Optimal size for texturing

TeamRemix

L1: Registered
Mar 13, 2011
6
0
Quick question. Is there a optimal size for making buildings for texturing?

What I mean is, should all increments be within in a certain multiple i.e. 8, 16, 24 etc.

My gut reaction is that you want multiples of 8 since that is what the dev brushes are suggesting (like the 128x128 dev texture). Just curious. Thanks!
 

TeamRemix

L1: Registered
Mar 13, 2011
6
0
Thanks that article helped quite a bit. Since those ratios are what I was thinking, at least I was on the right track partially. :)
 

Duke Silas

L1: Registered
Jan 29, 2011
40
24
Is it not a good idea to use a grid of one in any instance? i.e should 2 be the lowest you should go to?
I know 1 is a power of 2, but I've had issues when snapping to 1 when editing vertex's.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
64-128-256 and 512 are your main size attributes. 32 can be used for things like beams and strips. But most walls are 512 by 512 in texture resolution (which translates to 256 hammer units).

Some textures are 1024x1024 but these are awkward to work with as it's the maximum scale that Source can use and sometimes the texture browser in Hammer locks at 1000.

Valve keep to an x/y scale of 64 but switch between 192 and 256 for z scales. Using a scale below 64x64 only allows things to accidently end up more complicated and difficult to work with further down the road.
 
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Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
Nothing wrong with using grid 1 or 2. You just need to use them in the right circumstances.

Stick to 8or 16 for most walls. Makes it a lot easier to avoid leaks as you can see gaps between brushes without zooming way in. You can also work faster this way. Also makes it easier to stick to good ratios for textures. (But 16 can make it easy to build over sized areas)
Use 4 for thin walls (a lot of door frames are 8 units thick).

Grid 1 and 2 should only be used for details where you want thin brushes, trims, planks, etc..
Stuff that will be func_detailed so they won't cause leaks even if they don't meet up and have gaps.