iPhone App Sketch #i-os #os #ios #app #application #apps #mobile #ui #ux #wireframe #wireframes #ux #iphone #drawing #sketch

iPhone App Sketch #i-os #os #ios #app #application #apps #mobile #ui #ux #wireframe #wireframes #ux #iphone #drawing #sketch

In response to the several folks who asked about these images here - they begin life as layered PSD files (as in +100 layers) on templates like the one seen here. All the images, numbers, sponsor decals, colors, etc. are done (mostly as vector images) there in Photoshop. Then a flattened image is imported into Nascar Racing 2003 and applied to the wireframe car models already there. The 3D renders are the final product of what this flat template becomes in the game.

In response to the several folks who asked about these images here - they begin life as layered PSD files (as in +100 layers) on templates like the one seen here. All the images, numbers, sponsor decals, colors, etc. are done (mostly as vector images) there in Photoshop. Then a flattened image is imported into Nascar Racing 2003 and applied to the wireframe car models already there. The 3D renders are the final product of what this flat template becomes in the game.

In response to the several folks who asked about these images here - they begin life as layered PSD files (as in +100 layers) on templates like the one seen here. All the images, numbers, sponsor decals, colors, etc. are done (mostly as vector images) there in Photoshop. Then a flattened image is imported into Nascar Racing 2003 and applied to the wireframe car models already there. The 3D renders are the final product of what this flat template becomes in the game.

In response to the several folks who asked about these images here - they begin life as layered PSD files (as in +100 layers) on templates like the one seen here. All the images, numbers, sponsor decals, colors, etc. are done (mostly as vector images) there in Photoshop. Then a flattened image is imported into Nascar Racing 2003 and applied to the wireframe car models already there. The 3D renders are the final product of what this flat template becomes in the game.

This is the flattened PSD file for Ricky Rudd's special Iron Man paint scheme from 2002. All the images, numbers, sponsor decals, colors, etc. are done (mostly as vector images) in Photoshop. This flattened image is imported into Nascar Racing 2003 and applied to the wireframe car models already there. The 3D renders are the final product of what this flat template becomes in the game.

This is the flattened PSD file for Ricky Rudd's special Iron Man paint scheme from 2002. All the images, numbers, sponsor decals, colors, etc. are done (mostly as vector images) in Photoshop. This flattened image is imported into Nascar Racing 2003 and applied to the wireframe car models already there. The 3D renders are the final product of what this flat template becomes in the game.

In response to the several folks who asked about these images here - they begin life as layered PSD files (as in +100 layers) on templates like the one seen here. All the images, numbers, sponsor decals, colors, etc. are done (mostly as vector images) there in Photoshop. Then a flattened image is imported into Nascar Racing 2003 and applied to the wireframe car models already there. The 3D renders are the final product of what this flat template becomes in the game.

In response to the several folks who asked about these images here - they begin life as layered PSD files (as in +100 layers) on templates like the one seen here. All the images, numbers, sponsor decals, colors, etc. are done (mostly as vector images) there in Photoshop. Then a flattened image is imported into Nascar Racing 2003 and applied to the wireframe car models already there. The 3D renders are the final product of what this flat template becomes in the game.

Mercenary on C64. It may have only been sparse and simple wireframe graphics but I couldn't get over how smooth this game was.

Mercenary on C64. It may have only been sparse and simple wireframe graphics but I couldn't get over how smooth this game was.

In response to the several folks who asked about these images here - they begin life as layered PSD files (as in +100 layers) on templates like the one seen here. All the images, numbers, sponsor decals, colors, etc. are done (mostly as vector images) there in Photoshop. Then a flattened image is imported into Nascar Racing 2003 and applied to the wireframe car models already there. The 3D renders are the final product of what this flat template becomes in the game.

In response to the several folks who asked about these images here - they begin life as layered PSD files (as in +100 layers) on templates like the one seen here. All the images, numbers, sponsor decals, colors, etc. are done (mostly as vector images) there in Photoshop. Then a flattened image is imported into Nascar Racing 2003 and applied to the wireframe car models already there. The 3D renders are the final product of what this flat template becomes in the game.

In response to the several folks who asked about these images here - they begin life as layered PSD files (as in +100 layers) on templates like the one seen here. All the images, numbers, sponsor decals, colors, etc. are done (mostly as vector images) there in Photoshop. Then a flattened image is imported into Nascar Racing 2003 and applied to the wireframe car models already there. The 3D renders are the final product of what this flat template becomes in the game.

In response to the several folks who asked about these images here - they begin life as layered PSD files (as in +100 layers) on templates like the one seen here. All the images, numbers, sponsor decals, colors, etc. are done (mostly as vector images) there in Photoshop. Then a flattened image is imported into Nascar Racing 2003 and applied to the wireframe car models already there. The 3D renders are the final product of what this flat template becomes in the game.


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