Carbon HUD Frames
=================

10 realistic heads-up display frames for dark interfaces — near black with
warning amber accents. SVG plus transparent PNG at 1x, 2x and 4x.

Carbon HUD Frames is a set of 10 heads-up display frames drawn in the
realistic style, where a five-stop specular gradient runs down a brushed metal
face with rivets at the corners. It contains a minimap frame with a north
marker, a character portrait frame, a compass strip, three crosshair reticles,
an objective waypoint marker and a quest tracker plate.

These are the pieces that stay on screen the whole time a game is being
played, which makes them the hardest to get right: every one of them has to be
readable over arbitrary game art without covering the middle of the screen.

The brush texture is a 3px line pattern rather than real noise: noise triples
the PNG weight for a texture nobody can see at 1x. The shadow is layered
rather than blurred so it holds up at 4x.

Inside that style this is the Carbon reading of it: a dark interface on a near
black palette with warning amber accents, built around four corner brackets in
place of a closed border, chamfered buttons at 152x44, hollow-cored bars
divided into 14 segments, and two-tone icons on a 32px grid. Those
measurements are why two families can share an art style without being
interchangeable: the style decides how an edge is drawn, the numbers decide
what the interface is for.

The quest plate marks a completed objective with a filled box and a
struck-through line rather than by dimming it, so the tracker stays legible
against a bright sky. The compass ticks alternate major and minor so a heading
can be read at a glance rather than counted.

Every sprite ships as an editable SVG and as transparent PNG at 1x, 2x and 4x,
so you can drop the PNGs straight into an engine or open the vector and change
a colour. Built to the same measurements as the rest of the Carbon family,
which means this kit and the Carbon panel kit line up without either being
resized. A good fit for realistic and simulation interfaces.

HOW TO USE

  - Anchor the minimap frame to a screen corner and render your map texture
    into the recessed area; the north marker is part of the frame so it stays
    fixed while the map rotates.
  - Draw the objective marker in screen space clamped to the viewport edge,
    not in world space, or it vanishes the moment the target is off camera.
  - Pick one reticle and keep it — the three are alternatives for different
    weapon feels, not a set to mix within one game.

License: CC-BY-4.0 — see LICENSE.txt
Page: https://www.colorosse.com/assets/2d/ui/carbon-hud-frames
More free assets: https://www.colorosse.com
