Seeing the amount of detail SnowDog had put in a recent yet unreleased map of his using intricate brush constructions (and thus pumping up the poly count to unlikely heights), I wondered whether a tool that converts detail brushes to much more performant meshes might be handy at times.
Meet MeshMaker, currently in an early alpha stage: The right glass is the original detail brush, the left glass is MeshMaker's conversion of it to a decorative mesh. Size, texture mapping and surface properties are conserved. Just stick a prefab in and get a mesh out.
The drawback is that Unreal's mesh format doesn't actually support everything that's possible with brushes. The probably most noticeable limitation is that textures don't tile on mesh faces, but with a bit of caution this limitation can be easily overcome.
The only problem is that I have no clue whether that's going to be actually useful for mappers or not.
Right now it's just a proof of concept; it's not too far away from a full-fledged tool with a nice and easy user interface, but before I'd like to have some feedback from you.
If somebody would like to have a demonstration, send me your prefab (along with a list of the texture packages it uses).

Meet MeshMaker, currently in an early alpha stage: The right glass is the original detail brush, the left glass is MeshMaker's conversion of it to a decorative mesh. Size, texture mapping and surface properties are conserved. Just stick a prefab in and get a mesh out.
The drawback is that Unreal's mesh format doesn't actually support everything that's possible with brushes. The probably most noticeable limitation is that textures don't tile on mesh faces, but with a bit of caution this limitation can be easily overcome.
The only problem is that I have no clue whether that's going to be actually useful for mappers or not.
If somebody would like to have a demonstration, send me your prefab (along with a list of the texture packages it uses).