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06-05-2010, 04:18 PM
(This post was last modified: 06-05-2010, 04:19 PM by -z-.)
(06-05-2010, 04:09 PM)sev Wrote: (06-04-2010, 10:18 PM)VNilla Wrote: I have to say that I prefer the ones where the phoenix has no tail (read: not -z-'s). Not helping. Especially because -z- gave some valid input (kerning).
Here's my new revision. New kerning, smaller head, cleaned up svg file(s).
Version with headshape close to the original:
http://rapidshare.com/files/395679385/se...albeak.svg
Version with more realistic headshape:
http://rapidshare.com/files/395679386/se...icbeak.svg
Head shapes all just look confusing to me now but it makes sense to go with the second because it will withhold the most shape in a smaller size.
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I like the second head, but I'd still like to make a version with striped bg and raised wings. I'll do this once I get back to a computer with inkscape.
(07-18-2010, 10:59 AM)Flying Steel Wrote: How could anyone with ADHD tell its a high damage weapon if it wasn't a gigantic metal cock fucking the map whenever a player gets within 3 meters of a wall?
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okay, a little more subtle with the lines I think though.
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06-05-2010, 08:46 PM
(This post was last modified: 06-05-2010, 10:04 PM by Roanoke.)
http://pics.nexuizninjaz.com/images/2b1f...exnex4.svg
Lines are at 70% opacity.
Edit: I noticed the "gradient" in the background is actually a blurred oval. This makes masking of the lines impossible, I'll need to recreate it with gradients.
Edit2: Did the above. Intensity of stripes is determined by the opacity of the stripes (which are now masked).
http://pics.nexuizninjaz.com/images/rryb...e6ldyb.svg
(07-18-2010, 10:59 AM)Flying Steel Wrote: How could anyone with ADHD tell its a high damage weapon if it wasn't a gigantic metal cock fucking the map whenever a player gets within 3 meters of a wall?
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I think it looks cleaner without the lines, sorry.
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I would agree with -z-. The lines are a bit distracting.
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06-06-2010, 02:49 AM
(This post was last modified: 06-06-2010, 02:52 AM by lopho.)
@the lines:
at the first glance it looked like the gradient was lacking colordepth, hardedged.
only after reading stuff about lines, i actually recognised them as such.
i really like this version: sev_xonotic_r4_realisticbeak.svg
the glow following the imaginary closed circle (q-logo) really caught my eye, and +1 to the realistic beak.
the wings, in comparison to the current logo/header, are much better i must say. They make the logo a little more abstract, thus personal.
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06-06-2010, 12:46 PM
(This post was last modified: 06-06-2010, 12:48 PM by -z-.)
(06-05-2010, 04:09 PM)sev Wrote:
http://rapidshare.com/files/395679386/se...icbeak.svg
4 out of the 6 members of the core team that I've asked so far have supported this logo. Dib, the art coordinator and Oblivion, who has been designing the player models both agree this is a good logo. I think this is enough support to move forward with this.
What we'll need now is an icon version in size >> 512x512, 256x256, 128x128, 64x64, 32x32, 16x16, all as transparent pngs.
- a transparent svg of the icon as well
If you know how to make an ico file, that's good too. I forget what OS X needs. Perhaps someone else can fill this in.
Not required but requested, print versions, back and white and inverted.
We'd like to move forward and create a media kit and begin [re]branding but we are not closing off to logos or symbols that represent the game. I will be starting a new thread about creative collateral. Other symbols / versions of the bird that we'll be able to provide to mappers, modelers and other artists as resources.
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For OSX we need a .icns file, which contains multiple icons in various sizes, more info here: http://en.wikipedia.org/wiki/Apple_Icon_Image_format
Before posting a reply, please read about the bikeshed.
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(06-06-2010, 01:11 PM)merlijn Wrote: For OSX we need a .icns file, which contains multiple icons in various sizes, more info here: http://en.wikipedia.org/wiki/Apple_Icon_Image_format
I always use this great app for that: http://www.img2icnsapp.com/
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Cleaned up the file, added metadata (from sev's latest).
http://pics.nexuizninjaz.com/images/xort...uur4un.svg
(07-18-2010, 10:59 AM)Flying Steel Wrote: How could anyone with ADHD tell its a high damage weapon if it wasn't a gigantic metal cock fucking the map whenever a player gets within 3 meters of a wall?
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06-06-2010, 03:48 PM
(This post was last modified: 06-06-2010, 03:49 PM by sev.)
(06-06-2010, 02:33 PM)Roanoke Wrote: Cleaned up the file, added metadata (from sev's latest).
http://pics.nexuizninjaz.com/images/xort...uur4un.svg
I know you are trying to improve my version, but I don't like your use of the word "cleaned". Your version is more than 5KB bigger, several paths have lost their self-explanatory ID (for example the wings and wingsglow), and the "Vacuum Defs" command (Inkscape File menu) removes 9 elements that are not used by anything in the document...
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(06-06-2010, 03:48 PM)sev Wrote: several paths have lost their self-explanatory ID (for example the wings and wingsglow) The reason that happened was because I was adjusting the points to integral coordinates. I must have forgotten to change their ID, sorry about that.
(06-06-2010, 03:48 PM)sev Wrote: "Vacuum Defs" command (Inkscape File menu) removes 9 elements that are not used by anything in the document... Vacuum defs removes unused gradients and textures, these must be left over from old versions as I did not add any new gradients or textures to the file.
(07-18-2010, 10:59 AM)Flying Steel Wrote: How could anyone with ADHD tell its a high damage weapon if it wasn't a gigantic metal cock fucking the map whenever a player gets within 3 meters of a wall?
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06-06-2010, 04:59 PM
(This post was last modified: 06-06-2010, 05:00 PM by sev.)
(06-06-2010, 04:05 PM)Roanoke Wrote: Vacuum defs removes unused gradients and textures, these must be left over from old versions as I did not add any new gradients or textures to the file. There are no unused ones in my version. One example of an unused element is filter3768.
(+ BlurGlowPheonix was seperated into 2 filters for the head and wings, which was shared before)
I'm not too sure what you mean with adjusting the points to integral coordinates. The points are saved in floating-point representation. From what I saw your points are just "deformed" (i.e. 42.077300000001 instead of 42.0773)
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06-06-2010, 05:34 PM
(This post was last modified: 06-06-2010, 05:38 PM by Roanoke.)
I don't know what to tell you about the filters, but the points are definitely inkscape rounding errors. Here is your version, but with metadata and a fitted canvas (.3kb bigger):
http://pics.nexuizninjaz.com/images/91hj...17jhhl.svg
Edit: there was one unused def in your version (not all defs are filters)
(07-18-2010, 10:59 AM)Flying Steel Wrote: How could anyone with ADHD tell its a high damage weapon if it wasn't a gigantic metal cock fucking the map whenever a player gets within 3 meters of a wall?
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06-07-2010, 12:44 PM
(This post was last modified: 06-06-2011, 05:29 PM by sev.)
Working on the icon. It's not as simple as I hoped...
(Trying to keep the headshape stable at lower scale)
Here's the first concept I'm pleased with:
EDIT: I packed all logo concept and revision files into a single zip: http://www.mediafire.com/file/1djg9gc6d7...ncepts.zip
I think putting it into a circle makes it more "stable".
Should I continue with this, or go back to the simple ring+head?
(06-06-2010, 05:34 PM)Roanoke Wrote: Edit: there was one unused def in your version (not all defs are filters) If you are using Inkscape, that's most likely the perspective tag, which gets added automatically when you open a file.
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(06-07-2010, 12:44 PM)sev Wrote: I think putting it into a circle makes it more "stable".
Should I continue with this, or go back to the simple ring+head?
I like the circle version, makes it more "stable" indeed.
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in the white background the circle is necessary, on black background the blue glow at the top of the circle is a bit too sharp.
otherwise the icons are good
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I vote for no background gradient.
(07-18-2010, 10:59 AM)Flying Steel Wrote: How could anyone with ADHD tell its a high damage weapon if it wasn't a gigantic metal cock fucking the map whenever a player gets within 3 meters of a wall?
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(06-07-2010, 05:31 PM)Roanoke Wrote: I vote for no background gradient.
the only case where I'd agree is black and white versions.
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I also vote for no background gradient.
There's nothing better than getting off you butt and contributing to a community. There is no excuse when it comes to computers. Spend a little of you playing time, giving back
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First off, let me clarify about my "not -z-'s" comment:
1) I was only referring to the image in the recap.
2) I only meant the comment as a quick summary so that people didn't have to go identify which images had a phoenix tail.
3) It was not an attempt to malign -z- in any way (offending a dev/mod/admin is never a good idea).
Second:
I like the newly accepted (?) logo. Roanoke's background glow/stripes concept is interesting, but I prefer the other style.
Third:
Icon looks good. I prefer the circled version as well.
Humans...
"There is no problem that cannot be solved by a judicious application of carnivorous dinosaurs." -JayIsGames.com
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06-08-2010, 02:31 PM
(This post was last modified: 06-06-2011, 05:29 PM by sev.)
Icon concept 2: Dark blue circle, no gradient, but stronger glow:
EDIT: I packed all logo concept and revision files into a single zip: http://www.mediafire.com/file/1djg9gc6d7...ncepts.zip
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The only thing wrong IMO with that logo is that the phoenix head looks out of place when its at the bottom of the quake logo. but it you move it back to the top, then the icon versions of the logo won't work either. I'm just saying that it feels awkward with the wings at the top and the head at the bottom.
~xnt14
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