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Achieving that lighting in blender is by playing around with w the values in te world panel. But what I used here was, I checked ambient,enabled approximate and checked Fall off and made the value 1.
As for the particle breakdown, It was a combination of the particle system and explode modifier.Of cause the mesh must have enough faces for this to work.I used the sub surf, solidify modifiers.As for the lighting it was just one lamp that gave out the shadows.That kind of lighting was mainly achieved with the world panel settings.















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