All releases, updates and design decisions are published in this thread: New icons for Blender 2.8 at devtalk.blender.org.
Some of You may remember the topic I started about twelve years ago: icons for Blender 2.5.
Time is passing, life’s running, things are changing without the exception and Blender does it too. It looks like it’s time about to design new icon set, since there’re lot of calls for modern, flat, less obtrusive pictograms and even some effort has been made already by user Vklidu - “monoicon” project.
- icons are secondary to the content and work best in local context.
- An icon is a shape in first place and doesn’t need to have colour.
- Current icon set containing pictograms that are illustrative and multicolor - often too detailed to be read clearly in small sizes and confusing with too many color cues. Some of icons pop out too much because of their colour, attracting user’s attension to particular (inapropriate) parts of interface.
- Iconography for Blender 2.5 was designed to be visible on any background - dark or light and thus some crucial space has to be dedicated to double outlines. It consumes a lot of precious space; old icons actually are not true 16x16 pix, but tad smaller - 1 pix, two pixels… That’s further space loss.
- Present icons are small masterpieces with individually matched colours, gradients, pixelsized details. It’s really hard to replicate the style when there’s need for a new icon - even for me…
- Unified look across whole GUI.
- Best possible use of given 16x16 pix space.
- Simple composition rules and guidelines that are easy to follow - new items should be effortless to create.
- Monochrome look potentially with colour codes in places where it’s needed, with assumption, that chosen colours are global across UI and are bound to most important operations or different functions, such as (random colours):
- blue - modifier;
- green - creation (new geometry, new item in the list etc.);
- purple - modification of existing geometry;
- red - delete / erase / remove…
and so on. Colour must cover whole icon, and will be restricted to icons crowded spaces.
Vklidu’s work was so inspiring, that I decided to try my hand at this and - as a proof of concept - redesigned some of “old” colorful icons making them monochrome, more flat (in most cases) and even more symbolic by removing redundant elements, discracting details an colours.
So far I covered:
- row 1 - some of Editors - I bet You can name them
- row 2 - Object / Edit mode
- row 3 - vertex / edge / face snapping points
- row 4 - mesh primitives, Empty object and Light object
- row 5 - shading display modes: Single Colour, Texture, Material, Rendered
- row 6 - Object and Object Data fot Mesh and Curve
- row 7 - file icons (bitmap file on the left)
- row 8 - Outliners restriction icons
Designing such small bits is tedious and time consuming work so I have no extra time for UI mockups. Will You help me, please?