No significant work done by me, but thx. I used 3dsMax 2013.
I used to make band posters (playbills) all the time… for many bands… so I got good at text… using the extrude modifier… and then I would often try to map a single picture across the text. https://raw.githubusercontent.com/Wingnutt/misc/master/fts01.jpg
It was a popular “look”, and I got fast at it (mostly Minneapolis area). But 3dsMax makes it real easy to do, too… it takes me less than 5 minutes to produce some “chunky text”. Your logo took a tiny bit longer, as I needed to do a .obj export from max, and not just the normal .jpg render.
I once had a URL to a place on-line… that let you type’n’render mesh fonts, too. It wasn’t “live”. You use the site, generate the mesh, store it yourself, then import into scene.
@TheLeftover has that meshWriter thing that is pretty fun. https://www.babylonjs-playground.com/#XWVXN9#101 / #78 / #40 (and all other PG’s in that series). It makes 3d fonts… from SPS particles. It is a BJS extension… pretty easy to use, and it animates well, and each letter/character/word can use physics impostors… tested/proved. (for lots of text-movement fun).
Because of the tapered edges on text that is height-displaced (and due-to limited mesh rez)… the text always looks blurry… and that seems to limit its usefulness.