man, 07 08 2006 kl. 12:45 +0300, skrev Nicu Buculei: > > No, is not a good process to start with 16x16/24x24. Even the GNOME HIG > recommend drawing at the default size (48x48) and derive the small > version (24x24) from it - > http://developer.gnome.org/projects/gup/hig/2.0/icons-design.html > I suspect this was the workflow used by Jimmac when originally creating > Industrial. > > The same is true for Tango: starting with 48x48: > http://tango.freedesktop.org/Tango_Icon_Theme_Guidelines#Suggested_Workflow_.26_Support_Files > > This being said, I would agree the SVG files have unneeded large and > strange resolutions (two examples: 69.52x107.33 and 86.84x92.31) - I > suspect this is because those are used only as intermediary versions, > not final product (with PNG being the final product) Admittedly I know very little about visual design in terms of the technical details - however I am rather good with project management and that aspect of things. I've always been a huge fan of concentrating on your core use cases, so I remain of the opinion that starting by putting thought into where you are actually going to use your work is a better idea than starting somewhere random. Not to discard the notion that going big doesn't have it's advantages but if you spend more than 80% of your time fiddling with cases that get hit less than 20% of the time seems like good old fasioned waste to me. Getting a rough idea and an overview is nice but we should never forget the actual use of any given project. What I was hinting at was we should design with the core case in mind, how will this convey information at the size it's eventually going to be presented at on the desktop. It doesn't mean you can't start with 128x128 for all I care if that works for you but to spend hours fiddling with that only to scale it down and go.. wow this looks like shit let's start over, that seems wasteful to me. Then again I could be wrong, I was after all brain damaged with UML and iterative development in college. Ever since I've been paranoid about the whole time and focus aspect of development, often wasting time now means getting eaten by angry clients later.. Core cases first. Also jimmac provided some excellent scripts to blur out icons to simulate poor eyesight, please feel free to apply to excess on your work. The rest of humanity will thank you and it will give you a good idea of how your art looks to people who don't have the fortune of good health. I remember the first time I got a change to simulate what an interface looks like to people with red/green color blindness, it's just a great experience and an invaluable resource in terms of learning - for visual design, an hour with your eyes beats a mile in your shoes. - David _______________________________________________ @xxxxxxxxxx http://www.redhat.com/mailman/listinfo/