- 1 About
- 2 Gentoo mascots
- 3 Znurt and his shadow
- 4 Variations of the "g" logo
- 5 Rendering the official "g" logo
This page is about logos and graphical building blocks related to Gentoo Linux. For compositions like wallpapers and buttons please see Gentoo Branded Artwork, instead.
Those considering creating new artwork for Gentoo should check out the color palette.
The licensing of the artwork on this page may differ from piece to piece. Please pay close attention to the license of the very graphic you want to use. Thank you.
Many of the graphics listed here are licensed under CC-BY-SA/2.5. Be aware that CC-BY-SA and CC-BY-NC-SA (with NC for non-commercial) are not compatible. Therefore, you explicitly cannot license derivative work based on CC-BY-SA content under CC-BY-NC-SA, as that would be in violation of the ShareAlike aspect of CC-BY-SA. What you can do is applying any later version of CC-BY-SA — e.g. CC-BY-SA/3.0 — to derivative works. Please contact the Board of Trustees with questions regarding licensing.
Larry the Cow
As to current best knowledge Larry was first introduced to Gentoo by Daniel Robbins (Daniel Robbins) by the graphic above around 2002-01-02. All of these heads originate from a font labeled Font Heads created in 2000 by Ethan Dunham of Fonthead Design licensed under the End User License Agreement (EULA) of Fonthead Design.
Of those heads only the cow was integrated with the gentoo.org website — in the about section, the 404 page and to accompany certain news posts — under the name of "Larry the Cow".
On the right a re-paint with body of 2004-04-18 by Manuel "Nefarius" Zwerenz can be seen.
As Matteo traced Larry's head from a small bitmap back then, Larry's head has a distinguishable look in his version, best noticed side by side. Also, there is an alternative re-trace by Alex Legler. Both his and Matteo's version have been used in print.
On request of the Gentoo Foundation, Fonthead Design Inc. gave written permission to use the original artwork of Larry the Cow (letter "s" of font Font Heads) under the Creative Commons Attribution-ShareAlike 2.5 license on 2011-05-31.
When creating artwork derived from one of Matteo's edits be sure to mention both Ethan Dunham and Matteo Pescarin to fully satisfy attribution. Same applies to the version of Alex Legler, respectively.
Related: Ripple icons
These icons appeared at the front page of the original gentoo.org site next to a news item. The original artwork was done by Daniel Robbins, vector remakes were created by Sebastian Pipping (sping).
For Ripples Gentoo, the Gentoo Name and Logo Usage Guidelines apply.
Please note that the SVG of Ripples Gentoo is linking to gblend.png internally and therefore depends on that file.
Znurt and his shadow
Separate graphics for each of them are available. The original artwork was done by Daniel Robbins, vector remakes were created by Sebastian Pipping.
Both SVGs and PNGs are licensed under Creative Commons Attribution-ShareAlike 2.5.
The Vampire Znurt variant was created by Michał Górny (mgorny) for Project:Repository_mirror_and_CI. It was supposed to look more evil than the original but due to complete lack of talent it ended up looking sweet. Nevertheless, it still sucks blood out of pull request submitters.
Variations of the "g" logo
Vector version "g" logo
Lennart Andre Rolland has created a vector version of the "g" logo which is widely used by now. There also is a vector version by Matteo "Peach" Pescarin. Below you can see them side by side for comparision with the original Blender version created by Daniel Robbins.
Gentoo + Android
Artwork for the Gentoo Android project created by Lucas Ramage (rage) .
Gentoo FreeBSD logo
The former FreeBSD project had its own variation of the "g" logo.
Gentoo OpenBSD logo
The former OpenBSD project has its own variation of the "g" logo created by Dawid Węgliński in 2007.
Rendering the official "g" logo
The blue "g" logo
To render the Blender-based "g" logo of 2013 you need:
- A version of Blender between 2.04 and 2.31a (inclusively)
- A version of Python between 2.0 and 2.2 (inclusively)
- Blender source file g-metal.blend
- Reflection texture metallandscape1.jpg
The red "gentoo" logo
Again, original artwork by Daniel Robbins.
It is possible to render this logo as a transparent PNG with custom resolution.
- Get a copy of gentoo3.blend.bz2 (licensed under CC-BY-SA-4.0) and unpack it using bunzip2
- Pass it to Blender (media-gfx/blender) for rendering, details below
- Apply post-processing
- Apply Autocrop Image in GIMP
- Add Adam7 interlacing for web display
- Optimize file size using OptiPNG losslessly
- Apply post-processing
Blender can be made to render from the command line as follows:
blender -b gentoo3.blend -P gentoo3.py
Compiled with Python version 2.6.6. Checking for installed Python... got it! Fra:1 Mem:0.20M | Preparing Scene data Fra:1 Mem:2.94M | Preparing Scene data Fra:1 Mem:2.94M | Creating Shadowbuffers Fra:1 Mem:2.94M | Creating Environment maps Fra:1 Mem:2.94M | SSS preprocessing Fra:1 Mem:2.94M Sce: 1 Ve:15590 Fa:11616 La:5 Fra:1 Mem:13.24M | Part 1-16 Fra:1 Mem:12.67M | Part 2-16 Fra:1 Mem:14.82M | Part 3-16 Fra:1 Mem:13.24M | Part 5-16 Fra:1 Mem:12.67M | Part 4-16 Fra:1 Mem:13.24M | Part 6-16 Fra:1 Mem:12.67M | Part 7-16 Fra:1 Mem:13.24M | Part 8-16 Fra:1 Mem:12.67M | Part 9-16 Fra:1 Mem:13.24M | Part 11-16 Fra:1 Mem:12.67M | Part 10-16 Fra:1 Mem:13.24M | Part 13-16 Fra:1 Mem:12.67M | Part 12-16 Fra:1 Mem:13.24M | Part 15-16 Fra:1 Mem:12.67M | Part 14-16 Fra:1 Mem:12.67M | Part 16-16 Fra:1 Mem:9.90M Sce: 1 Ve:15590 Fa:11616 La:5 Save to: littletoo.png -> littletoo.png Blender quit
The script gentoo3.py is used to customize rendering parameters. We are using a hard-coded resolution of 800x600 in this guide.
#!BPY # Copyright (C) 2011 Gentoo Foundation, Inc. # Written by Sebastian Pipping <firstname.lastname@example.org> # Licensed under GPL v2 or later import Blender scn = Blender.Scene.GetCurrent() context = scn.getRenderingContext() # Dimensions context.imageSizeX(800) context.imageSizeY(600) context.setRenderWinSize(100) # Transparent PNG context.enableRGBAColor() context.imageType = Blender.Scene.Render.PNG context.enablePremultiply() # Render context.render() context.saveRenderedImage('.png', 1)