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Pigna: font in a month

I’ve been trying for a while to get myself to start doing type design, but I rarely get past the sketching stage. Since these “do x in a month” goals seem to work for me, here’s the plan:

By August 31, I will design a typeface using FontForge, and I’ll blog about the process as I go. (I’m starting today, which technically makes it a little more than a month, but I don’t want to have to remember which day of the month I started this.)

With this font, my aim is to learn the production aspects of type design (by which I mean everything but the outlines). I’m not going to make the outlines look good or harmonize with each other. That pains me a little, but I don’t want to get distracted. This is a throwaway font for learning purposes only. Beautiful fonts will come later (hopefully).

The font will be called Pigna — after the Fontana della Pigna in Rome — and will have these characters in it:

ABCDEFGHIJKLMNOPQRSTUVWXYZ
abcdefghijklmnopqrstuvwxyz
0123456789
`~!@#$%^&*()-=_+[]{}|;:'",./<>?

I started today by sketching out the characters on graph paper and scanning them:

I marked the individual sketches I want to use with green dots underneath the character. (I ended up deciding to use the first 1 instead of the one I marked, though. And I’m planning to use the semicolon components to make the colon and the comma, so I didn’t mark those separately.)

After that, I split each character out into its own file (a.jpg, b.jpg, 5.jpg, hyphen.jpg, octothorpe.jpg, etc.) by copying and pasting in Photoshop.

Next up I’ll import them into FontForge as background layers and trace the outlines on top of them. When I start doing real font production later on, I think I’ll make sure to set up baselines and grids and things so that the images are all the right size and position. (With these, they’re all different sizes, so I’ll have to move them around by hand once they’re in FontForge.) I’m also thinking that Typlate would be more useful to me if it could do several smaller rows, like in the sketches above — at least at this point, I don’t see myself using a whole piece of paper for a single character or two.


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The coffinmaker and the metalsmith

Nice three-minute documentary about a guy who makes wooden coffins:

And another one about a metalsmith facing blindness:


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Postmortem: Daily Blender

Done! Today was my last Daily Blender render (since I’m not doing Sundays). Whew. Here they all are:

Other than feeling guilty about spamming people on Twitter and Facebook about it each day, it’s been fun. I’ve pushed myself and done far more Blender than I had in the whole year before this month (just six pieces), and I’ve learned a lot. I’ve started using the rigid body sim, the cloth sim, the hair sim, the cell fracture addon, and environment maps. I’ve done a little more sculpting (can’t say that I’m any good at it yet, though). And, from looking at this overview image, I’ve learned once again that my artistic style is all over the map.

Things I still need to work on:

  • Modeling. I found myself avoiding it as much as possible this month. I can do basic stuff, but not much beyond that. (What would probably be best, I think, is a “Daily Modeling” challenge. But not just yet, and I’ll probably keep it private this time.)
  • Lighting. Environment maps helped a lot, but I still feel like it’s purely accidental when I end up with good lighting in my pieces.
  • UV mapping. I’m still scared of it.
  • I only used Freestyle on one piece. I wish I’d used it more.
  • OSL. I’ve done a little with it but not much.
  • External renderers (LuxRender, Yafaray, Mitsuba, Appleseed).

This daily challenge thing has once again proven productive. (The other time I did it was NaShoStoMo back in April 2011, which netted me twenty stories.) But now it’s time to rest.


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Daily Blender 25

“The Lost Little Golem Sleeping in the Supermarket.” An autobiographical piece. (Uh, good thing this is the last one, huh.)


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Daily Blender 24

“Escape.”


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Daily Blender 23

“Ship in a Bottle.” Apparently I really like using spheres. And crazy materials.


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Daily Blender 22

“Spelunking.” Some low-poly sculpting and a fair amount of postprocessing.


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Daily Blender 21

“Flight of the Awkward Golem Birds.” Some intentionally bad sculpting. I like how the material came out looking kind of like copper foil.


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Daily Blender 20

“The Line Betwixt Light and Dark.” Playing around with the cast modifier.


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Daily Blender 19

“The Geometric Stoneman of Mynydd Mawr.” And now for something rather different. I modeled the character in TopMod, then rendered it using Blender’s Freestyle integration. Did the texturing in Photoshop.


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