Best Grid Refinement to Use?
Question for the more experienced mappers here, what is the best grid refinement to use when building rooms and geomatery in general? Obviously it would need to be changed when working with different levels of detail, but what do you guys use as a 'default' grid size? 8? 64? 128?
Another thought: Is Spark Editor a bad editor for someone who is just beginning to map? It seems to lack a lot of the tools that Hammer has that make it a lot easier to create certain (many) objects...
Another thought: Is Spark Editor a bad editor for someone who is just beginning to map? It seems to lack a lot of the tools that Hammer has that make it a lot easier to create certain (many) objects...
Comments
when you are making the actually room layout i'd go down to 8" generally and then sometimes down to 4" if you want to do a few diagonal things
most things in the game/editor are made in multiples of 4 or 8.
if you open up an official map you'll see that most trims are 4 or 8", most doors are 128" or double doors 256" so the hallways match this
you shouldn't need to go down to 1" unless you are doing something really detailed like tracing an opening for a door model/prop. it seems like you would just be causing yourself to watch the measurement bar down the bottom too much to get alignment just right - and you'd be drawing out things to 4 or 8" anyway. its pretty rare that you'd need to align something to 3" or 5" so not sure why you'd need the 1" size very often.
but looking at hera and esoteric it seems to be working for you alibi :P
I know exactly how you feel, rotate something that is on the grid and it ends up entirely off the grid resulting in you having to scale it and miss-aligning the textures, so you to sit there and spend the next min or two aligning them again. While that in itself doesn't sound so bad, it really does slow down the work flow and possibly interrupt whatever mapping 'groove' you are in.
I have learned to create new geometry in orthogonal views and rotate it to new position around the same pivot by the same angle. This way it will fit in with old gemetry there precisely.
This, though I've been known to jump up to 128 to start a room (and get a sense of the relative sizes).