The Art of Making 3D Logos in Blender3D | Kamel Altohamy | Skillshare

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The Art of Making 3D Logos in Blender3D

teacher avatar Kamel Altohamy, 3D Designer

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

8 Lessons (1h 6m)
    • 1. Intro

    • 2. Modeling Lexus Logo

    • 3. Audi Logo

    • 4. VolksWAgon Logo

    • 5. Suzuki

    • 6. Toyota Logo Modeling

    • 7. Rendering

    • 8. What Next?

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About This Class

lender is the free and open source 3D creation suite. It supports the entirety of the 3D pipeline—modeling, rigging, animation, simulation, rendering, compositing and motion tracking, even video editing and game creation. Advanced users employ Blender’s API for Python scripting to customize the application and write specialized tools; often these are included in Blender’s future releases. Blender is well suited to individuals and small studios who benefit from its unified pipeline and responsive development process. Examples from many Blender-based projects are available in the showcase.

Blender is cross-platform and runs equally well on Linux, Windows, and Macintosh computers. Its interface uses OpenGL to provide a consistent experience. To confirm specific compatibility, the list of supported platforms indicates those regularly tested by the development team.

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Kamel Altohamy

3D Designer


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1. Intro: So this is a new course, is the art of making a 3 D logos. After taking this course, you can convert any 2D to 3D. We will discuss how to render a realistic shots for free using free software such as GIMP and blender, we can make NLU step-by-step, meaning example, will make you mustering the modelling tools. And this course will be updated monthly if you have any question, don't have to leave it in the comments section or contact me directly via email. Course will be published exclusively when Skillshare hope you like the content, let's dive into the first chapter. 2. Modeling Lexus Logo: Hey everyone. So today you are going to start a new course and into suggest course we will be getting some piece of fluids and they would murdering some card group. And I will start to just listen, which is a Herceptin with existing access car rule. So I have is their logo here in a bag grow and dereference images. And after that I will start to, to track, it'll go, I will make QGIS and we will also make the core thickness, which is here. So starting from here, I will, I've been here and moving it to be here. And we should screen cast. So let's click Control. And using is this one. And exit through such as this. And this. Such as this. Too much is a motor frame. And I think we all know them. And we will make some cuts here. What It's complete. Two. And and my shift. And denote with ink we all know don't for this logo. And we don't know them. Let's assume it's the same idea tracking or literals. Here. Selecting such as this and extrude exit route. Moving correctly, like this. And exit route in the x-axis and the scale in the x axis. So here we are selecting this one and exit route in the x. Moving correctly, such as this. Shifted to the x. Let's look at this edge. No, This is good. It is good to also learn Ms. To scale it. To be 0. So now we have 0, 0. We should know the smooth shading and Troy to render this one. So I have to have to add an Aberdeen and schedule 5, 2 time 3, and number two, at the camera controller to 0. Look camera to view. I want to make the focal lens to 70. And we'll render engine. I will use material. And this would be an accrual material. And we have mid 0, 10, and I've seen it. Now we're ready to render this one. So see you. 3. Audi Logo: Hello. Today we're going to make the OD logo color and let's start. So you're going to make, firstly, try to go to references and activate the screen-cast. Alright. And after that, the chick in background images to the top view. This background. We will make the cursor here and add a circle. And you still wouldn't be, such as here. And exit through the scale. Make a leukotriene. And exit rude. Select this one. Control B and z axes. Here we are. We have made such as this. So we will duplicate the x axis, duplicate in the x-axis, and duplicate in the x-axis. We have made the OD no car. As usual, we will make an a blend. This video will be in. Let's make all of these to be as moose. And this one will be in the second layer and environment. To light our scene. And camera. Such as this locomotive, you say to the camera for Collins to be 80. Shifted fun. Going to the OD or slow core and the silicon material, the chrome. And this one will be an in principle be SDF undergoing to come and use to each other or this one. This is meant to the normal also. And do we want alright. And the first 10 to 0 we have, we should have some image signature, Control T, color to color and temperature here. And metallic. Well, to know what should be on the rub this one. See, you ought to have known, which is roughness. Hello. All right. So I hope you enjoy. 4. VolksWAgon Logo: All right, so today we're going to see how we can make a new logo. And as a process is very simple. Let's first, I will make inside this logo, this Volkswagen logo. And Firstly, I have dragged the VNG which I have imported. I will list all files. And so in my course, and I will click on our algae. And as you can see, we have no Volkswagen do. And because it's high quality, you may see some stretching or some lines which is white. Anyway, you have zombies. And I will click or move to a new collection. This will be references. And let's maximize this area. And we can disable the reference so we cannot, or we can right-click and select ONE to move and slide. Here. In we are now with these details and I will make some adjustments. So we want all this logo to B1 Bs. So I will make the circuit and after that lines, It's the very symbol. So let's firstly circle and let's, uh, Troy. We can see that we have the quarter. So when 234567899 multiplied by four, it may be a 36. So let's try to be 40 multiplied. And we have no two. So I have here and circle, and I have made a smooth to be 36 multiplied by two. So again, I will add the semicircle and the scale. If you see I have 72 vertex, it maybe not aligned. The soil will move by using a slut GG slide again here and here, again. Slide. And the slide. Finally, slide here and the slate. So let's exit through the scale shift z. As you can see here. Rate. And after it, I will use this tool to be extruded. It's very simple. I want to extrude to this line, this wireframe exit route. Again, we have symmetry. We may be using this asymmetry. So I will click here and delete and add the mirror to be such as this. And after that, Let's cut and select this edge and exit route. Choosing the cleaving Kino, I will select this vertex and select both and use exact living exit route x. We will edit till now. So we have this to be moved in the eye. And this move here. And again, we have some detailed know. So move here. All right, Let's see what we have now. So I will select all these vertex and exit route again. Make sure that you have the cleaving to be disabled. And to this amount, I will move this vertex and move again, is it vertex. So after that, you will choose all these elements and exit route and the x-axis. That's fine. It's every symbol. Now we have finished most of the process and it's a tracing and choose it to be here. And let's add the subliming surface to see what we have now, we will add a subdivision surface of to interview and the three in render. And we have these issues. We can solve. Voice, making and leukotrienes. And leukotrienes or write. We have here some issues. So It's very simple. So I will add, I will add loop cut here, and some loop cut here. If we deleted this, we see we will get the ship and we may get it right here. And here again, we want to have some loop here, right? That's fine. Here again, we want to add lookup and, and look at here. And now we have made the shape. We can hide the reference now and select all duplicate and move as a base to reference maybe and select this shape and exit route to this amount is at fine. Because we have one chip we can add for the external and the internal glucose here, for the internal and the lookout for both. And let's make it just machining advocacy. You have no, it's a model. In the brief. In the next day or two, we'll make a new logo and it will render all these decisions in short, I hope you enjoy this lesson. See you in the next video. 5. Suzuki: All right, Here we are now in Chapter number 4. Today we are going to see how we can make the Isozaki logo. So let's here. We have, I have this version and I have this version. I cynic, this is a virgin and this is only for a banner or something like that. Is this is, this is a logo which may be seen in the car. So I will delete this one and select this item and go through the screen cascades and click on the clip out our altitude to be centered. And as usual I will move to in z axes and again move to new collection and maybe reference. And again, this restriction for the selectable and I will disabled the selection for this item. And again select all and zoom in. I think if we click controllers this bar, we can see that we have here on item. So what is a versus I, will and Blinn and this logo maybe symbol than others. But let's try this. And let's select the MBT. And selected MBT and the four st dt will be smaller, something like that. Maybe going to S3. Select it again and it will be moved here. And right-click. And the control will exit route. This is outer. And do we have here and curve? This is our fill. And now we will fill. And let's add again. From here. I will duplicate and exit route, exit route and exit route. Exit route, some sink like exit. All right. All right. So we want, we have here edge and now is the process of connecting 0 items. So I will make here lean and connect. We have not any cemetery, so I will select the items and move like that. And let's connect again as these items. And connect, connected like that. Alright? Now I have connected some vertex here. And after that I will make it to be faces. So let's come here and look up. We've got select only these two vertex. And here. Here, we have to connect these and have to connect on like that. And again, we have one face here. And here to be on general fees. I hope you like this method and I know we can make this face and rotate it again because this item is here. But anyway, we will make some pointier and is to be selected. All right, Again, let's connect. Let's connect. And I will connect to all of this to be one phase and all of z's and using his RF2 later, we will make it to be again one phase and all of this to be on face, alright. And after that I will make straight lines. So using an RF tool, cut here and cut here. Cut here, cut answer. Other side. Let's urine. Let's join. And the cut here. Cut here. Again. Katia, OR-join using screencasts, the case, I hope, just work. All right. Now we will enjoy some vertex here. And again, join and join. Again, cut here, and cut here. And cut final time here. Alright, we have the basic and do it. Go to select and move here. I hope you like this method. Alright? So I will exit through some space here. And after that, I will select all of these elements is using as a solid. It will select all of these vertex in the center and we should make a cut here. Nature is that you have to be what organs for sales or which, so exit route. And after that, I will select all of this vertex. Again of the vertex. All right? And after that I will move in z axes such as this. And that's fine. Let's add some more tips. So here I will add dips such as TO just distance. And after that, we can Move here. And if we add some loop cut and subdivision surface, we may see it. So we'll be seeing some, some artifacts such as this. Maybe I think are so close. So just we are now so close. Let's hide. All right, we have a Suzuki logo. So similar mixtures that you have to be flipped. So shift in, make it to this space. So now we have finished making the Sudoku logo. I hope you enjoyed this tutorial. It's not 100% perfect, but it's a very similar. You can use this process to make any logo or to make any typing and for making other glucose you can follow with this course. I hope you just listen to you in the next tutorial. 6. Toyota Logo Modeling: All right, Here we are in another lesson and the day you are going to make some new logo. And do we have this challenge? We have here is that your Telugu? I will select the logo itself and click ALT are altered. Gi EMI be using is obscuring castigates. As usual, I will select these and move in z, x is some space and move to another layer to be referenced may be. And after that I will look at this layer so that we can select this layer. We have this as v in G. I will not main types as tutor itself about I will make the loop itself. So we have simple shape just using a circle and I will make a circle. For the vertex, it will be maybe 24. Let's trace it. I think 28, right? And move and y axis and the scale in the x axis and z axis. Again. For our luck, we have some symmetry here and we will, we will make usage for asymmetry. So I will click here. Let's go for the modelling. And now I will select all and at the mirror. And for that, I will click here and exit route scale shift Z. That's fine. A skill. And we should have more vertex here. And I will select all these vertex and exit route. And exit route, exit route again. And it was like living. Extruding the x-axis scale. Enjoy. Make is going to be here and do we should use the screencast to keys and scale in xy axes. Alright, again. And make another. Alright. So here we are. So close tools are finite. Challenge. Here. Move here, move here. All right, that's fine. What I'm going to mix this to be smooth. As you can see here, it has to be smooth. All right, we have a final thing. We have to make this curve into, to make this curve. It's in the same area, it's connected. So I will select and control. Right-click, Right-click, Right-click, and extra in the x-axis. And the move here, move here, here, here. All right. We should make us other sink. So exit route sometimes and exclusions x-axis, x-axis by using exact living. And it's a three is z. Alright? So we are so close to the final product. This is the image that you have no, it's connected here. We will connect later. But for now, we will make something, we will select all and extrude. Let's see what we have. We have an extra Trojan and we have. So let's see. So I would extrude to below, to this, to this. And again, I will select this and move, select this edge, edge by edge and move. Selecting maybe this edge and the Move. Select this edge. And the move I selected this vertex. And move. The selected this vertex and move. Maybe selecting is this one. And move. And selecting this one and move into axis. Again. That's fine for now. So all right, I'm so close to the final varices. So I will select some vertex here. I select all of these vertex and move, select all of these vertex. And move, select some of these vertex. And move into x-axis. Selected this element. And the move to this corner, to this, this bliss. And finally, this is very simple to select all of this. And so I exist. All right, In the same method, I will move resist to be in the y-axis here. This corner will be in the assembly as a corner, as you can see here. And again, select this one and move into x-axis. And this in bliss. And this one also will be here. And the y axis, maybe above. And this one will be and the same location. But Toby's right here. Finally, just one element which is here, will be moved. Again here. Let's activate the sodium surface. And as you can see, we may see is this item to be have again? No four is a logo and this is one of the best tools I have made. Similar. If you select reference, I think. Alright, so if we select a reference, I USE, see it's a very, very similar. And after adding the material, it will be fine. So I'm going to just listen tutorial, which we will guess or all of these logos and 2 MHC one. And I think if we sum to cut here, it will be much better. So let's see what here. Alright, so we have here such as this. I hope you enjoyed listening to you and send you a tutorial. 7. Rendering : All right, so today we're going to see how we can render this logo we have made in a previous video. So I will make an, a blend. And after that, I will scale maybe five times. And selecting our logo. We can call it to be logo and this will be the ground or BEG. So this will be listed here. And let's make our background. We kind of scale. And I select this one and exit route. Control B makes most have maxilla ground, and let's make our camera and the control to 0. Let's mix a screencast case here and interviewed camera to view. All right, I think now is a camera angle isn't macro, so I will make it 100 to be macro such as this. Alright, this is what we want. We want to just to be reflected, reflective. So firstly, we will add the light, so add here an area light. Of course we will using cycles, GPU, adaptive, de-noising, open image. For a performance, I will make it fix it one hundred and five hundred for x and y. Right? As it's fine for now. So if we make it and if you were to enter, as you can see, there is no light. So let's add our fairest light. As I have mentioned. It, this is a slight, is too small, so we will make it 2000. And again shifted D here. And it will be maybe for 200. And this slide will behave Of over here and rotate. Let's see of turf making a blue. It's too much, too much light. So make it maybe 800. I think. 700. Alright, and we want another light from this angle. So here I'm going to light 100, size to be two and maybe yellow. Let's see what we get now. Right? And this will be three. It looks fine. Light and z scale. And light here to be emission stressed, maybe five. And we'll see if we get one to be read you the reflections. And if we make it to fill the spaces, and you will make it to be. I'm happy with the result now. As a scholar would be metallic roughness to be 0. And it will be like this. Let's see what we will get. No effective roughness, Toby. If we make it metallic. Roughness to be one color like this, we don't have any HDRI, so I will add any HDRI from HDR haven or any resource. Too bad if we make it 2.24. I think because we have, this is too dark as our roughness will be. Again, we want it to be some truly see what IOR for me. So the IOR for metal or bronze on doing it. So I will make an render tests to see what is the result. So this is a final result for our render. It severely symbol. We have used the background endemic metallic logo. And you can choose any color you want. But I like this style. We may have a grounded to be different, such as black or white. And you will see, you will see is that this image will be a clean. And I have used low sample. You can make your final render to be high-quality, but encouraging and disassembling. Now, we are almost at the final lesson. And I hope you enjoy this short term SKU incentive tutorial. 8. What Next?: So now we have completed all the lessons for this course. I have, as I've mentioned before, this will be an updated course. And if Riemann's, I will list and upload in your lessons. Maybe about, maybe how you can admit this in C and D, how you can make an intro using tools. After, after that, we will dive deep. After it, we will dive deep and talk about the graph editor and some advanced tools. As you know, it takes some time to practice these tools and I don't don't eat it too. Use these tools to enhance and make your own. If you have any question, don't hesitate to to to tell. If you have any questions. Don't hesitate to contact me at angular Studio 2 at I hope you enjoy this course. See you in Xenakis courses at Skillshare.