Brandon Jurewicz

574 posts

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Brandon Jurewicz

Brandon Jurewicz

@kronok

Working on the Scythe Map Editor, a modern level editor that brings Source 2 Hammer features to Unreal Engine 5.

North Carolina Katılım Ağustos 2008
618 Takip Edilen1.2K Takipçiler
WorldofLevelDesign
WorldofLevelDesign@GameLevelDesign·
@Manum_000 For that I'd say UE5's Modeling Mode & creating Static Meshes. You can model, UV, texture, collisions all in one. May take little longer than BSP or Dynamic Mesh blockouts but it'd give you the blockout stage & final meshes approach without issues of the other methods.
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WorldofLevelDesign
WorldofLevelDesign@GameLevelDesign·
UE5: BSP vs Dynamic Meshes vs Static Meshes for blockouts? Pros & cons between all. Just recently came back to BSP. But use them all. Depends on project & what'd be fastest to get idea blocked out in UE5. In the end, all means to an end to get environment idea tested & built.
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Brandon Jurewicz
Brandon Jurewicz@kronok·
Fab's requirements to submit a plugin is so mysterious. "TextureGraph is enabled and not mentioned in the product page, it must be disabled or be mentioned as required in the product's description." It's in the first sentence of my description that it uses it.
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Kenney
Kenney@KenneyNL·
I don't want to "jump on a quick call", ever.
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Vladimir Cazacu | 𝕧𝕠𝕝𝕠𝕕▿
@kronok Can you do UVs for the base face you are subdividing even after subdividing? So having a UV shell for the entire face and thus getting the best of both worlds: hotspot texturing + density for vertex color painting?
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Brandon Jurewicz
Brandon Jurewicz@kronok·
I've just released the newest update to my Unreal Engine level editor called Scythe. Here's what's new... 🧵
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Chris Holden
Chris Holden@ChrisHoldenDev·
Started digging into @kronok 's Scythe Editor for @UnrealEngine last night. Nothing substantial enough to show yet, but it's a fast and a lot of fun so far!
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Brandon Jurewicz
Brandon Jurewicz@kronok·
The algo completely dumped on my last post so here's this subway I made in Scythe again. I try to make a new environment from nothing just before each Scythe release so I can find issues.
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Brandon Jurewicz
Brandon Jurewicz@kronok·
This release also marks Scythe moving from pre-alpha to alpha! The algorithm gods hate links, I guess, so if you'd like to try Scythe out, you can sub to my patreon and get the latest build as thanks (link in my profile). It'll be on Fab when it's officially released!
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Brandon Jurewicz
Brandon Jurewicz@kronok·
Subdivide: Useful for breaking up a mesh or face to do more with or if you do a lot with vertex painting.
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Brandon Jurewicz
Brandon Jurewicz@kronok·
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-chr… It's currently free as of this post.
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Samperson
Samperson@SamNChiet·
Even today, Half Life: Alyx feels like it came from an alternate game industry we never got. A hard overcommittment to the tech and techniques of 2000s-2010s gamedev, instead of just accepting the expected modern pipeline at face value.
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Brandon Jurewicz
Brandon Jurewicz@kronok·
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. (link in comments) #UE5 Also, my patrons get it free!
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