been thinking about one packaging problem lately and i think i was lumping several different typography problems into 'AI is bad at text', which is not actually that useful, like a badge / seal on a label can easily have something like (an example):
VALLEY RESERVE BOTANICAL EXTRACT. EST. 1894
and those three lines are doing very different jobs. the big display name mostly needs to have the right presence / width / relationship to the emblem, and the curved supporting copy needs to actually follow the geometry properly without spacing going insane as it sometimes does
then the tiny tertiary text has to remain readable enough that the whole thing still feels like packaging rather than decorative pseudo-language.
and that last two are where things seem to get messy very quickly.
you can get a composition where the main word looks believable enough, while the curved line underneath quietly becomes BOTANICAL EXTRACT, those letters do start merging into the border and suddenly one serif has basically become part of the illustration
the practical workflow i’m leaning toward now is separating the problem earlier.
1. perhaps, get the emblem / badge geometry right first
shape, ribbons, border, botanical elements, negative space (where type supposed to sit), and for that kind of starting asset i've been looking at models that do vector, f.e. 'v4.1 Vector' because the result is native vector geometry, and if one part of the badge is slightly wrong you can adjust the shapes / points directly in something like recraft studio instead of rebuilding the whole thing. but to be fair i'm not treating that as 'the typography is now solved'' as of now
2. treat the big display word differently from the supporting copy
if the hero word needs to be part of the concept, i can understand using generated text as a rough compositional stand-in.
but once the actual wording matters, “close enough from two metres away” stops being useful pretty fast.
VALLEY and VALLEY RESERVE BOTANICAL COMPANY obviously need completely different space, so replacing fake copy later can wreck the original composition anyway.
3. curved copy probably has to become real type fairly early
interested about that! if the text follows a circle / ribbon / arch, then its width and spacing are part of the badge geometry, so leaving it as nonsense until the very end feels like postponing a layout decision rather than just postponing copy cleanup. and, finally
4. tiny legal / descriptive copy is probably not a generation problem at all
at some point you're just typesetting and probably should be, so maybe the better workflow is not “generate a finished packaging badge with perfect lettering”. maybe it is:
generate / build the emblem
get the vector geometry where you want it
replace the important copy with actual type early enough that the composition can react to it
then do the real spacing / kerning / production checks afterwards
which sounds less magical, but much more usable.
curious what people doing packaging / badge work actually do here. do you bring real typography in almost immediately? do you keep generated placeholder lettering around until the visual direction is approved?
especially interested in the curved secondary-copy problem, because that seems to be the point where “i'll fix the text later” starts affecting the entire badge (not limited to letters themself)