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Posts by Kronok

This is all in the Unreal Engine editor. This Scythe update is still in heavy development but that's what I have to show so far!

2 weeks ago 5 0 1 0
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Cylinders don't need seam marking, it just knows it wraps back on itself so it marks a seam. It breaks your selection into its own island.

2 weeks ago 5 0 1 0
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This combines 3 different things in Scythe to UV this. 2 of them are new.

2 weeks ago 3 0 1 0
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A way to flow textures around a curve by just Ctrl + Alt + RMB on a face.

2 weeks ago 2 0 1 0
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Straightening out UVs

2 weeks ago 3 0 1 0
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Here's a preview of the huge UV/Texturing update for Scythe coming in 0.10. Scythe gets its own UV editor + more.

2 weeks ago 52 14 2 1

Great video on Scythe!

4 weeks ago 6 0 0 0
A small forest glade level in unreal, with gray paintbrushed-textured walls and a mossy green patchwork floor with some square platform protrusions sticking up from the ground.

A small forest glade level in unreal, with gray paintbrushed-textured walls and a mossy green patchwork floor with some square platform protrusions sticking up from the ground.

Learnin bout hotspots with Scythe. Just a lil setup and like 20 minutes of extruding faces is enough to start having a workable thing! Real fun to have some good tools to work with right in editor

1 month ago 21 3 0 0
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It's a bit out of the initial scope. It's something that maybe I'll consider down the road but for now all I can say is I'm not currently planning on it. I gotta get this thing released.

1 month ago 0 0 0 0
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Finishing up work on a small demo area testing out textures and scythe, a new level design tool by @kronok.bsky.social I've been loving. Excited to share more about the process!

#altfire #indiegame #indiedev #gamedev #fps #ue5 #screenshotsaturday

2 months ago 20 4 0 0
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A place I have been building with Scythe is beginning to look like anything

2 months ago 37 2 1 0
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For hotspots/trimsheets, I can't imagine anything like this is possible with triplanar stuff that isn't crazy espensive.

I think one big benefit here is texture memory and cheap materials. This one material can be used for a thousand different meshes and all look quite unique with the edge wear.

2 months ago 1 0 0 0
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Mainly to give level makers more agency in what they're making. Scythe gives you a lot of triplanar-like effects without the triplanar material.

With my understanding of triplanar materials, I don't think you can do this with a triplanar material with a single material instance.

2 months ago 1 0 0 0

Maybe I'm still confused, but if you're relying on only triplanar mapping, you use that with Scythe. If hotspots are introduced, they need a UV channel to be able to overlay it on top, which means it needs to unwrap the hotspots. If you still want no UVs, I don't have a clue how that would work.

2 months ago 0 0 0 0

Triplanar with hotspot/trimsheets? No clue how that would work. Or maybe I don't understand what you mean.

2 months ago 1 0 1 0

mhmm

2 months ago 11 0 0 0
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Using the #Scythe plugin by @kronok.bsky.social for #UnrealEngine, I modeled this sci-fi hall in two evenings. I would rebuild most of it with what I learned, but it was fun to make. #screenshotsaturday

2 months ago 16 2 0 0

The kind of comments that keep me going

2 months ago 11 0 1 0
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Gyms, Zoos, and Museums: Your documentation should be in-game โ€” Robin-Yann Storm, Product & UX Designer for Tools Gyms, Zoos, and Museums: Your documentation should be in-game

My 2025 talk 'Gyms, Zoos, and Museums: Your documentation should be in-game' is now also available in text format, for those who like to read instead of watch: rystorm.com/blog/gyms-zo...

And if you haven't seen it yet, there is an all new video too, with bonus material on the history of Zoos!

2 months ago 252 84 9 10

Blueprint lovers rejoice

3 months ago 11 1 1 0

Probably shows how the light hits it better and displacement if it has it, but honestly, I'm the wrong person to ask. I just know it's the worst thing for trying to pick a material to use for levels.

3 months ago 1 0 1 0
Scythe Editor - A Modern Level Editor Plugin for Unreal Engine 5

This release also marks Scythe moving from pre-alpha to alpha! If you'd like to try Scythe out, you can sub to my patreon and get the latest build: scytheeditor.com

If you'd rather wait for the official release, Scythe will be on Fab then!

3 months ago 9 0 0 0
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Subdivide: Useful for breaking up a mesh or face to do more with or if you do a lot with vertex painting.

3 months ago 10 0 1 0
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Dominant Face Normals: An industry technique that Star Citizen and Alien Isolation like to use everywhere. I'm calling this specific spinoff of Face Weighted Normals "Dominant Face Normals" because it seems to fit what's happening better. (Scythe can also do Face Weighted Normals).

3 months ago 8 0 1 0
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A built in Material Browser! Finally, you can stop looking at spheres and quickly find that perfect material.

3 months ago 14 0 2 0
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I've just released the newest update to my Unreal Engine level editor called Scythe. Here's what's new... ๐Ÿงต

3 months ago 99 35 1 4
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PSX Mega Pack | A Christmas gift by ๐Ÿ• Pizza Doggy A sale by ๐Ÿ• Pizza Doggy, 100% off PSX Mega Pack

Definitely get this if you use Scythe in any manner. The textures it comes with is what you're really after for Scythe: itch.io/s/177285/a-c...

It's currently free to claim as of this post.

3 months ago 13 7 1 0

Would looove some trimsheets/hotspots.

3 months ago 6 0 2 0
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I'M COOKING

This is going really well now, I want to release the first pack of PS1-inspired textures in January. Again they'll be public domain, completely free to use in your projects!

3 months ago 354 29 12 0

Patrons get it free: www.patreon.com/posts/145169...

4 months ago 1 0 0 0