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Author   Topic : "Low down snake-in-the-grass!"
pixualize
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Joined: 27 Mar 2001
Posts: 174
Location: McKinney, TX - US

PostPosted: Tue Nov 13, 2001 3:39 pm     Reply with quote


This is a logo/banner I did for Citizen Games' upcoming d20 Wild West game called Sidewinder. They wanted a snake "with attitude". I tried to create the lettering to look like rusty horseshoe metal.

Hope ya like!
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jcterminal
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Joined: 13 Nov 2000
Posts: 316
Location: Vault 13

PostPosted: Tue Nov 13, 2001 3:59 pm     Reply with quote
wow! perfect!

well, almost. i think you need to bevel the edges on the wood a little.

would you be willing to create a quick series of pics showing each step? conception, traditional, and steps involving the final? i think it came out great and i'd dig getting to know the creation process for this. thanks.
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shahar2k
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Joined: 01 Jun 2000
Posts: 867
Location: Oak Park CA USA

PostPosted: Tue Nov 13, 2001 11:41 pm     Reply with quote
I really like the lettering, although with the rust being green I'd guess this is copper, which would be too soft for horse-shoes
the plank could look cool if it was burned around the edgest ? (or around the letters, like a branding iron?)
just a few ideas, the snake looks cool, slightly too thick near the base of the 'S' in sidewinder

great work overall though, better than any of my logos
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pixualize
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Joined: 27 Mar 2001
Posts: 174
Location: McKinney, TX - US

PostPosted: Wed Nov 14, 2001 5:57 pm     Reply with quote
I'm away from the studio right now so I can't post any samples of the process just yet but here's the breakdown:

Everything was done in Photoshop. I painted the snake using brush tools over a digital sketch. As for the lettering - that was a bit involved.

The basic font is called Capitals and is included with the Mac OS. I started with a neutral gray color to the lettering and added a bevel filter. Over that I added layers of rivets which were just little circles filled with gray and bevelled. On top of that were two layers of Filter>Texture>Grain set to clumped. I desaturated the grain and then colorized and ajusted it. Then I selected Layer>Layer Options>Blend If Gray>This Layer (slider) so that the areas of the grain became transparent. Then I merged the grain particles to another layer and added bevel/emboss to create little shadows and highlights across the pebbly surface. This was done on the rust layer after adding a Render>clouds map to it to create a bit of randomness. I've been able to make surprisingly realistic concrete and stucco textures for my 3D models using that technique.

[ November 14, 2001: Message edited by: pixualize ]
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