Here is the final image we will be creating:
Let us begin!
We are going to begin with the default settings in Blender, as you can see below.
Creating the Background
To create the background we are going to be adding a plane and then making a series of holes in it. This will then act as the basis for our entire background when we replicate the plane with two array modifiers and a mirror modifier.
Go ahead and:
- Add a plane from top view by hitting spacebar > Add > Mesh > Plane
- Subdivide that plane by hitting W > Subdivide Multi > 3 divisions
This will give us a grid that we can punch a few holes in with relative ease.
Next, go ahead and select the vertices shown below:
- Press x > Delete Faces to delete the selected faces
- Next select the inside edges of the upper-left hole by clicking on one of the edges with alt > RMB
- You may then hit e > esc to extrude and cancel the transform that extruding activates.
- Next you can hit cntrl + shift + s > 1 for the To Sphere command, this will modify the extruded vertices into a perfect circle.
Check out the result below:
From here we can duplicate this circle and the surrounding faces into place of all the other holes such that we have a mesh that will repeat without any gaps. Think of it as a tilable texture but in mesh form!
As you will surely notice, on the bottom left and bottom right you will only duplicate have of the circle.
After duplicating each piece and moving it into place it will be necessary to remove all the duplicate vertices:
- Select everything with a
- Press w > Remove Doubles
Moving on, before we can replicate our pattern we need to move it such that the bottom, left corner is at the center point of our grid. If you used the default size for the plane then you can simply select everything and hold down cntrl while moving it to lock it to the grid.
Now, for our final background we want the holes in our mesh to have some depth, to do this all we need to do is select each of the inner circles and extrude them down along the Z-axis as you can see in the image below:
Now is where things begin to get really fun! We are going to now add two array modifiers to replicate our pattern. The first array will repeat the pattern along the X-axis to the right, and the second array will replicate the pattern down along the Y-axis. We will then you a use mirror modifier along the X and Y axis to duplicate the whole pattern across the axis’.
- First go to the Editing Buttons and click on Add Modifier > Array
- Increase the count to 10
- Click Merge
- Add a second Array and change the count to 3
- Click Merge
- Change the X Offset to 0 and the Y Offset to 1.0
This will leave you with 1/4 of our final pattern. To complete it:
- Add a Mirror Modifier
- Click Y in addition to the default X, this will mirror it both up and across the central axis.
- Add a Subsurf modifier to smooth out the mesh
- Select everything with a and then press w > Set Smooth
- Setting the mesh to smooth will likely cause some normal issues (black spots) in which case you need to hit cntrl + n > Recalculate Normals while everything is selected.
Except for materials, you now have a complete pattern! Let us do the materials now:
- Add a new material to the pattern object by go the the Material buttons and clicking Add New (if it doesn’t already have a material).
- Change the material color to a dark grey from the color picker, I have used #272727
- Decrease the spec to 0.272 and the hard to 355
Next, in order to a bit of variety and interest to the material we are going to add a cloud texture with a modified color ramp, which will then be mapped to the nor channel.
- In the Textures panel add a new texture with Add New
- Change that texture to a Cloud type
- Switch over to the color tab and adjust the color sliders as shown below:
We can then map it to the nor channel from the Materials panel as shown below:
Thats it! Our background is done. It is now time to set up the lighting and rendering.
Lighting and Rendering
The lighting setup we will be using is remarkably simple, it is nothing more than a single Spot light directly centered over the origin. We will use the default brightness and just change a couple things:
- First select and delete the default lamp by click with your RMB on it and then pressing x > Delete
- Center your 3D Cursor by hitting shift + c to insure the light we are about add is placed at the origin
- Press spacebar > Add > Lamp > Spot
- Move the new spotlight up along the Z-axis such that it shines over the entire background pattern, you may need to increase the size by scaling with s.
- Increase the SpotSi(ze) if need be, I have used 110.000
- Max out the SpotBl(eed) to soften the edges of the spotlight
- Change the shadow type to Buf.Shadow (Buffer Shadow)
At this point we can go ahead and modify our render setting for the final image. All we are going to do is turn on Ambient Occlusion from the World settings and change the World color to black:
As rendering goes, the last few steps are to
- Change the render size to 1200 x 400
- Enable Pano in the Render tab
- Change the X Parts to 16 and the Y Parts to 1
Those last two steps enable panoramic rendering which will make the image bulge out towards the camera slightly, enhancing the final image.
This is what we have so far:
Okay... we are going to move on the most important part, creating the text.
Creating the Text
To create the text we are going to add a text object, add depth to it and then colorize it. Lastly we duplicate the text object and make it form a border around the original with a different color.
- From the viewport, press spacebar > Add > Text.
- From the Editing buttons, in the Font panel, press Load to navigate to and load in a new font. In my case I have used Impact. To load the font you need to navigate to the actual font file, which on Windows is located in C:Windows/Fonts
- Align the text to Center
- Hit tab to enter Edit mode, delete the default characters and put in “[Packt] Publishing”
- Leave Edit mode with tab
- Change the Extrude value to 0.1
- Change Bevel Depth and BevResol to 0.005 and 2
Now we will add a material to the text:
- Select the text object and add a new material
- Change the color to a bright orange
- Turn the spec and hard values down to something similar to the background material
- Add a Blend texture to the material and enable a color ramp from the Color panel
- Change the color ramp sliders to a bright yellow and purple as shown below
From here we want to create a border for our text:
- Select the original text object and press shift + d to duplicate it
- In the materials panel, press the 2 next to the material name
- Change the material color to solid white
- Remove the Blend texture to remove the gradient
- Select the original (orange) text, and decrease the Extrude to 0.05
- Change the depth to 0.950
This will leave you with a border effect as displayed below:
And there you go, that is it! You should now be left with a really cool text-based logo. These techniques can be applied to a wide range of projects and can leave you with some very good results.
Here is the final result:
In this tutorial, we have learnt how to go about creating a text-based logo in Blender. We saw some modeling techniques along with several modifiers to create a background for the logo, and also moved on to creating the actual text. Following that we set up the lighting and render settings to produce our final image.
If you have read this article you may be interested to view :
- Modeling, Shading, Texturing, Lighting, and Compositing a Soda Can in Blender 2.49: Part 1
- Modeling, Shading, Texturing, Lighting, and Compositing a Soda Can in Blender 2.49: Part 2
- Creating an Underwater Scene in Blender- Part 1
- Creating an Underwater Scene in Blender- Part 2
- Creating an Underwater Scene in Blender- Part 3
- Creating Convincing Images with Blender Internal Renderer-part1
- Creating Convincing Images with Blender Internal Renderer-part2
- Textures in Blender