I actually don't think your logo matches your game style at all. Looks like it should be on a vector arcade game from the 80s. The defining feature of your logo is it's loaded with parallel lines. While the defining feature of your games style is thick shapes and flat colors/shading with hard edge transitions. Once you…
it shouldn't be a problem to model a (c) character since you're making a "re-make". No need to ask for permission. What usually gets people nailed though is trademark law when they use a trademarked name or logo...and it's super easy to turn anything (e.g. names of comic/video game characters) into a trademark if you have…
"Quake 3 took a hybrid approach with the torso, head and legs being separate skinned meshes." That's not exactly true. In QIIIA the elements with smooth deformations (torso and legs) are not skinned meshes (as in, driven by a skeleton) ; they are purely vertex animations. They can of course be authored as skinned skeletal…
MODO
| Texture a Logo on a Glass Surface There are several options
for texturing a logo on a glass surface and in this video, I share the option I
prefer to use. Using this setup enables you to isolate the material attributes
of the logo on the glass surface and adjust them independently. The bottle used in
this video is…