Scythe's lightmaps are so good because it unwraps your lightmaps and resolution based off of the geometry itself, not the pre-existing UVs like Unreal's built-in way of generating lightmaps.
When I started HALL-oween I used Lumen as it's default, but I wanted to use more Scythe features. Since the lightmapping is so good I went back and baked the first four scenes. #gamedev #UnrealEngine #UE5 #ScreenshotSaturday
More people need to utilize Scythe's hotspots (it works with trimsheets!)
HALL-oween 12, made a custom trimsheet and used #ScytheEditor's hotspots feature for instant UVs. #UnrealEngine #gamedev #UE5 #gameart
Cool to see this done in Scythe!
HALL-oween 11, #ScytheEditor curtains in #UnrealEngine. Anybody recognize this?. #gamedev #UE5 #gameart
Brandon retweeted
HALL-oween part 8, inspired by grim dark fantasy, geo created with #ScytheEditor and uses it's Auto-Lightmaps and HotSpot textures feature. I'd like to explore this scene further as this style is a lot of fun. #gamedev #UE5 #gameart #UnrealEngine
Brandon retweeted
We are deeply saddened by the passing of Richard “Levelord” Gray.
From his legendary work on Duke Nukem 3D to the countless players and developers he inspired, Richard leaves behind a lasting legacy.
Rest in peace, Levelord.
Brandon retweeted
HALL-oween 7, making a scene with every other day using #ScytheEditor for all geometry in #UnrealEngine
Inspired by the corridors of Star Trek TNG #gamedev #UE5
Brandon retweeted
This month I'm making a scene with every other day and calling it HALL-oween.
All geometry is built with #ScytheEditor in #UnrealEngine
This first one is inspired by the jails in Diablo 2
#gamedev #UE5 #gameart
Brandon retweeted
Refreshing my brain with the Scythe 0.11 for #UnrealEngine 5.8 with a quick #archviz style hall all built in editor today. Paintings and floor textures from Realistic Rendering. #gamedev #UE5 #screenshotsaturday
What's fun about this hall is Chris isn't using lumen here, he uses static lighting with Scythe's auto-lightmap tool to unwrap the lightmap UVs and it figures out the lightmap resolution in one click. One light bake later and this is what you get. This used to be painful in UE.
Making a scene with every other day and calling it HALL-oween. All geometry is created with #ScytheEditor in #UnrealEngine The devil is in the details.
#gamedev #UE5 #gameart
Brandon retweeted
Genuinely though. Even with how simple the visuals in my game are Scythe was a godsend for putting together levels, absolutely revolutionized my workflow.
Even in the now heinously outdated version I got a year ago (forget to update lol) I can build levels 3x faster than 3ds max
People ask me what Scythe is capable of. Here it is in the hands of an industry veteran where he made everything in Scythe.
HALL-oween part 4, making a scene with every other day using #ScytheEditor for all geometry in #UnrealEngine I need more books! #gamedev #UE5 #gameart
We now have a modern lightmap tool with Scythe's Auto-Lightmapper Tool. Unreal's lightmap unwrapper is ancient, and Epic likely won't be improving it, so I'm confident in saying this is the best lightmap unwrapper in Unreal today. It uses the same lightmap unwrap as Godot.
Congrats to this team. They took a big risk on using Scythe so early on. I think Scythe was about a year old when they started using it, and it was still rough then. Also my first game credit!
Brandon retweeted
Building megastructures! I'd been in Blender pushing vertices around for every building - then I found Scythe by @kronok. Build, texture, and visualize in place, right in the world. It's one of those intangibles nobody talks about: staying in the world makes a difference. Amazing UE5 plugin. Find it here: scytheeditor.com — alpha builds are on his Patreon: patreon.com/kronok
#gaming #unreal


















