Question: I’d like to know how to emboss or deboss a more complex logo/mesh into another flat surface/mesh as shown in the example:

[![enter image description here](https://i.stack.imgur.com/1A6hI.gif)](https://i.stack.imgur.com/1A6hI.gif)

What I have got so far is: transforming a logo into an \*.svg from Illustrator and importing it into Blender. Now that I try to convert it to a mesh it becomes quite messy and complex and I don’t know how to emboss or deboss it into another mesh.

I tried it with the Displacement modifier, however you need to really subdivide the mesh a lot of times to get an suitable result. Is there a more elegant solution?

Answer: 
I recommend to use a normal map instead of physically embossing or debossing the logo into a flat surface.
By using a normal map you should get a similar effect without all the problems of a messed up mesh.
You can use this freeware tool to create normal maps: <https://sourceforge.net/projects/ssbumpgenerator/>

In order to use a normal map you have to:
- create a normal map with a 3rd party tool
- unwrap your object
- create a new material
- create a new texture
- load the normal map image into that texture
- Switch the normal map checkboxes on (see image)

After that you should be good to go.
I hope this helps.
You could do this with two separate objects:

1. import your logo as svg, which will be a 2D curve in blender; add a bit of "bevel depth" and/or "extrude" in the *geometry* panel of the *data* tab.
2. add a plane mesh positioned just under you logo

Since they're two separate objects, you'll need to explicitly align their texture coordinates by using the "object" socket from a *Texture Coordinates* node.

[![enter image description here](https://i.stack.imgur.com/GKfV9.png)](https://i.stack.imgur.com/GKfV9.png)