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wheatleymf

@wheatleymf

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Making 3D art and shaders for @SmallFishDev. Props, environment art and shaders. Custom maps for Rust... sometimes. pfp artwork by @Zorreta_Punk

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Joined July 2019
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@wheatleymf
wheatleymf
5 days
I've been working hard on preparing this teaser – when Steam page goes live, please wishlist it! . Lots of work on models, materials, shaders and graphics backend: but it's going well. I've got a lot more to share from now on! #sbox #gamedev.
@SmallFishDev
Small Fish
5 days
MY SUMMER COTTAGE is coming to STEAM!.Learn more about Standalone Edition!.➡️Steam store will go live soon, pleave just give us some time!.The ultimate Finland life simulator returns, stronger than even, with a complete overhaul of nearly all activities
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@wheatleymf
wheatleymf
1 day
Little extra: mesh blending with terrain using splat heightmap masks, can define blend length (in world units) via materials. It can optionally copy terrain normals, too. Turned it into a little helper function in HLSL, so I can easily plug it into any shader for terrain blend.
@wheatleymf
wheatleymf
2 days
Making a simple tool to adapt terrain heightmap onto splines for @s8box, as well as draw any splats over them. Customizable width, ease-in falloff, and offset. Haven't figured out a nice way to handle rotation minimizing tangents yet, but it's somewhat useable!
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@wheatleymf
wheatleymf
2 days
Making a simple tool to adapt terrain heightmap onto splines for @s8box, as well as draw any splats over them. Customizable width, ease-in falloff, and offset. Haven't figured out a nice way to handle rotation minimizing tangents yet, but it's somewhat useable!
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@wheatleymf
wheatleymf
4 days
Final mesh is pretty low poly (for stylistic reasons, although it's a bit messy), but it's always satisfying to see how baking can preserve so many details regardless of your mesh. All tinkering with UVs are rewarded with fancy bakes!
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@wheatleymf
wheatleymf
4 days
📸Made this some time ago, guess I can finally share it here. :-)
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@wheatleymf
wheatleymf
7 days
Don't miss it! This is going to be a fun event for the s&box community and creators, I don't think we've ever had this kind of show for s&box before. You may also find out what I've been working on for many months now. :-).
@SmallFishDev
Small Fish
7 days
We will be hosting a special watch event on July 19th, 4:00 PM (GMT) for @Eridiium's s&box showcase. ➡️Why? We want to support all s&box creators! And also, you may hear some very good news from us! ;-).• •
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@wheatleymf
wheatleymf
1 month
@s8box • Skybox Shader: • Common Functions: Sorry for not posting in a while, I've been busy working on some very interesting things. 🤠.
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@wheatleymf
wheatleymf
1 month
Just finished writing two new articles for my "@s8box shaders for noobs" website: Custom Skybox Shader, and Common Functions!. Setting up vertex shader, view ray UVs, iterating with Light API, TextureCubes, and bunch of other little extras. Stay tuned for even more soon-ish! :-)
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@wheatleymf
wheatleymf
3 months
This location has to be one of my favorite custom monuments for Rust that I've made in 2024. It's very simple and took only a few days, but I'm really happy with the atmosphere.
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@wheatleymf
wheatleymf
3 months
Making materials with Substance Designer gives me too much joy. Here's a very quick cobblestone material.
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@wheatleymf
wheatleymf
4 months
Old lawnmower that has seen better days (built with very limited set of image references, so I'm sorry if it looks off to lawnmowing enthusiasts)
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@wheatleymf
wheatleymf
4 months
I've been having fun making some 3D art this week. :-) Textured and rendered in Marmoset Toolbag. Got much more stuff to show later!
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@wheatleymf
wheatleymf
4 months
My s&box water shader tweet got mentioned in @80Level recent article about @ozmant's vehicle physics, very nice. :-) . It's good to see s&box content receiving more exposure in media. There's a lot more of awesome stuff that deserves attention.
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@wheatleymf
wheatleymf
9 months
Making little rework of Shoot & Build water shader to get rid of material input maps and generate waves & normals at runtime instead. This isn't very necessary for the game visuals, but I love messing with this type of stuff in @s8box
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@wheatleymf
wheatleymf
5 months
Working on a terrain detailing system for @s8box using indirect instanced drawing, with instance data calculated and stored on GPU end.🤠Little preview of a custom sky shader, too!. (everything is work in progress)
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@wheatleymf
wheatleymf
6 months
Experimenting with a custom shading model in @s8box, using custom BRDF model with stylized surface-stable dithering, pixelated shadows, and support for subsurface scattering using thickness map. WIP! Has plenty of inaccuracies that I'll need to resolve in the future.
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@wheatleymf
wheatleymf
6 months
Quick vintage PC 3D prop I've made in two evenings, just for fun. :-) . Modelled in Blender, baked & textured in Marmoset Toolbag
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@wheatleymf
wheatleymf
6 months
I've just released "Shaders for Noobs" - website with a collection of beginner-friendly tutorials on @s8box shaders. It covers nearly all basic surface shader features. Website is open-source too, so contributions are welcome!.
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@wheatleymf
wheatleymf
7 months
Unfinished bit made ~6 years ago, found this screenshot while scrolling through old files
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@wheatleymf
wheatleymf
7 months
Finally got some time to experiment with creating procedural nature assets in Houdini. It was surprisingly easy to figure it out, and you can set up really nice workflow with minimal input and huge variety of output data, from mesh itself to any baked surface data. Nice.
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@wheatleymf
wheatleymf
7 months
Made a short timelapse of building the cathedral for Rust: Kingdoms 2, took only one month to finally compile screenshots together😛. Someday I won't forget to take more screenshots while I'm working on stuff.
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