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Topic: [GUI, ...] Widelands logo

einstein13
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Joined: 2013-07-29, 00:01
Posts: 1026
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One Elder of Players
Location: Poland
Posted at: 2015-02-20, 10:13

4 For me face-smile.png But it needs second light: just to brighten the back of the text.


einstein13
calculations & maps packages: http://wuatek.no-ip.org/~rak/widelands/

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chuckw
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Joined: 2010-03-15, 16:23
Posts: 945
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Location: New York - USA
Posted at: 2015-02-20, 15:37

SirVer wrote:

17 and 5 for me. The angled views are not improving the thing for me.

Personally, I agree that the straight-on views are best for general use as the logo{s} in branding for the game. We may find occasional application of the logo(s) in various orientations in special situations and the 3D models will facilitate meeting those needs a great deal and will be available when the time comes.

I also would not want to lose the work that fraang has offered. I anticipate application of his work in many places inside and outside the game such as the website and various communications.

So we'll focus on 17 and 5 for now with the intent of using them where the 2D original is currently and look for new and interesting ways to bring Widelands to the eyes of the world (or at least the Internet). face-smile.png


I see little people.

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chuckw
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Joined: 2010-03-15, 16:23
Posts: 945
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Location: New York - USA
Posted at: 2015-02-20, 22:07

Here is what we are now working with.

logo: wl Click for white background

Name Graphic: Title Click for white background

The Name graphic still needs work with lighting and I'd like to model the "ands" object to more closely resemble the rounded, organic form of the W.

Comments?


I see little people.

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GunChleoc
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Joined: 2013-10-07, 15:56
Posts: 2811
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Location: RenderedRect
Posted at: 2015-02-20, 22:59

The logo image you rendered here is too big for the texture resolution, it is fuzzy. I think the primary problem is the L.

For the name graphic, IMO the S is still too dark.


Busy indexing nil values

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