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
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
A place I have been building with Scythe is beginning to look like anything
15.02.2026 10:21 โ ๐ 37 ๐ 2 ๐ฌ 1 ๐ 0
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.
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.
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.
10.02.2026 01:16 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0Triplanar with hotspot/trimsheets? No clue how that would work. Or maybe I don't understand what you mean.
09.02.2026 07:55 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0mhmm
01.02.2026 05:31 โ ๐ 11 ๐ 0 ๐ฌ 0 ๐ 0Using 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
31.01.2026 18:57 โ ๐ 15 ๐ 2 ๐ฌ 0 ๐ 0The kind of comments that keep me going
30.01.2026 11:45 โ ๐ 11 ๐ 0 ๐ฌ 1 ๐ 0
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!
Blueprint lovers rejoice
16.01.2026 05:50 โ ๐ 11 ๐ 1 ๐ฌ 1 ๐ 0Probably 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.
08.01.2026 03:11 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0
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!
Subdivide: Useful for breaking up a mesh or face to do more with or if you do a lot with vertex painting.
07.01.2026 23:56 โ ๐ 10 ๐ 0 ๐ฌ 1 ๐ 0Dominant 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).
07.01.2026 23:56 โ ๐ 8 ๐ 0 ๐ฌ 1 ๐ 0A built in Material Browser! Finally, you can stop looking at spheres and quickly find that perfect material.
07.01.2026 23:56 โ ๐ 14 ๐ 0 ๐ฌ 2 ๐ 0I've just released the newest update to my Unreal Engine level editor called Scythe. Here's what's new... ๐งต
07.01.2026 23:56 โ ๐ 99 ๐ 35 ๐ฌ 1 ๐ 4
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.
Would looove some trimsheets/hotspots.
25.12.2025 21:41 โ ๐ 6 ๐ 0 ๐ฌ 2 ๐ 0
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!
Patrons get it free: www.patreon.com/posts/145169...
05.12.2025 22:23 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0
While developing the Scythe Material Browser, I stumbled upon a way to swap out Unreal's thumbnail renderer with my own. So I turned it into a small plugin called Flat Material Thumbnails and released it on Fab today: www.fab.com/listings/778...
Also, my patrons get it free! (link in comments)
New #devlog up, going over details about how we did the level design and main environment texturing for CRUSH DEPTH. It's 16 minutes of me blabbing about how much I love @kronok.bsky.social's Scythe editor basically. If that sounds like your jam, check it out! youtu.be/KrCLWtOyvKk
02.12.2025 07:44 โ ๐ 6 ๐ 1 ๐ฌ 1 ๐ 0The next version of my Unreal level editor (Scythe 0.8) will have a built-in material browser. No more spheres!
26.11.2025 22:38 โ ๐ 56 ๐ 7 ๐ฌ 1 ๐ 0a concrete interior. a hole is piercing the high ceiling, letting in an orange beam enter the room
#gamedev
Made with Scythe
The first commercial game released with levels made with Scythe before Scythe is even out. The speed of making levels with Scythe!
22.11.2025 03:54 โ ๐ 13 ๐ 2 ๐ฌ 1 ๐ 0There's a lot more in this update, but those are the big ones. If you're interested in trying Scythe out before it's released, you can become a patron and start using it right now for $10. More info at scytheeditor.com
08.11.2025 18:53 โ ๐ 23 ๐ 1 ๐ฌ 0 ๐ 0Edges can now be extruded with rotate and scale!
08.11.2025 18:53 โ ๐ 64 ๐ 5 ๐ฌ 3 ๐ 0Wrap Texture to Selection: Instead of having to wrap texture to each face individually, you can select all the faces you want to wrap to and Alt + Shift + RMB the hovered face you want to wrap from.
08.11.2025 18:53 โ ๐ 20 ๐ 0 ๐ฌ 1 ๐ 0Wrap Texture to Different Mesh: Until I get multi-mesh selection in, I've added in a solution to wrap to a different mesh. Lifting a Material with Shift + RMB will now also pick up extra data that can be applied to another mesh's hovered face with Alt + RMB if no face is selected
08.11.2025 18:53 โ ๐ 26 ๐ 1 ๐ฌ 1 ๐ 0