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Step
1
Create some text.
Open
Adobe Illustrator. In the tutorial, we are using version 10, but
any version that can save at least 3.0 format should work. You can
also use Freehand, although the first few steps in this tutorial
will have to be changed to suit that particular software. |
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Step
2a
Create outlines.
With
the text selected, select the Type:Create Outlines
menu item. |
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Step
2b
Create outlines.
The text
should now look like this. |
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Step
3a
Save text.
Select
the File:Save As... menu item. |
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Step
3b
Save text.
Name
the file, choose a location and click the Save
button.
Note:
Steps 3b through 3d may be different if you are using an older version
of Adobe Illustrator or if you are using Freehand. |
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Step
3c
Save text.
From
the Compatibility pop-up menu, select the Illustrator
8.0 menu item and click OK.
Note:
LogoMaker can read Illustrator 3.0 - 8.0, so any of these should
work. I usually use 8.0 just because it is the most recent. |
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Step
3d
Save text.
Illustrator
will warn you that this is an older format. Click OK. |
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Step
4a
Import the text.
Launch
PiXELS 3D version 4.5. From the Special menu, select
the LogoMaker:From Illustrator 5 File menu item. |
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Step
4b
Import the text.
Navigate
to the Illustrator file we saved in step 3. Select it and click
the Open button. |
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Step
4c
Import the text.
After
a moment, the text should import and display in the 3D views. The
camera view should look something like this. |
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Step
4d
Import the text.
In the
attribute mananger, expand the logomaker.ai attribute
group. There is a Settings attribute group nested
in this group. Expand that as well. All of the controls for LogoMaker
are inside this attribute group. Most of these are self explanatory,
but there is one of particular interest - AI File Path.
With this attribute you can change the file that LogoMaker uses
to build your 3D text or relink to the same file if the client makes
changes to the logo art.
Tip:
if you create a cool flying logo animation, you can render that
with any logo just by changing the AI File Path
attribute.
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Step
5
Change the settings.
Disable
the Smooth Front Face and Smooth Back Face
attributes, change the Breaking Angle to 33 and
change the Flatness to 5.
Note:
Breaking Angle controls the maximum angle between adjacent faces
which will be smooth shaded. Higher values result in smoother shading
text, which can look strange. Flatness controls the physical smoothness
of the outlines used to generate the text. Lower values produce
more control points and denser meshes. Experiment with the values.
The 3D views will update to reflect your changes.
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Step
6
Change the light type.
In the
attribute mananger, expand the Light attribute
group. Select Omni from the light type pop-up menu.
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Step
7
Render.
Select
the File:Render menu item to render the scene.
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