Text in icons is often too small to read easily, can make an icon appear cluttered, and doesn’t support accessibility or localization. Prefer including text only when it’s an essential part of your experience or brand. For example, in iOS and watchOS, the Mail app icon uses a streamlined, graphical style to depict the white envelope on a blue background macOS uses a similar blue background, adding depth and detail to the envelope, giving it a realistic weight and texture. If your app or game runs on more than one platform, use a similar image and color palette for all icons while rendering them in the style that’s appropriate for each platform. Prefer a simple background that puts the emphasis on the primary image - you don’t need to fill the entire icon with content.Ĭreate a design that works well on multiple platforms so that it feels at home on each. Avoid adding too many details, because they can be hard to discern and can make an icon appear muddy, especially at smaller sizes. Find a concept or element that captures the essence of your app or game, make it the focus point of the icon, and express it in a simple, unique way. Simple icons tend to be easier for people to understand and recognize. For guidance on creating other types of icons, see Icons. To download templates that help you create icons for each platform see Apple Design Resources. Each platform defines a slightly different style for app icons, so you want to create a design that adapts well to different shapes and levels of detail while maintaining strong visual consistency and messaging. Where it's not working as you need, use the workarounds I've already described.A unique, memorable icon communicates the purpose and personality of your experience and can help people recognize your app or game at a glance in the App Store and on their devices.īeautiful app icons are an important part of the user experience on all Apple platforms and every app and game must have one. TL DR - case-by-case, model-by-model, some will allow corner-wrapping better than others, and you'll just have to test. So the best bet for consistent UVs is pulling in your own 3D models, that you know are properly UV'd - but that then for me begs the question - if you can create and correctly UV such a model, what would be the use-case for Dimensions? In fact, of course, Dimensions is aimed at Graphic Designers with little to no general 3D experience or skill, and for them it's exactly on-point - gives 'em enough power to get moving with, but not enough detail to be overwhelming. There is one set of corners with nice connectivity in the UVs, and thus, as one would expect, the applied graphics slide the corner in Dimensions nicely. In this model which has a bag, some tissue in the bag, and a cube box also, the UV's have consistent texel density, but are messily aggregated, and have some strange connectivity - clearly either an automated UV or a less skilled 3D generalist creating the asset: Here I've pulled the basic box into Modo, and as you can see, the UVs are quite nice, organised well, clear, connectivity is decent, and texel density is appropriately maintained across surfaces. and the point at which what should be appropriately connected UVs are, versus are not, either convergent or connected is pretty much on a model-by-model basis, as far as I can tell. and doesn't use UDims to separate different UV tiles. I was able to get a little time to experiment - what I found with two of the Adobe-provided startup assets was that the UVing varies, and that some is clearly done using an automated unwrap, and then the procedure amalgamates all the UVs into one master UV map for the whole scene. fbx with UVs and examine those in Modo and test to see if I am correct in my supposition.īlender Modo Cinema 4D Maya 3DS Lightwave Modo is my 3D DCC tool-of-choice - I'll look to see if I can export out geometry from Dimensions as. Or you could look at other 3D tools - any decent 3D DCC ( Digital Content Creation) tool can do what you need and give you control over the UVs and decal placement - but there will be a learning curve and/or a cost to each.īlender is free and quite powerful (with admittedly a somewhat idiosyncratic workflow) and is a great place to start out these days as the newer UI (as of v2.8) is pretty clean and effective. If you're stuck in this toolset, the answer is a simple one: place create multiple versions of your decal image - one to each island, then maneuver them to overlap correctly.Īlternately, you could make two versions of the decal, one for each area, and manually align them when placing. Adobe Dimension is a quick and easy 3D toolset, which doesn't really encourage looking under the hood a lot - but from my other 3D experience, I'd say it doesn't allow images to span UV islands, and the areas your're spanning are on differing UV islands.
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