Redesigning the Logo

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Postby tZork » Mon Feb 26, 2007 3:28 pm

torus wrote:Agreed. I wasnt really referring the nexuiz logo actually, which imo is cool enough. I was talking about the alientrap screen at the beginning (i should have stated that I was talking about that.)- which I think is really lacking. Its non moving, VERY simple, and the alien kinda looks like he is smiling. Maybe thats just me though.

However what you did is not a Redesigned logo its a variation of old one.
I dont like the smooth rounded feel or the mild colors on that one tho

Who are you referring to here.
My rendering of the nex logo is literally a traced, 90° extrusion of the 2d that i did so I could see it in different angles. no changes whatsoever.

As far as animated intos go, i think thats pretty important. It makes it look like the makers have are skilled at first impression if the intro is tight.

[edit] yes I meant morphed. Sorry :oops:


Yes yer 3d is sharp edged and uncolored, so what one may i be referring too? ;)

Perhaps i should have stated more clearly that my post is a response to the original poster; ivan.
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Postby cortez » Mon Feb 26, 2007 5:46 pm

nice
the one from tZork looks really cool 8) [/quote]
Aneurysm 4 the win !!!!! :D
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Postby Ivan » Tue Feb 27, 2007 4:02 am

Here's a new one. I think it would be great has a rotating loading screen. Thanks to torus for the model. I actually made another in nurbs, but maya is so complicating. I couldn't get it to convert to polys. I was about to give up till torus gave me his. So here it is.

Image

Tell me if you like it or not. More or less cracks, more or less glow, etc...
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Postby Ivan » Tue Feb 27, 2007 4:19 am

Here's another one. I know that it needs some cleaning up on the blue part. But I am not going to bother cleaning it unless you guys like it.

Image
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Postby torus » Tue Feb 27, 2007 4:23 am

I think that looks pretty good! Nice work :P

If I were you i would try bevelling that edge by about .10, and making the dimpled texture hit the edge more smoothly (maybe thats just your rendering).

Also, you should clean up the corners where the center extrusion turns and the mesh seems to overlap, and maybe having more concentrated dimples.

So far none of the modelling progs ive used have been able to easily convert nurbs to polys, so I generally shy away from them in favor of polys and curves. Also, since blender doesnt support n-gons as of yet, there are some pretty ugly polys on that- reduced slightly, but not much, when it is converted from curves (I dont remember which one I sent you). :)
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Postby C.Brutail » Tue Feb 27, 2007 7:30 am

Now that's what I call a nice work! :) I'd pick the second one, even if it still needs some work on the blue crystal parts.
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Postby Dokujisan » Tue Feb 27, 2007 10:08 pm

I agree. The second one has better potential. Still needs to be refined, but a good start.
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Postby Bnonn » Tue Feb 27, 2007 10:15 pm

The second one does look pretty cool, and could go well with a revised, more sci-fi looking blue menu system. If I may offer a suggestion, I think a brushed steel texture would look better for the metal part of the logo than the current dimpling. It would make it cleaner, more aggressive, and fit better with the blue edging. However, a few gashes or scars in the metal would also look pretty kewl.
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Postby ai » Wed Feb 28, 2007 9:57 am

Bnonn wrote:If I may offer a suggestion, I think a brushed steel texture would look better for the metal part of the logo than the current dimpling. It would make it cleaner, more aggressive, and fit better with the blue edging. However, a few gashes or scars in the metal would also look pretty kewl.


I agree. I don't really think that current texture fits (you might not be done texturing but bringing it up anyway). And the "glow" extrusions could have more work to them. And make sure the bump's (I assume that's what you've been using here) aren't too deep as if it's going to rotate it will look bad. And yes, some beveling and make sure to have 2-3 segments. Depending how it blends in. But the bevel edge cannot be told how much but keep it rather small as Torus suggested. Depending how many edges/faces, in what direction etc. you select, it will have an impact on how much you actually can bevel. And if you work in Maya try not to go above 1. If you see no errors (which usually happen) larger than 1 than sure go ahead if it looks good.
I've done models where even 3 wasn't enough but that made it distorted which only screamed at me telling me not to bevel the way I did. So one needs to find ways around that.

Anyway, the overall model look ok, it can be made better IMO, like don't have as much specularity and if it is glow or just transparent extrusions/polys make them stand out a bit. Also be aware of the edges of those glows, I see you might want a little more detail over there (the left end of that second pic).

That's my opinion as a fellow modeler. And btw, how long have you worked with 3D? (and/or Maya, if you've worked in other apps).
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Postby Ivan » Wed Feb 28, 2007 11:14 am

Yeah, I tried beveling the edges, but they are getting really distorted. The model is a bit screwed up, zero length edges and overlapping faces, but I've cleaned it up and now I've been getting some results.

OK, I'll try out the brushed steel, I think it'll turn out pretty good.

Maya is great with particle effects, so I was going to fool around with that.

Well, I've been modeling with Maya for about 6 months, i think. I used to model in wings3d and then import it to Maya, because wings was quick. But now I've grown pretty comfortable with Maya. I've taken three 3d modeling classes already and I am feeling really confident with it now. My drawing and sculpting skills translated pretty well once you understand the program. It almost feels like there is no computer. :wink:
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