The Life of an Icon Artist
The application I use for the straight rendering is Cinema4D. But the process doesn’t start there, of course. I start off with some sketches on paper, as I’m sure many do. Sometimes I can go through up to four or five sketched ideas before I approach the modeling. From the sketch, I already pretty much have an idea of the lighting I want, as well as the texturing, so I begin modeling the object to setup the proper angles, perspective, and size I will be rendering at. An awkward size or perspective can really throw off an icon, I’ve found.

From the model, I move on to applying the textures (bump maps, reflection maps, etc.) and lighting. The texture application process is particularly tedious, as you need to make sure they are of a good size on the model itself, since after it is is rendered out, it will need to shrink down and still look nice at 128×128 pixels, and then even smaller! If your textures are too fine at your rendering output size, it can make for a very grainy icon at the smaller icon resource sizes. In the case of the external drive icon and Metroid capsule, the textures are modified pictures taken of my neighbor’s backyard stepping stones.

After all of the rendering is complete, I move in to Photoshop. The majority of work is probably done in Photoshop. All of the lighting touchups, shadows, texture contrasts and refinements are done in Photoshop. After my large version of the icon is complete, I move to creating its different icon resource sizes.
Refining and getting the best look possible for each icon resource size is one of the harder things in icon design. I know some people think it’s just making an image and shrinking it down, and that’s it. That’s really not the case at all. Each size is practically a whole new icon of its own, based on the original. The resources I create are 128×128, 48×48, 32×32, and 16×16. I know some artists prefer to avoid the 48×48 resource, but I’ve always concentrated on that size like any other to make sure it looks good as a Windows icon (48×48 being the largest icon size Windows XP can display, without modification). It’s not always necessary for compiling an OS X icon, but I like to get it out of the way for potential Windows versions of the icons. And I do plan on releasing a Windows XP version of SR388, after the release of the OS X set.
The obvious advantages of using 3-D rendering as a starting place for icon design are the freedom you have in positioning, lighting, and texturing of your object. That’s something I’ve particularly enjoyed about working in 3-D. Not to say it’s easier to work in 3-D—it’s quite the opposite, I’ve found—but I would say the setup process for getting your icons made is much easier.
MacThemes: How constricting is the 128*128 palette that an icon artist is limited to? Do you ever wish you could design icons on a different aspect ratio palette?
When I first started out designing icons, I felt slightly constricted by the 128×128 resource, but then I thought of how all of those designer must have felt in Mac OS 9 or Windows, working with 32×32 worth of pixel space. I realized that you can really fit a lot of eye candy and visual info into 128×128. Of course, sometimes this can lead to designer overdoing it, but a solid plan heading into any icon can prevent that. It’s all about practice and patience. And working with and making the best of what you have.
Sometimes I wish I could squeeze out maybe five or six more pixels, but you compensate, trim back. Usually I realize I could’ve cut out five or six pixels of something else that really didn’t need to be there to begin with. If Apple chose to up the size of their icon resources, we would all move along with it, but I think the current set works fine—even for folks on massive Cinema Displays!
MacThemes: Your icons have always had a hand drawn, cartoonish style. What does the jump to 3D rendering mean for us old MindFad enthusiasts? Are all of your future works going to be rendered?
Part of the choosing this art style for this set is that it really fit along how I wanted to portray the Metroid Prime feel. I still prefer the cartoonish style for other types of icons, even mixtures of art styles. I’ve never tried to stick with one art style—I like them all, really. Some art styles work better for some icons and metaphors than others. I think the fact that I have used and dabbled in so many styles gives me … well, a little style. Taking this jump into 3-D rendering for SR388 certainly doesn’t mean all future works will be rendered. Maybe some, but certainly not all. I plan on giving love to all of the icon art styles! Spread the love, people!
And are there really MindFad enthusiasts? Awesome.
MacThemes: Sure there are, that’s why we’re interviewing you right? But back to the topic. This is your first shot at 3D icons. Obviously, there is room to improve. If you took the stance of a critic, what are some technical and aesthetic hurdles you need to leap?
No one is perfect! Some hurdles I have already faced are getting the right perspective and model lighting for the icons. I hope to get better with that as I go along, and I think I improved on even the first icon I attempted, the Metroid capsule. In critiquing my own work, I would say I need to work on my lighting a little more. The texturing and color contrast I am pleased with, but the general model lighting and Photoshop touchups could maybe use some work. Don’t be surprised if some of the final icons have little changes!
MacThemes: Are there any other artists or icon sets that you get inspiration from for your first 3D project?
Actually, I can credit Dave Brasgalla and his Matrix Finder replacement set for inspiring me to go ahead with SR388. I was really impressed with the set as a whole, in terms of execution, artistic style, and use of metaphors from the movie. Very cool stuff.
MacThemes: And to wrap it up, what about in general? Who’s your favorite Mac artist?
Oh, but there are so many! If I really had to choose one—and hopefully no one feels left out—it would be Adam Betts. I’ve always been inspired and impressed with all of his work, and he’s really developed a style all his own over the years. He’s a got a superior eye for lighting that I always aspire to achieve in my own work, as well as sense of style and creativity that always stand out in his icons. Definitely my favorite Mac artist out there today. I expect he’ll go very far with his talents!
MacThemes: And I am sure that you are a favorite artist for many of our readers. Good luck with your icon set, and thank you for the interview!
It’s good to know there are some fans out there. Progress on the set is steady, and there are plenty of other goodies to come along. Hopefully I offered a little inspiring insight into the world of MindFad.com, and thank you guys for having me for this Insider interview! It was fun.

