Archive for September, 2010

Amazing Pure CSS3 Experiments

The new and revitalized CSS3 properties have not only opened up many, many marvelous development solutions for web designers, it has also allowed talented developers to push the boat out further and showcase there CSS skills by building and styling in ways that were never ever thought possible previously.

In today’s news round-up we take a look at some of these amazing experimental pure CSS3 creations…

Please note, you will need either the latest version of Safari or the Chrome browser to fully experience these CSS3 experiments.

iOS Icons Made in Pure CSS

iOS Icons Made in Pure CSS

iOS Icons Made in Pure CSS

iPhone CSS3

iPhone CSS3

iPhone CSS3

Pure CSS Twitter Fail Whale

Pure CSS Twitter Fail Whale

Pure CSS Twitter Fail Whale

Pure CSS Animated 3D Super Mario Icon

Pure CSS Animated 3D Super Mario Icon

Pure CSS Animated 3D Super Mario Icon

By Paul Andrew (Speckyboyand speckyboy@twitter).


iCandies Icon Set: 60 Free Icons For Your User Interfaces and Apps

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Today we are glad to release iCandies Icon Set, a set with 60 high quality icons in 64×64px, 48×48px and 32×32px, available in .EPS, .AI and .PNG. The set is designed by the talented folks from IconEden on a sole purpose of giving your projects a sleek and geeky style or provide crisp, attractive icons for your modern and fashionable-looking interfaces. All the icons in this pack — 60 icons in total — are designed in Round Rectangle shape.

Icandies-450px in iCandies Icon Set: 60 Free Icons For Your User Interfaces and Apps

Download the icon set for free!

You can use the set for all of your projects for free and without any restrictions. You can freely use it for both your private and commercial projects, including software, online services, templates and themes. The set may not be resold, sublicensed or rented. Please link to this article if you want to spread the word.

ICandies-sm-large in iCandies Icon Set: 60 Free Icons For Your User Interfaces and Apps

A word from the designers

As always, here are some words from the designers of the set:

Dear Smashing Magazine readers, 

IconEden’s 2nd birthday is coming! And we’re as excited about it as you’re. To celebrate our two years of rocking the icon design world, IconEden collaborated with Smashing Magazine to craft a small set of 60 wonderful icons called “iCandies”! And it’s all yours. 

Similar to previous collections, iCandies comes in vector and pixel formats and can be immediately be built into your projects at no cost. You can use the icons for any commercial and personal projects.

Thank you very much, guys! We appreciate your efforts.

[Offtopic: by the way, did you know that there is a Smashing eBook Series? Book #1 is Professional Web Design, 242 pages for just $9,90.]

Related Posts

You may be interested in the following related releases:


© Vitaly Friedman for Smashing Magazine, 2010. | Permalink | Post a comment | Add to del.icio.us | Digg this | Stumble on StumbleUpon! | Tweet it! | Submit to Reddit | Forum Smashing Magazine
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Beautiful Beach and Palms Wallpapers for Your Desktop

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We love to spice up your desktop with nice wallpapers, and sometimes with nature photography. It all depends on your mood. In this post, we’ll be showcasing Beautiful Beach Wallpapers. You’ll get to see the detail, skill, and dedication that go into creating these incredible wallpapers, and how they help fuel our daily lives with inspiration and beauty of nature.


Beach and Palms Wallpapers

Relax – Hammock Hanging from Palm Tree
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Solo
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James Bond Beach , Thailand
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Palmy
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Singing beach #11
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Navagio (shipwreck) beach
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Beach sunset musth
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Durdle Door, Lulworth, Dorset
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Palm Tree Beach
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Secret Ocean
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Bahrain – Beaches in Bahrain – Blue Hour
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Roatan Beach
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Sunset – Ocean view
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Being a Couple
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Widemouth pebbles and surf
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Jamaican Sunset
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Idyllic
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Sparkling Crystal Clear – Beautiful Ocean Water
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Beautiful Island
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Hammock On The Beach
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Lost Way Sea-Entry
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Island
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Beach
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Beautiful…
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Waikiki at Dusk Hawaii
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Cloak of Night
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Enhanced Image – Beach
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Hawaii
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Beach And Sea
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Beach And Sea
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Beach and Rocks
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Beach Chair
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Beach
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Rcok beach in Mexico
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Palms on the Beach
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Palm Paradise in Maldive Islands
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Sunset at Long Beach
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Beach
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Dreamscape Beach
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Beach Sunset
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Lion at the beach
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Nightly Pool
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HDR Beach
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Horses on the beach
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Beautiful Beach
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Beach
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UFO over the beach
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The Big
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Byron Bay Lighthouse, NSW
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Krf, Grcka (Corfu, Greece)
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Palm Sunset
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Angaga Island Resort & Spa, Maldives
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Fresno County Scene
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Island Blue
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Rocky Beach HDR
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Rodeo Beach Sunset – Marin Headlands
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Dungeness Boats, U.k.
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Kamakura Beach
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Moloa’a Beach
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The Case For Open-Source Design: Can Design By Committee Work?

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In celebrating the merits of free software and the excitement over this radical networked production method, an important truth is left unspoken. Networked collaboration shines in the low levels of network protocols, server software and memory allocation, but user interface has consistently been a point of failure. How come the networked collaboration that transformed code production and encyclopedia-writing fails to translate to graphic and interface design?

The following is an investigation into the difficulties of extending the open-source collaboration model from coding to its next logical step: interface design. While we’ll dive deep into the practical difference between these two professional fields, the article might also serve as a note of caution to think before rushing to declare the rise of “open-source architecture,” “open-source university,” “open-source democracy” and so on.

Osd Collab 500 in The Case For Open-Source Design: Can Design By Committee Work?

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The Challenges

Scratching an Itch

By going open-source, coders are fulfilling a need to change software, to make it their own. They might have different motivations, but if you’re already modifying something for yourself, answering the “Why share?� question is really easy with “Why not?� By the time the code executes correctly, the immediate users of the software—that is, the coders themselves—are already familiar with the software and can operate it even without a delicately crafted user interface.

Therefore, the motivation to take an extra step and invest in a usable interface that would extend the user base beyond the original geek-pool is not obvious. The interface already works for me, so what itch am I scratching by working hard to make it usable for others who can’t help me code it?

For the designers themselves, what is their incentive to make the design process more collaborative? Will others make my design better? Will they be able to communicate my ideas better than I can?

Beyond that, open-source interface design suffers from a chicken-and-egg problem: most designers don’t use open-source tools, and so it doesn’t occur to them that they could make the software better. As a result, open-source software suffers from an inferior interface that makes designers shy away from it and stick to their proprietary tools. The cycle repeats…

Granularity

Both software and wikis are made of granular building blocks, namely characters. This makes every typo an invitation to collaborate. My first Wikipedia edit was a typo correction, my second was adding a reference link, my third was writing a whole paragraph, and that led me to more substantial contributions, like adding a whole new article and so on.

Each granular step gets you closer to the next granular step. This ladder of participation makes each successive step easier. It also allows you to compare changes easily, giving you transparency, accountability, moderation and an open license to try and possibly fail, knowing you can always revert to the previous version.

You don’t get that with design, because the changes are not granular and are not as easily traceable. The first step is steep, and a ladder is nowhere to be found.

Encoding/Decoding

Osd Comcycle 500 in The Case For Open-Source Design: Can Design By Committee Work?

In his 1980 article “Encoding/Decoding,� cultural theorist Stuart Hall defines communication in terms of code. To describe it briefly, let’s imagine a spoken conversation between Alice and Bob. Alice encodes her framework of knowledge into the communicable medium of speech. Assuming Bob can hear the sounds and understand the spoken language, he then decodes the sounds into a framework of knowledge.

Both encoding and decoding are creative processes. Ideas are transformed into messages that are then transformed into ideas again. The code that Alice uses for encoding is different than the one Bob uses for decoding. Alice could never telepathically upload ideas into Bob’s brain. (We can all agree that that is a good thing.)

Let’s entertain Hall’s ideas of encoding and decoding in software. Alice is an open-source hacker, and Bob is collaborating with her as a designer. Alice is writing software code; she knows when it executes and when it doesn’t because the program communicates that through error messages. When she is happy with the result, she uploads the code to an online repository.

Bob then downloads the code to his computer, and because it has executed on Alice’s computer, it also executes on his. When Alice and Bob collaborate through a programming language, they are literally using the same code for encoding and decoding.

Osd Codecollab 500 in The Case For Open-Source Design: Can Design By Committee Work?

Alice always chooses one of her three favorite programming languages. Being a designer, to communicate a message visually Bob starts by defining a visual language—graphics, color, layout, animation, interaction… If Alice or any other developer had to reinvent a new programming language on every single project we would not be speaking about FLOSS now.

Bob needs to define a graphic language, a standard for the collaboration. Doing that is already a major part, possibly the most important part of the creative work. Whoever works with Bob will need to accept and follow these standards, relinquish control and conform to Bob’s predefined graphic language. These artificial constraints are harder to learn and conform to than the constraints of a programming language. While constraints and standards in technology are the mother of creativity, in design they can often feel artificial and oppressive.

Beyond that, within a collaboration, when Bob tries to argue for the merits of his design, unlike in the case of Alice’s code he cannot prove that it executes flawlessly, or that it is faster or more resource efficient. The metrics are not as clear.

It is important to remember, in collaboration on code Alice and Bob have a third collaborator, one that cannot be reasoned with – the computer. This collaborator will simply not execute anything that doesn’t fit its way of work. On the other hand, as long as it is syntactically correct and satisfies the inflexible collaborator even “ugly codeâ€� executes and muddles through.  And so, the different voices expressed in code are flattened into a single coherent executed application.

For better or worse, we lack this inflexible collaborator in design. It doesn’t care about our communicative message and it doesn’t level the playing field for communicative collaboration. And so, the different voices in design simply spell inconsistent multiplicity that dilutes the communicative message.

One might turn to Wikipedia as a testament to successful non-code-based collaboration, but Wikipedia enforces very strict and rational guidelines. There is no room for poetry or subjectivity within its pages.

Is It Simply Impossible?

Not necessarily. If we step out of the technical construct of the open-source methodology, we can identify quite a few networked collaborations that are transforming and often improving on the design process.

Viewing free culture and the free sharing of media as evidence of collaboration is tempting, but the availability of work to be remixed and re-appropriated does not necessarily imply collaboration. Sharing is essential to collaboration but is not enough.

Osd Wordpress 500 in The Case For Open-Source Design: Can Design By Committee Work?

WordPress, the leading free blogging software, is an interesting example. Looking to redesign the WordPress administration interface, Automattic, the company leading the WordPress community, hired HappyCog, a prominent Web design firm. And in March 2008, WordPress 2.5 launched with a much improved interface. Through a traditional design process, HappyCog developed a strong direction for the admin interface. Eight months later, Automattic released another major revision to the design that relied on HappyCog’s initial foundation but that extended it far beyond.

One of the interesting methodologies that Automattic used to get the WordPress community involved in the design process was a call for icon designers to provide a new icon set for the interface. Within two weeks, the six leading icon sets were up for voting by the community.

But rather than just casting a blanket “Like� or “Dislike� vote, community members were invited to provide a detailed assessment of consistency, metaphor coherence and so on. Some icon designers in the running even acknowledged the superiority of other contributions and voted against their own sets. The icon set that was ultimately chosen, though, was a collaborative effort, because some of the icons changed based on inspiration from the other sets.

Osd Grid-systems 5001 in The Case For Open-Source Design: Can Design By Committee Work?

Another example is the evolution of grid systems for Web design. Half a century after the rise of Swiss-style graphic design, some design bloggers suggested that some of its principles might apply to Web design. Those suggestions evolved into best practices, and from there into Blueprint CSS, an actual style sheet framework. The framework became popular and inspired other frameworks, such as 960.gs.

Similar processes happen in interaction design. One example is the pop-up window evolving into the elegant lightbox or modal window modules, and then changing and being modified again and again in open-source code libraries.

Other design-oriented experiments in free software, such as the ShiftSpace platform, challenge the Web interface power structure. ShiftSpace allows users to interact with a website on their own terms by renegotiating the interface and proposing different interactions on top of the page. Projects like ShiftSpace aim to expand the limited participatory paradigm of the Web beyond user-generated content to include user-generated interfaces.

Make It Happen!

There are ways to make open-source design work without falling into the traps often characterized as “design by committee.� We are already seeing designers scratching their own itch and contributing creative work to the commons.

Lecturing designers (or users) and demanding that they use bad tools for ideological reasons is counter-productive. Designers often use free tools (or use proprietary tools in unauthorized ways) only because they are free as in free beer. So, to win over new users, free software should be pitched on the full range of its merits rather than on ethics alone. While the ethics of “free as in free speech� are convincing to those who can “speak� code, the openness of the source to those who lack the skill to modify the code is a weaker selling point.

Free software tools have won on their broad merits many times, and not only on low-level system and network fronts. Wikis and blogging software (which are interaction and communication tools) that have been invented by the free software community have maintained a lead over proprietary competitors. Networking and collaboration are the bread and butter of free software, and the community should leverage these advantages.

Just as Wikipedia extends the free-software collaboration model by leveraging the granularity of characters, so can design. When possible, using code for design collaboration is preferable. Beyond that, collaborators should adopt distributed version control systems for both code and image files. Rather than trying to compete with proprietary software by creating open clones, the Free Software community can leverage its experience as an advantage and focus on new collaborative paradigms for version control and collaboration.

Finally, There are ways for us to better analyze the encoding and decoding of the communicated message. We can formalize processes of collaborative encoding. We can start by conducting networked design research using existing research tools; in this way, we might come up with design decisions collaboratively. We can define modular and extensible languages that embody design decisions but still allow for flexibility and special cases (like Cascading Style Sheets). We should also learn how to document our design decisions so that they serve other collaborators. Designers have been doing this for many years in more traditional and hierarchical design contexts when they have compiled documents such as branding books or design guides.

For the decoding part, we should realize that many design patterns are rational or standardized and can leverage common ground without compromising the creative output. For example, underlined text on the Web almost always implies a hyperlink. We could choose to indicate a link otherwise, but if we try to use this underline styling, say, for emphasis, we can expect users will try to click on it.

User experience research, technical aspects of design, best practices in typography, icon use, interaction paradigm—these are all aspects of design that can be researched and assessed according to measurable parameters. Thorough research of these can provide a basis for consensus for shared expectations of how a message will be interpreted. A lot of this work is already taking place on design blogs, which have published a lot of research on the subject over the past few years.

Finally, the substantial parts of design that still cannot be easily quantified or assessed on shared rational ground should be managed through trust and leadership. A resilient community of practice must be able to develop design leadership whose work and guidance is respected and appreciated even without the convenient meter of coding meritocracy.

Scaling Subjectivity

It comes down to the deep paradox at the heart of design (whether for interface, architecture, product, etc.). We are trying to create a subjective experience that scales—a single personal scenario that can be multiplied repeatedly to fit a wide array of changing needs by a vast majority of users. The thing is, subjectivity cannot be scaled—that’s what makes it subjective—therefore, the attempts to create a one-size-fits-all solution are bound to fail, along with the attempts to customize the solution to each individual user in each individual use case.

Osd Mice 500 in The Case For Open-Source Design: Can Design By Committee Work?

Chris Messina gives a great example for this paradox by comparing Apple’s Magic Mouse to the OpenOffice mouse. While Apple’s solution is a slick, clean one-button device, the OOMouse has “18 programmable mouse buttons with double-click functionality; analog Xbox 360-style joystick with optional 4-, 8- and 16-key command modes; 63 on-mouse application profiles with hardware, software and autoswitching capability…� and more. While the Magic Mouse embodies Apple’s commitment to design leadership at the price of user choice, the OOMouse embodies the free software community’s preference for openness and customization over unified leadership.

Successful open-source projects have always benefited from a mix of the two approaches, a combination of openness and leadership. Finding a similarly nuanced approach in other fields is required if we ever hope to extend the open-source model beyond code. We cannot sprinkle the pixie dust of open source on everything and expect wonders. The same goes for design. Hopefully, though, we can make some progress by demystifying the process and by collaborating wisely when it makes sense and coming up with new ways when it doesn’t.

“Can Design By Committee Work?� by Collaborative Futures is licensed under the Creative Commons Attribution-ShareAlike 3.0 Unported License. Based on a work at www.booki.cc. This essay is also featured in the Collaborative Futures book, written collaboratively, published for free and released under the CC-BY-SA license.

(al)


© Mushon Zer-Aviv for Smashing Magazine, 2010. | Permalink | Post a comment | Add to del.icio.us | Digg this | Stumble on StumbleUpon! | Tweet it! | Submit to Reddit | Forum Smashing Magazine
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How to Create Pepsi Can in Photoshop

In our tutorial, we’ll be creating a shiny Pepsi can. For it to be convincingly realistic, a number of Layer Styles such as Gradients, Inner Shadows and Glows would be applied to a flat can shaped image.The resulting effect would be a 3D-like Pepsi can.


Step 1

We start off with a document size of 750 x 850 pixels, a resolution of 140 dpi and a white background. Head on to the Tools bar and pick the Pen Tool (P), then outline a shape of a can as shown below. You may want to enable Grids (pressing Ctrl+’), as guidelines as well. Also, an actual Pepsi can was used as reference for the most part of the tutorial.

The final outline:

Step 2

Right-click the can’s path and select Fill Path to add colour to the shape. I must add that, what the colour is, doesn’t matter at this point since we’ll be applying Layer Styles with a new set of colour.
The path has to be filled for Layer Styles to work or the layer would be indicated as empty.

Clear the path of the can shape with the Marquee Tool (M), by making a selection around the can and hitting Delete. Pressing Ctrl+D clears the selection. Duplicate this “can” layer for use later.

Step 3

Now, double-click on the “can” layer to bring up the Layer Style dialog box.
Select a Gradient Layer Style and edit its Gradient and Style (select Reflected) as shown below:

Step 4

Add an Inner Shadow Layer Style as well:

The final result for the “can” layer below:

Step 5

Select the “can copy” layer duplicated earlier on and below the Layers Palette, click on the third icon from the left for a Layer Mask. Select a Soft Round black brush with an opacity of 80% and paint away some of the mask of the ‘can’ duplicate.To get straight lines when painting, hold the shift key when painting downwards. Also reduce the opacity of the brush when fading/erasing the central section of the mask.

Step 6

To better blend the reflection we’re trying to create, go to Filter> Blur> Gaussian Blur and set the Blur Radius to 4.0 pixels. And we get the result below:

Step 7

Create a new layer and name it “base.” We’ll now sketch out the base of the can with the Pen Tool as its been done below:

Step 8

From the options within the Pen Tool, select the add Anchor Point Tool and add more points to the outline and adjust them with your mouse or directional keys on the keyboard until the lines are
acceptably smooth.

Below is the final outline:

Step 9

Right-click within the outline (with the Pen or Anchor Point Tool still Selected), and select Fill Path for as ash colour to fill the base with. Select the Rectangular Marquee Tool and make a selection over the base and hit Delete to clear the base’s outline. Press Ctrl+D to clear the selection.


We have the result below:

Step 10

In a new layer above the “base” layer, draw a rectangle with the Rectangle Tool (U) and fill with an ash colour – #e8eaeb.

Step 11

We’ll create a brushed metal effect here with this popular technique. Go to Filter> Noise> Add Noise and set the Amount 32.5%. Also have Monochromatic checked.

Step 12

Head on to Filter> Blur> Motion Blur and increase its Distance to 70 pixels.

Step 13

Hit Ctrl+T to enter the Free Transform mode. Right-click, select the Warp Tool and bend the just slightly the rectangle.

Step 14

Right-click the layer and select the ‘Create Clipping Mask’ to clip the layer to th “base” layer. Also hit Ctrl+E to merge the two layers as one. The layer should still maintain the name as “base.”

Step 15

Add a Bevel and Emboss Layer Style with the parameters below:

Step 16

Follow up with an Inner Shadow style:

Step 17

Still on the Inner Shadow Layer Style dialog box, select Contour and adjust the points of its Mapping as shown below:

Step 18

Add a Satin style and reduce its opacity to 18%, Distance to 15% and Size to 25%.

Step 19

Adjust the Satin’s Contour Mapping to something of a slope.

Now we have a realistic looking metallic base for the can. Though the
steps used to achieve this was a bit tricky execute.

Step 20

In a new layer, select a Rounded Rectangle Tool with its Radius set to 5px on the tool’s Options bar. Fill the shape with the colour #e8eaeb and clear its outline with the Marquee Tool.

Step 21

Follow Steps 11 and 12 for a brushed metal effect for the “rim” layer.

Step 22

Press Ctrl+T for the Free Transform tool – the Warp Tool to be precised. Bend the rim of our can just a little upwards from the points (handles).

Step 23

For a more polished metal look, burn and lighten the areas of the rim with the Burn and Dodge Tools (O) respectively.

The result produces a shiny metal appearance.

Step 24

We’ll also add an Inner Glow Layer Style to the rim as this gives the rim a softer edges without fading.

Step 25

I downloaded a Pepsi logo and positioned it at the middle of the can with the help of Guides. Just enable them by pressing Ctrl+R and with the Move Tool (M), hold and drag the margins (rulers)of the workspace to align the Guides that appear from them.

Step 26

Position the Pepsi Logo within the set Guides. That done, press Ctrl+; to clear the Guides and Ctrl+R to remove the rulers.

Step 27

The logo mustn’t be perfectly round and so the Warp Tool (Ctrl+T) would be used to narrow its sides just a little. The aim of this to make the logo appear as if its bent over the curves of the can.

The result:

Step 28

With the Burn Tool (Range set to highlights and Exposure at 25%), darken the sides of the logo.

The logo now blends with the darker shades of the can.

Step 29

For the “text” layer use the Horizontal Type Tool (T), to type out the letters below. But before then, on the Type Tool Options bar, change the font to Myriad Web Pro and the foreground color on the Tools bar to white.

Step 30

This font was chosen because, it came closest in replicating Pepsi’s. Anyway, hit the Ctrl+T to enter Free Transform mode and scale the text downwards only just slightly.

Step 31

With the Rectangle Tool (for a new layer), draw and fill a small vertical rectangles with white.

Step 32

Use the Rectangular Marquee Tool to clip off a part of the “o” letter and clear the selection (Ctrl+D).

Step 33

Draw another small rectangle across the “o” for an “e”.

Step 34

Pressing Ctrl+T for the Free Transform Tool, more specifically, the Warp Tool, change the Warp type from Custom to Flag and its Bend to 30% at the Warp Tool’s Options bar. The “e” is given the signature shape of the original Pepsi logo.

Step 35

Right-click within the Warp and select Flip Horizontal to change the orientation of the Flag Warp to the way of how the original logo is.

Step 36

Before merging all these shapes with the text, the text must be rasterized by heading to Layer> Rasterize > Type. Then press Ctrl+E to merge the shapes the “text” layer. And With the Free Transform Tool, rotate and scale the text for a flatter look.

Step 37

Still within the Transform mode, have the text Skewed. That is, slanted forward on its axis.

Step 38

Select the Burn Tool, with an Exposure of 10% and darken the lower plane of the text.

Step 39

Type out the weight figures of the can in a new layer.

Step 40

Have the text slanted with the Skew Transform Tool.

Below is the final result:

Step 41

Create a new layer in between the “logo” and “rim” layers. Fill the layer with white using the Paint Bucket Tool (G) and then go to Filter> Pixelate> Mezzotint. Select the Type as Fine dots from the drop-down list.

Step 42

Add a Motion Blur with a Distance of about 230 pixels.

Step 43

From the Layers Palette, set the Blend Mode to Color Burn and reduce the layer’s opacity to about 45%. You’ll notice that the Blend effects does not show on the white areas of the image.

Step 44

Use the Warp Transform Tool to bend the ‘brushed’ effects so as to give the can a more rounded appearance.

The can now has a convincing brushed metal appearance.

Step 45

To make the brushed metal look not too distinctive, use the Eraser Tool (E) with a reduced opacity of  5% and carefully fade some portions of the brushed effects – do not erase completely.

The result:

Step 46

Now to create a couple shiny portions of the can at selected areas. Select the Elliptical Marquee Tool and on its Options bar, choose ‘Add to selection’ to create multiple selections (in this case, flat
circular shapes).

Step 47

Fill the selection with white using the Paint Bucket Tool and deselect the selection. Select the Smudge Tool at Strength of 50% and smear the white thinly across the can.

Step 48

Use the Eraser Tool to fade edges of the smudge.

Step 49

Create a new layer as the background layer and fill it with any colour; as the colour doesn’t matter for now. Add a Gradient Overlay Layer Style to the layer with the parameters below:

You’ll notice that the previous effects from Step 43 shows
through now and this is a good thing.

Step 50

Erase certain areas of the background layer with the Eraser Tool’s opacity set at 80%.

Step 51

Apply a Gaussian Blur to the layer with a Blur Radius of about 72.2 pixels.

Our Pepsi can now has an enhanced background. Something you’ll associate with an Ad for a product in a magazine.

Step 52

We’ll now fade the brushed metal effect at some points with the Eraser Tool.

Step 53

Create a “shadow1″ layer and select the Ellipse Tool to draw a flat circle. Fill it with black.

Step 54

Add a Gaussian Blur to the shape with a Radius of about 8.7 pixels.

Step 55

In another layer, draw another circle and fill with a black colour.

Step 56

Blur this circle a lot more than the previous one. This time with the Blur Radius set at 33.5 pixels.


This is the order of the layers so far in the Palette.

Step 57

Create a new layer at the top of the Layers Palette and name it “gloss.” Select a white Soft brush and paint the on both sides of the can – hold down the Shift key to constrain your brush stroke to a straight line.

Step 58

Set the “gloss” layer’s Blend mode to Soft Light and reduce its opacity to 76%.

Here another image with the “gloss” layer’s Blend mode changed to Overlay. I sort of like this blend for it give the Pepsi can a lot more radiance that corresponds with the intense light from the background. Well, we’ll stick with the above image – if you prefer.

Step 59

Finally, darken the both ends of the base of the Pepsi can with the Burn Tool for a more solid look. And we’re are through! Hope this kick-starts some fella’s career in the brand marketing field.

By David Ella Ella


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