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Topic : "Low down snake-in-the-grass!" |
pixualize member
Member # Joined: 27 Mar 2001 Posts: 174 Location: McKinney, TX - US
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Posted: Tue Nov 13, 2001 3:39 pm |
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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 member
Member # Joined: 13 Nov 2000 Posts: 316 Location: Vault 13
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Posted: Tue Nov 13, 2001 3:59 pm |
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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 member
Member # Joined: 01 Jun 2000 Posts: 867 Location: Oak Park CA USA
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Posted: Tue Nov 13, 2001 11:41 pm |
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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 ![](images/smiles/icon_smile.gif) |
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pixualize member
Member # Joined: 27 Mar 2001 Posts: 174 Location: McKinney, TX - US
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Posted: Wed Nov 14, 2001 5:57 pm |
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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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