Professional Documents
Culture Documents
How-To Tutorials Courses Guides eBooks Student Pricing Search Envato Tuts+
Always wanted to learn what it takes to create your own icon, but never knew
exactly where to start? Well, with this article, that's going to change. You'll learn
what an icon is and get answers to the most common questions and problems that
come up. Along the way, you'll discover that the process isn't as hard as you might
once have thought.
Oh, and before I forget, if you want to expand your icon library, you can always
head over to Envato Elements where you'll find a great collection of vector icon
packs just waiting to be picked up. Or download some free SVG icons from Reshot.
So, being the creature of habit that I am, I’m going to instill in you that same
method of problem solving, starting with the most basic of questions: “What is an
icon?”
Well, according to Google, the word originates from the Greek eikόn (image) and is
commonly defined today as a:
While this isn’t exactly the type of icon that we creatives tend to think off, it might
be the first thing that some people visualize when you tell them that you earn your
living doing “icon design”.
Don’t get me wrong, I have nothing against the art of painting icons, which is in
itself a beautiful yet hard craft, but we’re talking about a whole different use of the
hands and imagination here.
Whether you’re using a Mac or a PC, an iPhone or an Android device, every single
one of them has a user interface based on icons of different shapes, colors, and
sizes.
Since back in the day computers were mostly used within work environments, they
quickly realized that they could find inspiration by looking at the most common
objects found within an office, thus bringing the “office metaphor” to life.
This laid the foundation for building the first ever common visual language for the
digital age, which has shaped not only the way GUIs look but also how they
function.
Ease of Interaction
Fast forward to today, and while they’ve definitely seen some changes in terms of
form, their core function has remained pretty much identical, since they continue to
serve the same purpose that they were originally designed for, and that is easing
our interaction with the different pieces and types of software.
Instead of having to figure out ways of conveying the same meaning to speakers of
two different languages, you can easily find a commonly accepted symbol that does
the job for you.
Of course, there will occasionally be some depictions that might require users to go
through a process of memorizing a symbol in order to add it to their lingo. Usually,
this will happen in the case of new concepts or technologies with which they need
to get familiar with.
Imagine having some complex software with a lot of tools and functions. Now, what
would it look like if all the tools were illustrated using labels, i.e. text instead of
symbols? While you might manage to figure out the position of some of them, it
would quickly become a visual overload which would eventually make you hate that
piece of software.
Believe it or not, there's a real reason why we moved away from command-line
interfaces, and it mostly has to do with aesthetics and ease of interaction.
Eye Candy
Going beyond the idea of functionality, icons behave as visual triggers meant not
only to portray an idea faster but also to do so in a manner that is pleasing to the
eye.
For example, I like to think of a device’s screen as being one of those shelves that I
usually stroll past when I do my shopping at the local mini market. If the products
are wrapped in a colorful, eye-catching manner, then my attention is immediately
drawn to them, even though sometimes I don’t even need that product—I’m just
interested in seeing what it contains.
The same can be said about icons, since the better they look, the more compelled
the user will be to stare at them and then engage in interaction, which sometimes is
exactly what we want them to do.
I call this the “research phase” since that’s basically all that you’re going to be
doing. You're going to spend a few minutes or hours, depending on the time and
patience that you have, looking for answers to a few basic questions.
How Many Size Variations Do You Need?
The first question that you should always ask yourself has to do with the number
of size variations that you need to create for a specific icon.
If, for some reason, you end up working on a single-size project, then this part
should be pretty easy to go over. On the other hand, if you need to provide multiple
sizes, then you might find yourself in a pickle, especially if you’re doing client work
but don’t have a clear brief indicating the required values.
Luckily for us, most of these values have already become industry “standards”,
which means that you don’t have to waste time playing with numbers in order to
figure out what works and what doesn’t.
If you know where the icons will be used, you can usually find the required sizing
values by doing a simple Google search.
Small Icons:
12 x 12 px
16 x 16 px
24 x 24 px
32 x 32 px
48 x 48 px
Medium Icons:
64 x 64 px
96 x 96 px
128 x 128 px
256 x 256 px
Large Icons:
g
512 x 512 px
1024 x 1024 px
Quick tip: if you take a closer look at the above size values, you'll quickly notice
that most of them are actually created by doubling the previous number: 12 > 24
> 48 > 96; 16 > 32 > 64 > 128 > 256 > 512 > 1024.
In some cases, such as for mobile apps, you can find detailed guidelines straight
from the OS manufacturers that are meant to help you out:
This will become your base size, which you will later on use in order to make all the
other required ones. The reason has to do with the pixel-perfect nature of your
shapes, which will break down if you build big and then try to get the smaller
variations by resizing them.
When it comes to choosing a value for the actual base size, it all depends on the
project’s requirements, but the general rule is that you should always go as small as
possible.
While some tend to spend less time on this part of the research, adding that extra
minute can prove to be extremely helpful, especially if you’re just starting out, since
it will make things easier when it comes to getting a “feel” of the subject.
Back in the day, things were quite different, since the style of the first icons was
dictated by the limited display technology. That in turn ended up shaping the way
these visual symbols looked, but also laid the foundation for the first ever style,
which used shapes defined by bold, hard lines for the outer sections and thinner
ones for the inner details.
Today, that pixel barrier has long been crossed, allowing us to grow and create new
styles, which are constantly evolving and changing.
The most popular styles are:
pixel art
flat
material
line art
isometric
glyph
skeuomorphic
dimensional
hand-drawn
animated
Personally, when it comes to choosing a look for my future icons, I usually end up
going to Dribbble.com, where I tend to spend a few minutes analyzing the current
trends. As I scroll up and down, I quickly manage to get an idea of what I would like
to do, and then I try to stick to that.
That being said, I strongly recommend you get a good idea of what you’re aiming
for from the start, since otherwise you might find yourself losing a lot of time by
going back and forth through different styles.
Oh, and another thing, please don’t become that designer who sees something
good and then fully copies another person’s work, putting it out there as being their
own. While some people recommend this approach in order to learn and grow,
that’s what it should ultimately be, an exercise where you try to figure out how
some things are done.
If copying is all that you end up doing, then you might never reach that point where
you develop a personal style, which is what sets a good icon designer apart from
the rest.
If you want to find out more about this subject, I strongly recommend you read my
10 Styles That Have Changed the Face of Icon Design article, which will break down
y g g
the main existing styles and their traits.
Well, the best way to get your creative juices flowing is to create what is commonly
known as a “mood board” (or inspiration board).
As a designer, you’re constantly bookmarking stuff that grabs your attention, but
sometimes it’s kind of hard to keep track of all of them, especially when you need to
view them all at once.
This is where tools like Pinterest and Instagram come in handy, since they allow you
to create mood boards at a click of a button.
Another alternative, which I know a lot of people tend to use, is to download the
image selection that you’ve made, and then create the mood board directly within
your graphics suite.
If you’re using a single-monitor setup then this might work better for you, but if
you’re on team double, you might consider using the first approach.
When it comes to the actual images themselves, I usually rely on one of the
following resources:
Dribble.com
Behance.com
Iconfinder
The Noun Project
Pinterest
Instagram
Google Images
Sometimes, you’ll find yourself in that situation where you have a more complicated
subject that you might need help with in order to figure out the symbol used for it.
When this happens, I usually go to The Noun Project or Iconfinder and do a simple
search, which always brings up a large selection of images that help me understand
the subject better.
At this point, you should have covered all of the above questions, which means that
we are now ready to move on to the next phase.
The same can be said about the different operating systems, since whether you’re a
Mac or Windows user, you'll be able to achieve the same result by following the
same process.
That being said, let’s see what it takes to start building your icon.
If this is your first time hearing about this idea, then I strongly recommend you take
a couple of moments and go through my How to Create Pixel-Perfect Artwork article,
which should bring you up to speed.
How to Create Pixel-Perfect Artwork in Adobe Illustrator
Now, assuming you’ve finished reading the above article, the question is whether or
not we should put in the time and adapt to this more rigorous workflow.
Well, personally I’ve been using it for more than five years now, and no matter how
much more time it might end up eating, I still believe it’s all worth it. If you take a
look at how things were originally done back in the early years of this craft, when
resolution was a problem, you’ll notice that icons were built using pixel grids, not
random sized shapes.
The Profile
First, you should always make sure that your document’s profile is set to Web, since
icons are usually used in the digital medium.
This is actually important, since different profiles will have different color systems
(Web uses RGB, while Print uses CMYK), which might result in unwanted color
representations when viewed by other people.
By default, the units should always be set to Pixel as long as you make sure that
the document is intended to be used for the web.
We use pixels instead of something else since it's the universally agreed-upon unit
used to measure any digital product.
My advice is to always try to take the second route, since it will make things a lot
easier when it comes to exporting the icons.
Going beyond that, having multiple Artboards means you can more easily focus on
one asset at a time, as you gradually build your pack.
Use Layers
Whether you’re creating a single icon, or an entire pack, you should always try and
use a couple of layers in order to separate your assets from your reference grids.
By doing so, you can easily build your icons without having to worry that you’ll
move or group the underlying grids by mistake.
Going beyond that, it will help you out during the exporting process, since you’ll
want to be able to hide your grids.
It can be as simple as two squares stacked on top of one another, or you can use
something a little more complex. Personally, I prefer to go with the more basic one
since it does the job better than expected.
Normally, I start out by creating the main reference surface using the exact same
width and height values as my underlying Artboard. Then I add a slightly smaller
one called the active drawing area, which is where I’m going to be positioning all
of my asset’s composing shapes.
This will give me an all-around protective padding, which I always include in order to
make sure that the icons don’t get clipped once they get delivered and used later
on by the client.
When working on multiple icons, my golden rule is to decide whether or not I’m
going to fill in both the width and height of the active drawing area or just one of
them, depending on the style that I’m going for. Once I figure this out, I’ll take that
rule and apply it to all my other assets, thus achieving the consistency that I’m
aiming for.
Keep It Simple
When we start learning something new, we always have that desire to create at a
higher level, since we tend to look at what other people are doing and think, “Well,
that can’t be that hard.”
While I don't doubt your ability to put together something completely amazing, I
actually recommend you start by doing simple designs at first, so that you can
gradually build your skills in a more organic manner.
Beyond that, sometimes simple is just better since the idea is to portray a subject—
whether it’s an object, a function, or an idea—in a way that any user can instantly
understand.
Once you've laid down your foundation, you can then start adjusting the main
building blocks and gradually add details to them until you reach the desired form.
Focus on Colors
A lot of the time, I see incredible work put out there by random creatives who put a
lot of attention into their compositions, but for some reason fail when it comes to
colors. Believe it or not, a color palette can make or break your beautiful artwork,
which is why I believe it’s important that you take the time and learn all that you
can about color theory.
If you’re feeling lazy, or simply don’t have the time to start reading books about this
subject, then just look up some icons (some good ones), and try and analyze the
way their creator used colors in order to bring them to life.
way their creator used colors in order to bring them to life.
Sometimes, learning by looking at another one’s example can fire up the memory
muscles a lot faster, teaching your mind which colors work and which don’t.
Of course, there will always be those few situations when you actually need to use
letters in order to distinguish one icon from another. The best example is when you
need to put together a document-themed icon pack, where you need to illustrate a
PNG file, a JPEG, and an SVG. Since the shape of the document needs to remain
identical, your best approach to do this would be to add a little label to the center of
each document in order to let the user know which one is which.
You can find a more detailed list by reading my 10 Top Tips for Creating Awesome
Icons, which should bring more light to this subject.
Some styles, such as line icons, require a little more attention when it comes to
the actual building process. From path overlapping to stroke positioning, I've
covered all the different nooks and crannies that you need to be aware of when
creating these sorts of icons.
The Do's and Don'ts of Creating Line Icons
5. Common Problems
Next, we're going to quickly go through some of the most common problems that
you'll have to deal with when working on a new icon.
Shape Rotation
This is probably the most annoying one when it comes to working on a pixel-perfect
icon, since anytime you rotate a shape, it will instantly snap off the underlying Pixel
Grid. When this happens, the shape’s width and height values will turn into decimal
values, which is usually indicated by the software's transform panel.
While you might think that this isn’t such a big issue, you’ll shortly find out that it
actually is, since if you need to align the shape to the edge of another one, you
simply won’t be able to.
Depending on the complexity of the shape, most times you can fix the problem by
individually selecting its anchors/nodes, and then snapping them back into place to
the nearest gridline intersection.
Personally, I tend to stay away from rotated shapes and only use them when I really
have to, making sure to do my best to snap them back to the Pixel Grid.
Well, the process itself is fairly simple, since most of the time all you have to do is
double the size of your current icon using a 200% increment.
For example, if you have an icon that is 64 x 64 px, you can easily create the next
size variation by doubling its width and height values, so 128 x 128 px.
You can find out more about this particular process by reading my article How to
Scale Icons Correctly in Adobe Illustrator, which presents concepts that can be used
in most graphics suites.
Normally, when creating icons, you'll want to export them using a transparent
background, so that they can be used on a colored surface. This feature is
supported by the following raster file formats:
GIF
PNG
BMP
TIFF
SVG
Out of all of them, you will usually end up using PNG because it offers complete
compatibility, using a very small footprint when it comes to size. This means that it
can basically be used anywhere, whether it's a website, a desktop application, a
mobile app, a Word document, etc.
SVG is turning out to become another popular format for the web because it's a
scalable format that you can adjust on the fly and resize without any loss of quality.
No matter which software you use, the key objective is to always make sure to save
each and every icon as its own individual file, naming them when possible.
G R A P HIC DESIGN
A D O B E ILLUSTRATO R
Layers vs. Artboards: Comparing the Methods for Exporting Icon Packs
Andrei Stefan
IC O N DESIGN
IC O N DESIGN
Comparing the Two Methods for Creating Line Icons: Offset Paths vs Strokes
Comparing the Two Methods for Creating Line Icons: Offset Paths vs. Strokes
Andrei Stefan
IC O N DESIGN
A D O B E ILLUSTRATO R
IC O N DESIGN
IC O N DESIGN
W I N T ER
A F F I NITY DESIGNER
IC O N DESIGN
E M O T ICON DESIGN
A F F I NITY DESIGNER
IC O N DESIGN
IC O N DESIGN
A F F I NITY DESIGNER
H A L L OWEEN
A D O B E ILLUSTRATO R
IC O N DESIGN
IC O N DESIGN
IC O N DESIGN
FA N ART
IC O N DESIGN
FLAT DESIGN
IC O N DESIGN
FLAT DESIGN
IC O N DESIGN
A D O B E XD
A F F I NITY DESIGNER