 2014... same thing w/ Premiere Pro...

am I OK with just deleting the ones without "2014" as I believe those are the newer versions, correct?
 
I subscribe to Creative Cloud and I realized I have a bunch of duplicate programs... Photoshop CC and Photoshop CC 2014... same thing w/ Premiere Pro...

am I OK with just deleting the ones without "2014" as I believe those are the newer versions, correct?
Yes, you can remove those. If you can, you should try to use the uninstallers to do it.
 
I agree with MrGerbils,

if you need some direction, check out this video if you haven't already,

http://vimeo.com/113751583

It sure as helped me out again

Wow, that was so cool!!

I'm starting my graphic design undergrad in less than a month, I can't express how excited I am. I always liked the subject but never had a chance before. Now I'll finally do what I like. Wish me luck, gaf! And I hope you guys have the patience to help me along they way, lol. :D
 

SystemBug

Member
Wow, that was so cool!!

I'm starting my graphic design undergrad in less than a month, I can't express how excited I am. I always liked the subject but never had a chance before. Now I'll finally do what I like. Wish me luck, gaf! And I hope you guys have the patience to help me along they way, lol. :D

one thing about graphic design school is that it killed my passion for design quicker than anything had before then,

besides that lol, have fun and good luck
 
one thing about graphic design school is that it killed my passion for design quicker than anything had before then,

besides that lol, have fun and good luck

Well I heard that's the case with every course, lol.

What was the software Aaron was using in that video? And what software should I start learning to begin with?
 
Well I heard that's the case with every course, lol.

What was the software Aaron was using in that video? And what software should I start learning to begin with?

It's been a while since I watched that video, but iirc it was just Adobe Illustrator.

As for what software you should be looking at, it really depends what your course covers. You're unlikely to need to look outside of the Adobe suit though to start off.
 
It's been a while since I watched that video, but iirc it was just Adobe Illustrator.

As for what software you should be looking at, it really depends what your course covers. You're unlikely to need to look outside of the Adobe suit though to start off.

That's what I thought... thank you, I'll try to get it then, thanks.
 
Was hoping I could get a bit of advice.

now that there's a better driver available, I'm trying to mess around more with the N-trig Digitizer that came with my Sony Vaio Duo 13, and try my hand at some drawing projects that I've been putting off for what seems like forever. It seems to work very well, but I'm having one problem. Adjusting to the extreme smoothness of it all. By that, I mean, gliding a smooth-pointed bit of plastic across a glass screen.

I find that I end up with extra shaky lines, and inconsistent shapes mainly due to how slick the drawing surface is. Paper tends to give some resistance and texture, whereas drawing on a glass screen tends to make me slide all over the place.

Has anyone got any good tips on getting used to this, or can anyone suggest any good workarounds? I was thinking of affixing some thin tracing paper over the screen when I'm in a drawing mood, as it should be thin enough for me to still see everything with the backlight shining through it, but also give me some modicum of texture to work on.


Have I chosen poorly?


(this is purely for fun/hobby, and not intended to end up anywhere near professional by any stretch of the imagination).
 

Nachos

Member
Adobe should really make it easier for students and individuals to have access to their tools. I think they're starting to realize that with their CC cloud subscription. If you're serious about a career in design and currently have subs to netflix, xbox live, ps+, hulu, gamefly, etc. I would suggest dropping them and getting the monthly CC. $50 a month is a decent amount of money, but not entirely unreasonable. While ultimately design fundamentals are 1,000x more important than knowing software, you're still gonna have an impossible time wanting to go work for an established shop and asking them to install GIMP for you.
Sorry for the late reply, but thanks for typing all of this out. It might be a while before I get to video and motion design, but I'll keep this tucked away. The only problem is that I'm currently pursuing a mathematics degree and trying to break into voice over on the side, so this is really more of a tertiary hobby. That, and I just don't have the money to spare at the moment, and that's without any subscriptions. I do know that it's generally best to stick to industry standards, though, which is part of what motivated the switch.

But if you don't mind, I wanted to ask you about something you mentioned on one of the older pages: stroking text. I'm currently making a game OT, and I ended up using the default stroke style for the headers and video thumbnails I've made so far. Do you have any suggestions for making it look better? It's meant to be part of an array of 4×3 images, which is why it's so small.

033EokR.jpg
 

CryptiK

Member
I was tasked with redesigning my team logo, with restraints of course.

The Current Logo:

Oeok5jC.jpg


I had to redesign the logo, but;
- Keep what was recognisable(The sword I thing).
- Remove the "lopsidedness"
- Make it flat
- Make it so it could be applied to almost any background(chrome in the current one didn't really allow this)
- Try and work in some sort of symbolism

aannnnd what I came up with(this has not been approved);

54bc3456bb.png


Style variations.

Edgb2fl.png


KIT5sTy.png


- Carried the sword over and modified the current text.
- Removed the "lopsidedness".
- The teams tag is "x5" so I made an X with 4 pieces of a broken shield with the sword breaking through it in the middle( lame: 4+1 = 5 it 5 pieces make up an X hence x5)


So just looking for feed back I have come back from a long hiatus of graphic design(before simplistic and flat was a thing) so any help would be great.
 

SystemBug

Member
I was tasked with redesigning my team logo, with restraints of course.

The Current Logo:

Oeok5jC.jpg


I had to redesign the logo, but;
- Keep what was recognisable(The sword I thing).
- Remove the "lopsidedness"
- Make it flat
- Make it so it could be applied to almost any background(chrome in the current one didn't really allow this)
- Try and work in some sort of symbolism

aannnnd what I came up with(this has not been approved);

54bc3456bb.png


- Carried the sword over and modified the current text.
- Removed the "lopsidedness".
- The teams tag is "x5" so I made an X with 4 pieces of a broken shield with the sword breaking through it in the middle( lame: 4+1 = 5 it 5 pieces make up an X hence x5)


So just looking for feed back I have come back from a long hiatus of graphic design(before simplistic and flat was a thing) so any help would be great.
I would say make the text a little bit smaller so the logo is more prominent
 

santi_yo

Member
Also, the 5 looks like an S. You can try to fix that by adjusting the kerning, color, weight of that number. Visual hierarchy is always important.
 
Top Bottom