Enter edit mode, and select a vertex on one of the numbers. I need to convert the numbers into separate objects for this. (Ton will propably disagree on me here, but hey!) Now I'd like to give the numbers in the logo a different material than the rest of the logo. BevResol: 4 Next, because I want to create a nice, smooth looking, I crank up the DefResulU value to 25.Leave editmode, go to the editbuttons screen, and set the following values: Let do that!įirst, give the object some depth. That is: a customer who wants a shiny, metallic looking logo. I'll just assume that we have what I like to call a 'default' customer. This is, or course, the better part of this tutorial -) For some low-resolution web designs, you probably don't have to worry too much about being very accurate! The fun part Also, keep the final purpose of your model in mind. In this case, the logo was scanned at a pretty low resolution, you you'll probably need to do a lot of quessing about the correct positions.Here's an example of a part of the '3': I'm afraid that for the rest, it's just a lot of work, but in the end you should have a pretty good looking trace of your original bitmap. This will align the bezier handles and create a smooth curve at that point.This is also the time to pay attention to positioning the vertices more precisely. Now comes the real trick: for vertices along smooth parts of the logo (like the circles on the left), select the vertex, and hit h-key. But I'll change that now! Select all vertices and convert them back into bezier curves. Here's the result of tracing the entire image: Yes - chaos. Keep drawing, and don't worry about overlapping lines. This is important, because later on, I'll convert the polygons back into Bezier curves and the corners will be perfect this way. For a bit of detail, look at the following picture, and pay attention to the way I drew the corners. The picture above is the result after tracing only the numbers. When you need new vertices for a new shape, duplicate an existing vertex (shift-D), and move it to another position.Don't worry too much about being very precise yet. This will add new vertices and connect them to the existing curve.Make closed shaped by hitting the 'c' button. Keep drawing by holding down the control key and left-clicking your mouse. Later, I'll convert everything back to smooth curves - don't worry! Now, move the vertices to strategic locations on the logo. I always find it easier to create a general outline of a logo in straight lines first. While still in edit mode, go to the editbuttons screen and select the 'Convert to Poly' button. Next, add a curve (a Bezier curve is fine). When you're done (hit enter to load the image) you'll see the background picture in your viewport. Select a file, and load your logo into Blender. Select 'Background Image.' from the View menu: In this case, I just ripped a cool looking logo from the internet.įire up Blender and remove the plane from the middle of the screen. In most cases all you'll get as a freelancer is a paper print, or a bitmap of a companies' logo. The most tedious part of creating a logo animation is tracing the logo. To do this tutorial you'll need to grab a copy of Blender 2.37 from the Blender Release Archive. Note before you begin: unfortunately as of Blender 2.37 the Background Image that is used below is broken.
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