I work in a screen printing company and we often get requests for art work with a "distressed" look. I usually creat the art work and fake a distressed look with a grunge brush that I expand and unite with the pathfinder tool. I then color it to the substrate color, or white for creating seperations. The "negative space" becomes individual paths that cause lagging on my computer.
We recently upgraded to a computer w/ 64bit processor w/ 8 GB of Ram (though even on the old computer, we had the same issue).
My issue lies in that when I create multiple versions of this art. I get a warning about lack of available memory (which we should have plenty, as this when I save the files it takes significantly longer than other artwork). I have adjusted the scratch disk settings to work of an external drive. But when I make too many copies (which I have to do for the sepperation process) a warning window shows up that says:
"Can't Finish previewing. Could not repeat the requested operation."
and it switches to a wireframe preview. Then if I try to save, it says "An unknown error has occured."
I've attached images to illustrate this problem. I had to do quite a few more copies of the art to illustrate the point, but significant resources are lost and I am usually unable to save my work when this happens. I often have to do color seperations, so this requires multiple versions of the same art. I've lost many hours on this "bug".
Is there any tips, resources or anything available that you can let me know so this stops happening. Distressed logos are in style, and I can't tell my employers that I can't do them when they bought a new computer to handle the limitaions of the old one. This same thing has happend on both the old computer and the new one.
How art looks on mock up
"Distressed" part of art selected
Is there a way to simplify the pattern? Because you can download "grunge" vector packs, but they will still have lots of anchor points and paths.
As of now I create the distressed look with a grunge brush or I create a brush. I then expand it, and unite it through the pathfinder tool.
Not necessarily for this art, but for other art - yes. When we output the image to film for the screen, I often need to make a trap (or create a white under lay) if it's color. Expanding the brush lets me put a whte stroke on around the pure black, so the white or underlay screen will get covered be the other ink colors.
You could also take the Grunge and make a symbol of it so it didn't take up as much space in the file. As I understand you could have multiple instances of the Grunge without the weight of duplicate copies with all those vectors. Sounds like this is a software limit you are running into and you should go to CC or CS6. The color seps don't seem dauntingly complex just the amount of vectors in the Grunge objects.
To utilize the full power of your 64 bit OS and higher RAM we suggest that you upgrade to 64 bit AICC. With 64 bit AICC you can use as much RAM as possible to work on such complex documents.
We would really love to see if switching to AICC solves your issue. You can probably use a fully functional trial version of AICC and then see if things change for you. Trial can be downloaded from: https://creative.adobe.com/products?promoid=KHXAR.
Distressed logos are in style, and I can't tell my employers that I can't do them...
You're workflow is the problem. You are trying to use a vector program to emulate raster-based results, and trying to solve the resulting problem by brute force (throwing additional hardware resources at it).
There are several very widespread misconceptions associated with this commonplace scenario, stemming from confusion between the concepts of vector-based artwork versus raster-based artwork--as opposed to line art versus continuous-tone artwork.
Silkscreen printing does not necessarily require vector-based artwork. It does, however, often require line art. But line art can be vector-based, raster-based, or a combination of the two.
Mathematically-defined shapes and algorithmically-derived interpolation (blends, grads, etc.) are the purview of vector graphics. Granular detail and texture are the purview of raster-based imaging.
There is no reason for you to insist on using a kazillion individual tiny, irregularly-shaped vector paths combined into a huge compound path in order to simulate a so-called "distressed" texture. Just use a 1-bit or 8-bit (with alpha transparency channel) raster image for the texture. Color it white and position it in front of the vector-based elements and print your separations.
Alternatively, take your vector-based content to your raster imaging program, rasterize/separate it to appropriate spot color channels and apply your textures there.
You'll find that you don't need additional hardware resources and that you have much more texture versatility.
My issue stems more from that we recieve a lot of contract business, so I often recieve finished art that I have to size and print seperations for. I don't have a way to communicate to the clients artists that they are mucking up the performance with too many paths, nor can I alter their art and add a pattern of my own,
Are there any good tutorials on Adobe for my own creating these distressed patterns with less resource consumptions?