cellophane Posted April 9, 2013 Share Posted April 9, 2013 I have a potentially dumb question: I'm working on creating some standard maps for use in the office (Revit 2013) and am not sure about map sizing - in particular for repeating elements like brick. If I make a soldier course, assuming a fairly consistent brick color, how many units wide is a good number for the map itself? Theoretically it could be one unit + grout but would the excessive amount of tiling by the software be worse than using a larger map of 4 or 8 units? For fill patterns (running bond) it's not quite such a dilemma since the map needs to be larger to minimize visual tiling. The other part of this is does the map start half-way through a grout joint or on the edge of a brick? Or am I overthinking the entire process? Link to comment Share on other sites More sharing options...
Devin Johnston Posted April 9, 2013 Share Posted April 9, 2013 There is no standard size for a map it just needs to be large enough to hold up to whatever resolution your rendering to and to minimize tiling. Having said that I normally create maps with pixel sizes around 2500x2000 or larger if the map calls for it. Link to comment Share on other sites More sharing options...
Scott Schroeder Posted April 9, 2013 Share Posted April 9, 2013 I tend to work in power of 2 texture sizes, 512,1024,2048, etc. It's just old school and I tend to re-use a lot of my textures later on in side projects in real time engines. I also try to keep all the maps the same size, right now I'm happy with 2048x2048. Another thing I try to do is keep all of the maps the same scale, using the grids in Photoshop as guides. This way, if I wanted to, I could apply a global UVW modifier to all the geometry in my scene at 12x12x12 and everything will be the correct scale. This just keeps me from having to remember if Brick A is 5x5x10 UVW or 6x6x6 or what not. Link to comment Share on other sites More sharing options...
unrinoceronte Posted April 12, 2013 Share Posted April 12, 2013 I tend to work in power of 2 texture sizes, 512,1024,2048, etc. It's just old school ..... Another thing I try to do is keep all of the maps the same scale, using the grids in Photoshop as guides. This way, if I wanted to, I could apply a global UVW modifier to all the geometry in my scene at 12x12x12 and everything will be the correct scale. This just keeps me from having to remember if Brick A is 5x5x10 UVW or 6x6x6 or what not. Scott, this is quite useful, i never tought about that... making all textures the same size as you mention can be quite time saver!... @CHAD: i don´t know if this can be usefull to you, but in my case, something like bricks or wood planks, i try to use around 30 rows respectively... One thing that i find useful is to work the texture in PS, then make the CANVAS bigger by 300%, then copy the layer 8 times, so having 3 rows of Maps and 3 columns... That way i can see if the map tiling looks good or bad when it repeats... If it looks bad, i select the ORIGINAL Map in the CENTER, do some photoshoping (cloning, magic wand, Dodge, Burn, etc) only to that one, erase the others, and COPYE again 8 times in 3 rows and columns, this repeats until Tiling Disappears for the most of it... Link to comment Share on other sites More sharing options...
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