wheatleymf

@wheatleymf.net

Junior Technical Artist at Facepunch. Making games with friends at @smallfi.sh in my free time. this page isn't very active sorry, still can catch me in Xitter though

Been ages since my last post here, but just FYI we've released a tech demo of My Summer Cottage on #sbox back in April. Lots of work went into world art and visuals, and while they're still undercooked, I'm happy with the progress. If you own s&box, feel free to check it out! #gamedev

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Making a simple tool to adapt terrain heightmap onto splines for s&box, 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! #gamedev

Just finished writing two new articles for my "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! :-) links in reply, damn limit

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Cobblestone material made with Substance Designer. I don't know if I should have so much fun with this stuff, but it is really enjoyable. My graphs are absolute spaghetti though. :D

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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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Working on a terrain detailing system for s&box 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)))

Experimenting with a custom shading model in s&box, 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.

2023: the year when I've realized how powerful pure HTML, CSS and JS can be, even for some extremely specific use-cases. No 3D models or libraries!

Seal photos I took this summer (I've disappeared from all work and social stuff for 4 days just to reach the place where these little friends live)

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Blood God's cathedral, made for the Rust Kingdoms 2 event, hosted by Rustoria and Abe. Probably one of my coolest Rust custom builds I've made this year, who knew I would be able to build something like this someday. :0

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Some new viewmodel animations I've this month. :-) Little fact: these zombie hands were animated and programmed into Shoot & Build just a few hours before the playtest. Initially we thought we'll host the Infection gamemode with much more barebone art lol.

My workflow to create & edit sounds is beyond cursed. I don't know why am I using this ancient modding tool for Cave Story game, but surprisingly it works nice for my tasks. Using Vegas for audio editing is probably cursed, too.

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New gun coming to Shoot & Build next playtest, .357 Revolver! High precision secondary weapon, just for those who's good at aiming. I'm still figuring out animations, but so far I am happy with the result.

Making little rework of Shoot & Build water shader to get rid of material input maps and generate waves & normals at runtime instead. There's no particular reason for it. Sometimes I make changes just for the sake of challenging myself. #shaders

"Nokia-"inspired"" 3D model I've made this summer. Marmoset Toolbag 5 FTW. I absolutely love having nice texturing & rendering tools in one program.

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