Material design is unrelated to flat design in its principles. Material design is skeuomorphic in that it is an attempt to make web design more realistic in how it portrays elements, using layers and animation in a way that makes sense outside of the browser. Visually flat design and material design are similar at the moment, but material design can be ...
Flat design is not a religion
"Flat design" has gotten muddy over the last year. There are many designers holding it up like some kind of dogmatic system of standards. And the success of Material design (and MS's Metro, to a lesser extent) has created more imaginary hard lines that don't really exist.
Flat is what you make it. The underlying ...
First of all it is really good!
But I'll admit it took me awhile to understand what the poster is trying to tell me.
It is not immediately obvious that the man and woman are in different countries. I suggest showing them outdoors, with the picture that was on the wall as their backgrounds, respectively. The various elements in the room are distracting. It ...
'Flat vector illustration' is a very nice blanket term and should be a good start for your search query to find more of these. You might consider adding 'material design', Google's version of 'flat design'.
Though note that 'material design' is primarily a UI/interaction set of guidelines more than just an illustration style.
There are some aproaches, but my favorite is to keep all that on vectors.
For the shadow duplicate your object, asign it diferent colors (preferible transparencies) and use the blend tool.
You can put over the original object.
With this method you can control the direction, longitude and intensity of the shadow.
The tradeoff is that you, in some cases, need ...
Funnily enough, it is known as flat design, usually made as vectors. It became popular with the emergence of the windows 8 UI.
See these sites for more examples:
Polygonal modeling is probably the term you're looking for, though it makes use of tessellation. It is very commonly used in 3D rendering to break down complex objects with curves (what 3D people call a NURBS surface - A Non-Uniform Rational B-Spline) into ones that are easier to generate and keep track of (polygons) for computers.
If you're looking to ...
I think by tweaking the screen values to simulate natural light falling on an extruded bevel and adding "shadow" will add a bit of depth. I've enlarged the "C" to make the shadow illusion work better.
Or you could ramp it up a bit
Flat design = a generic term that refers to the trendy modern UI aesthetic of blocky flat icons and blocks of color.
Metro Design = Microsoft's new UI design (now called Microsoft design language) for Windows 8 that uses the flat design visual aesthetic.
Material Design = Google new UI design for Android that uses the flat design visual aesthetic.
Bokeh and flat design certainly can play well. It's not uncommon to see flat design used with images with similar properties such as subtle textures or soft-focus photographs.
But it's one to be careful with, because you're muddying the otherwise perfectly sharp foreground/background distinction you get with a flat design. This is particularly true of ...
What caused it....
People/Designers just following trends... that's all.
Its the same thing that caused skeuomorphism to spread wildly... and the same thing that is causing the "material" design to spread.
Skeuomorphism had a basis in some reasoning... in that it was originally used to try and get users comfortable with digital content by making it ...
Based on your comment that you are trying to accentuate the illusion that it's a 3D cube, I think what you need to do is light it as you would a cube...meaning each side of the cube would be getting a different amount of light. Here I lightened the top and darkened the right side (emulating being lit from the upper left).
I can not personally recommend a website to find what you are looking for due to the fact I create my own, I will suggest using more precise terms when attempting a search query. If you are looking for buttons, icons, and other such things. Using these terms will allow you to better sort through the vast amount of images. Don't forget to use the term 'Vector'...
Material design is not flat, its a bunch of flat layers of "material" that are spaced out a little bit on the Z axis. This means that these objects have shadows and are supposed to come from somewhere when they appear on the screen and leave to somewhere when they are not needed anymore. Which means they don't just fade in and out.
There are also a bunch of ...
This is called flat design as the earlier answer says.
This style might have become more popular ever since people started considering retina displays. To make things crips, designers started using SVG & font based icons. Such a flat style simplifies things and is easy to scale. So the end result is a great looking icon or interface which looks great ...
It's as easy as it can get, the number of steps you set is equivalent to the number of cloned shapes between the two (as you can count for yourself in the 10 steps example below, there are 10 clones between the two primary ones) so it's only logical that the more cloned shapes you have between the better it will look. So play around with the number of steps ...
You could treat them as tabs, did a quick mockup:
Like you pointed, changing color on :hover and :active state on click(and for a better feedback, use "arrow" to show which category is selected(clicked).
For icons, i usually go to icon8 for reference.
My hypothesis is that there are several parts of the icon which obeys the Golden Ratio, or at least when the design process happens, there have been some mathematical consideration on the spacing
That's likely not the case at all. There's nothing magic about the Golden Ratio. It's an abused design trope that isn't nearly as useful as people claim it to be.
The irregularities and inconsistencies in the shading make me think this was hand inked then scanned in and digitized.
It's a style that was very common in the 60s and 70s before everything was done on computers. It's also what comic book artists used to do up until tablet technology became good enough to emulate pen and paper.
A lot of times graphic ...
These are just simply graphs. Altough in this case they are most likely formed by force direction so they could be called force directed graphs because thats the layout. Not to be confused with directed vs nondirected graphs.
It is pretty easy for you to generate your own graphs in about 3 minutes with tools like:
I don't think it looks to busy, no. But how does it look when it's filled with more content? How does the text look when it's too long for the field. Consider making a worst-case-mockup, not just a best-case.
The icon you are using for the active tab says "map" to me. But I think you mean "near", right? You should consider that people might expect a map ...
You can create a square, and then, using the Pen tool (P) create a bunch of anchor points to make different triangles like so:
Even before you've added in color it gives the perception of 3D.
You can then go to the Pathfinder Panel (Ctrl/Cmnd+Shift+F9) and use the Divide option.
Ungroup and color with different gradients - at different angles to better ...
I agree with all the points raised in Rosa's answer but I want to add a few other points.
1. There are, in my opinion, slight spacing issues.
Everything looks a bit unbalanced. There is minimum spacing at the top of the illustration - the books and windows go right to the top, but there is a relatively big empty space at the floor. The logo, Google button ...
I really like the elements that you have used. However the gift object in the left side of the poster is lost with the other elements on the page. Also, for showing that they are in different cities, it looks like that they are two paintings on the wall rather than windows.
Here is what would fit right into the theme -
You could make use of that rocket-ship ...
Comments from someone who took a few courses in visual space and layout design a loooong time ago, so take these worth a grain of salt:
The box on the left is on the floor, so it's not evident that it is the item of focus. I recognize that you need the phone to order, though -- is there a way to have the fella on the left holding the box and the phone ...
When you blend from opaque to transparent, each step is slightly more translucent... so you will see underlying steps.
If you start with a translucent object and attempt to blend to transparent, the issue is worse.
If your blend steps are not a high number, the issue is worse.
Additionally, in your case, it appears as though the "to" or bottom right ...