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Most used grid size?  

33 members have voted

  1. 1. Most used grid size?

    • 4
      2
    • 8
      17
    • 16
      9
    • 32
      3
    • 64
      2


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Posted

Always 32 for basic brushwork, for several reasons:


  1. [*:huibdtlr]Very easy to keep standard sizes and it keeps the map file very clean looking.
    [*:huibdtlr]Textures naturally allign themselves (particularly floor tiles etc) due to the reptition of the textures corresponding to the snap units of the grid. This saves hassle and means I don't have to bother with texture lock for the most part.
    [*:huibdtlr]It's much harder to make something leak with a larger grid size.
    [*:huibdtlr]CSG/BSP likes nice multiples, so this probably helps optimise the BSP

When I detail, I usually turn the grid down to the level I need it (1 for props, grr), then turn it back up afterwards. I always try to keep rotations and stuff like so that the vertices align on the highest grid snap setting possible (e.g. avoid going to 1 unit grid unless necessary).

Posted

i tend to work in 1 70% of the time because i really do not like staying on the grid, making stuff look clean and have 90° angles everywhere. Feels way more realistic if you build a town or something where everything (buildings, walls etc) is abit rotated.

Posted

Mostly 8 and 4. I absolutely hate doing for example vertex editing with gridsize 1 in the new hammer. Click in one grid, the vertex goes in another. Irritating.

Posted

for hl1 I used to map on 16 for 80% and the 19% on 8 and the rest lower then that ... 32 or higher is absurd , can't make cool things then ;)

on hl2 I don't like the 2d views .. they're reso. is smaller then 3.5hammer and you need to zoom in more .. andeuuhm don't like that :P

8 ftw :banjo:

Posted

I always left the grid at 8 unless for some reason I needed anything smaller - i.e. bending an 8 unit trim around a 45, or lining something up on a 'curve.' Regardless of grid size, I still always build major architecture in divisions of 64 (if not 128) and try to avoid ever offsetting things by more than 32 units. There's nothing I hate more than major geometry going smaller than 16 units (16 at least lines up pretty well against the major grid sizes, but 8 always feelds awkward).

Of course, I'll do things like split a 32 unit support into 8, 16, and 8 unit pieces or something and for fine details (and splitting things up on patch meshes in d3) I've gone all the way down to the .125 grid. But I'm quite the grid nazi otherwise. :)

Posted

Mostly 8 and 4. I absolutely hate doing for example vertex editing with gridsize 1 in the new hammer. Click in one grid, the vertex goes in another. Irritating.

press shift+W to toggle snap to grid on and off

topic: i usualy work in the 8 grid the most time

Posted

Size 1 in hammer is so buggy, I especially hate vertex editing in it, but also cloning and copy/paste are inaccurate and somewhat frustrating.

I mostly use 4-8-16.

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