I've been code for android/ios using flutter more than a year. Now I would like to learn new things by using software to create image instead of just getting icons from google material design (just like image below).
Any recommended ? Thanks.

I've been code for android/ios using flutter more than a year. Now I would like to learn new things by using software to create image instead of just getting icons from google material design (just like image below).
Any recommended ? Thanks.

For icon and simple-UI art, keep a single vector “master” (SVG or a single-page PDF) and export raster slices for each platform/density; use raster (PNG/JPEG) only when you need photographic detail or painterly effects. This lets you tweak a logo once and rebuild all sizes without re-drawing. MDN: SVG overview (vector basics). (developer.mozilla.org)
Android and iOS have different expectations: Android uses adaptive icons (separate foreground/background layers, a system mask and a safe zone) and still expects density-specific assets for legacy/Play Store use; Android Studio’s Image Asset tools can generate the mipmap/density sets for you. iOS requires a high-resolution App Store image (1024×1024) and uses asset catalogs where Xcode can accept vector PDFs or PNGs at the required sizes. Follow the platform docs when you prepare your master and exports. Android adaptive icons · Apple asset catalog / App Icon type. (developer.android.com)
If you work in Flutter, declare multi-resolution assets in pubspec and/or let a launcher-icon tool automate generation. For in-app vector rendering use a maintained SVG package; for icons use a launcher icon generator to create Android adaptive + iOS sets. Beware: converting designer SVGs to Android VectorDrawable or runtime SVG renderers can fail on filters, masks, complex clipping or some gradients—flatten or provide PNG fallbacks for those cases. Flutter assets guidance · flutter_svg package · flutter_launcher_icons · VectorDrawable conversion notes. (docs.flutter.dev)
Practical tips: design the master at App‑Store/print size (e.g., 1024px), keep critical shapes well inside platform safe margins, avoid hairline strokes, and export PNGs at 1x/2x/3x (or use your design tool’s export presets). Figma, Inkscape, Affinity/Illustrator and similar editors all support these flows; use the editor export settings to produce the exact scales you need. Figma export help. (help.figma.com)
Jump to Post— rproffitt 3,266Photoshop seems to be the go to app for graphic work. For me I'm not responsible for the graphics in our apps but will sketch something quick as a filler during development with Paint.Net.
Photoshop seems to be the go to app for graphic work. For me I'm not responsible for the graphics in our apps but will sketch something quick as a filler during development with Paint.Net.
Is this the website for Paint.Net?
https://www.getpaint.net/download.html
Seems like we need to pay?
For John_165.
Check out https://ninite.com/ and it's not only free but without any added apps.
As to getpaint, it only costs if you get it via the Microsoft Store. I guess I should note the Microsoft Store is rift with absolute c-r-a-p apps. Examples: https://www.google.com/search?q=microsoft+store+app+full+of+crap
It's been a mystery why Microsoft continues to have one of the worst app stores we know of.
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