I want to preface this by saying this isn’t a knock on @BrettFromDJ because I think he does great work, however I’ve been seeing these @jsngr-inspired Cobot-esque buttons all over recently and I think it’s important for designers to understand why certain skeuomorphic lighting techniques look good and others look “almost good” and what the differences are Let’s start with the basics → highlights, gradients, and shadows in software interfaces exist because since the 80s we have been trying to emulate the physical properties of light as if our 2D graphics are popping out of the screen and catching light rays from a source. For decades Apple HIG said we should be emulating a light source 90° straight down but recently that’s been murkier with Liquid Glass but the core idea remains → emulate the physical properties of light and what would happen if it actually was shining on your interface This is why we perceive buttons with a light → dark gradient to be convex and popping off the screen, and buttons with a dark → light gradient to be concave and indented into the screen (pressed or selected) because the 90° light source would cause this in physical reality In @BrettFromDJ’s button below, the button itself has a light → dark gradient on the surface (indicating the presence of a simulated 90° light source) but it also has 2 rim highlights on the top left and top right indicating the presence of 2 additional light sources The challenge here is the TOP edge of the button is not adhering to the simulated light sources that are guiding the rest of the aesthetic → there should be a top edge highlight caused by the 90° global light source but instead the top edge is dark and makes you think that maybe it has a shadow cast over it somehow Compare this button to one from @cobotapp → it also has a light-dark gradient on the surface (adhering to a simulated 90° light source) but the top edge of the button is lit correctly from that simulated source. The button also introduces a secondary light source to cause the pink glow, but you can see how the edges of the button are catching some of that light and making it feel like it’s actually there and affecting the surface When designing highly stylized buttons it’s just as important to know *why* you’re adding light and dark regions as it is knowing *how* to make Figma layers do your bidding x.com/BrettFromDJ/status/198…

Oct 22, 2025 · 5:28 PM UTC

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didn't I learn this from you a decade ago? Whatever happened to that graphic you made showing the light sources
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haha yeah man most likely! been talking about this since the mid-2000s 😂
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100000000% Great breakdown, very well analyzed
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Replying to @flyosity
Yep; a cheap veneer always look cheap 🤷‍♂️
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one has to understand design in 3D first to be able to correctly emulate it in 2D. lighting is everything!
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the irony of the button saying "Details" is not lost on me 💀
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Good breakdown. I would guess many designers haven’t worked in 3D or created physical art so they haven’t seen how light interacts with objects in the real world
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It's important to know if you care. But 90% of the people who might see this UI won't care nor notice. We shouldn't take this design thing too seriously. That's what killed it in the first place. In UI design we gotta exagerrate certain things to make the details more noticeable. I used to emulate UI in Blender before designing it, and the details were almost invisible, so I ahd to make them more noticeable even if it wasn't accurate.
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Love this breakdown
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Very well explained. The "light" source, and elevation levels are the fine details that differentiate between good and great.
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it really helps you understand highlights and shadows if you’ve ever painted Warhammer figures
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Great read man! That's also what I tried to explain on this design review, you need to understand light sources, lighting, shadows, cast shadows and other stuff:
So I offered to take 1h of my time to review @Atharvapahilwan 's UI to help him improve as he was asking for some advice. I'll be honest, I wanted to do it right so I've spent approximately 2 hours and a half instead. I usually do it live, on screen or in person. At least that's how I did it back when I was leading my team, so I hope this written feedback will be comprehensive enough (I'm not used to writing it down). Each section has a dedicated post in the thread. To begin with, he actually started with the hardest challenge, as dark designs are way harder to handle than you think. You can't just pick any colors and slap them into your design. You have to master the subtle art of light & shadow, with limited colors (to drive the focus), gradients, patterns, noises, textures. Anything that creates depth and helps make the composition shine. One piece of advice when you start working on dark design: pick a single light source (coming from top right for instance) for all your interface and apply reflections with bloom on objects receiving that light, then add shadows & cast shadows opposite of that. Later, when you'll start to get a good grasp on it, experiment with more! Overall, this design lacks consistency, visual hierarchy, good type rhythm, better color usage and more subtle visuals/compositions. Let's dive deeper! 🧵👇 x.com/Atharvapahilwan/status…
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Nailed it on the lighting logic 🔥
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Reminds me of an interview I watched from @tcosta_co Ever since then, I always ask myself “how would light interface with this object in real life” and it helps with shadow and highlight placement
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Great explanation! IMO the gray button still looks better, though that might also just be because I don’t see the more colorful button in its original design.
Wow. I always wanted someone to break this concept down this way I wonder, to Brett’s defense, is there a way where there could be multiple light sources? More specifically, I’m thinking: softbox at the top (90 degrees) followed by two directional ones at the left and right
trust me when i say i am almost certainly in my current position because of your blog past all those years ago
Replying to @flyosity
til (thx) imo as long as a button fulfills its role (i.e. its usable and appears to be clickable), thats a 10/10 for me.
This is Macromedia Flash at his peak days
Do you have any resource to read more about it you can recommend?
i feel this is a must core knowledge for any 2d software design
studio lighting or keyshot
I think brett's design makes sense, especially if the buttons are metallic and set in a dark environment. Metal would have that dark top edge in this situation.
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