Cover-photo-2015-05-30_03_13_02__0000-30520150530-3-pxt03x
Marc Edwards

Marc Edwards

Community Staff Founder at Bjango Joined about 4 years ago via an invitation from Christophe T. Marc has invited Matt Kelsh, Rene Ritchie, Dan V Peterson, Troy Mcilvena, Graham Clarke and 12 others

  • 459 stories
  • 1851 comments
  • 885 upvotes
  • Posted to How to design on Google’s Pixel XL?, in reply to Gabe Will , Feb 18, 2017

    Makes sense to me. :)

    Hopefully I’ll be able to do a test on a Pixel and Pixel XL to confirm the numbers are correct (current numbers are based on screenshots and conversations with other designers).

    1 point
  • Posted to How to design on Google’s Pixel XL?, in reply to Martijn Otter , Feb 18, 2017
    • 1440 / 3.5 = 411.4285714286
    • 2560 / 3.5 = 731.4285714286

    You can’t use 411.4285714286 or 731.4285714286 for your artboard dimensions, so you have to round the values up or down. Use whichever you’d prefer, but 412×732 sounds easier to work with, because it’s perfectly divisible by 4.

    2 points
  • Posted to How to design on Google’s Pixel XL?, Feb 17, 2017

    Some more info, to build on Joshua’s reply.

    The Pixel uses a density of 2.6×. The Pixel XL uses a density of 3.5×.

    https://material.io/devices/

    Those are both non-integer values. When the UI is rendered, the view sizes and positions get scaled to the display size and rounded (to snap to pixels). The assets get bitmap scaled down. This is actually fairly abnormal for Android devices, where most have integer densities.

    When rendering the display on a Pixel XL, Android will use 4× assets and bitmap scale them down to 3.5× (87.5%). That means they’ll be blurrier.

    The scaling method for iOS is a bit different (I can provide a comparison if you’d like).

    Skala Preview (with the Sketch Preview plugin) sends the current artboard from your Sketch document at the size it was created. Skala View shows the exact image it was sent, using 1:1 pixel mapping (you can also zoom in Skala View, and zoom factors snap to integer values, unless you have fit to screen enabled).

    Please note that the Sketch Preview plugin has some scaling settings that will affect results, too.

    What’s happening

    If you create a 1440×2560 artboard in Sketch, and the Sketch Preview plugin has its default scaling (1×), Skala Preview will send the 1440×2560 image to Skala View, and Skala View will display it at 1440×2560, filling the screen (assuming Skala View is at 100% zoom).

    But, that won’t match a production app, if you’re creating your artwork at 3× or 4× scaling in Sketch. If you’re creating your artwork at 3×, then Android will display it larger (3× → 3.5×, or 116%). If you’re creating your artwork at 4×, then Android will display it smaller (4× → 3.5×, or 87.5%).

    What’s the solution? That will depend on how you want to work.

    Working at 1×

    If you want to work at 1×, where 1 pixel in Sketch = 1 Android dp, then use these settings:

    • Sketch artboards of 412×732 pixels.
    • Set Sketch Preview to scale to the explicit size of 3.5×.
    • Zoom to 100% in Skala View.

    Or alternatively:

    • Sketch artboards of 412×732 pixels.
    • Set Sketch Preview to scale to the explicit size of 4×.
    • Set Skala View to fit to screen.

    Working at 1× means you can use the exact dp sizes noted in the Material Design docs. This is my preferred way of working.

    Working at 2×

    • Sketch artboards of 822×1462 pixels.
    • Set Sketch Preview to scale to the explicit size of 2×.
    • Set Skala View to fit to screen.

    Working at 4×

    • Sketch artboards of 1646×2926 pixels.
    • Set Sketch Preview to scale to the explicit size of 1×.
    • Set Skala View to fit to screen.

    Those should mean the preview is the correct size. Please note that it won’t perfectly match how Android will render things, but it will be very close.

    Disclaimer: I haven’t done any tests on a Pixel or Pixel XL yet, but I believe all the information above to be true. If someone has corrections, feel free to let me know.

    25 points
  • Posted to Facebook is a little bit different in Canada, in reply to Francis Chartrand , Feb 17, 2017

    How did you measure it? Which browser are you using? Could just be a colour profile issue.

    2 points
  • Posted to Nintendo Switch unboxing (includes UI and menus), in reply to Dan Tilden , Feb 17, 2017

    Yeah, lots of steady improvement there. The Wii was terrible. Wii U a bit better. This looks a lot better again. I’m very happy with that, given UI and menus are one of Nintendo’s weaknesses.

    2 points
  • Posted to Best 3D modeling software for 2D work?, Feb 17, 2017

    Do you want flattened vector output? If so, I’m not sure what does that. Illustrator has some very basic extruding and revolving that can product 2D vectors, but I typically use Cheetah 3D for illustrations that need realistic form and shading.

    http://www.cheetah3d.com

    Here’s how I’ve been using it: https://bjango.com/articles/macappiconworkflow/

    6 points
  • Posted to Is there a way to open last files on Sketch startup?, Feb 17, 2017

    Yes. It’s a global macOS setting in System Preferences → General.

    Turn this off, to do what you’re after:

    6 points
  • Posted to Frank Chimero , in reply to Ragnar Freyr , Feb 16, 2017

    Ah, okay. I didn’t know that. Thanks.

    1 point
  • Posted to Frank Chimero , in reply to Art Vandelay , Feb 16, 2017

    Yep.

    https://abstractapp.com/2016/05/14/the-other-half-of-design.html

    2 points
  • Posted to Best external monitor for Macbook Pro 2017?, in reply to Diego Lafuente , Feb 15, 2017

    Yeah, might not be. I purposefully didn’t cover the ports and which displays are compatible, because I honestly don’t know. Even Thunderbolt 3 → DisplayPort can have issues, apparently. There’s a lot of complexity and confusion in getting high DPI displays working.

    0 points
Load more comments