wheatleymf
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wheatleymf.net
wheatleymf
@wheatleymf.net
I do 3D models, UI design, shaders, and some other cool things. This page isn't very active, sorry.

Working on things together with @smallfi.sh
Beginner-friendly shader tutorials: https://shaders.wheatleymf.net/
Let me share a piece of level that I'm currently working on, because I feel like I haven't posted anything on this social media platform called "bsky dot app" for several months now #gamedev #sbox
October 7, 2025 at 2:35 AM
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
July 22, 2025 at 6:36 PM
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
June 24, 2025 at 2:15 PM
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
April 15, 2025 at 9:45 PM
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)
April 10, 2025 at 6:40 PM
It's probably 4th time when I am making a water shader since March 2024 but looks like this one is the prettiest one so far

#shader #sbox
March 24, 2025 at 3:17 PM
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)))
March 10, 2025 at 7:19 PM
Little intro animation for "Blocks and Bullets" by @smallfi.sh :-)

Still big noob in animating, but it's a fun thing to practice sometimes.
February 20, 2025 at 7:31 PM
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.
February 1, 2025 at 12:18 PM
I've just released "Shaders for Noobs" - website with a collection of beginner-friendly tutorials on s&box shaders.

It covers nearly all basic surface shader features. Website is open-source too - so any contributions are welcome!

shaders.wheatleymf.net
github.com/wheatleymf/s...
January 18, 2025 at 5:09 PM
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!
January 10, 2025 at 6:50 PM
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)
December 10, 2024 at 10:07 PM
More water :0
November 25, 2024 at 9:43 AM
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
November 18, 2024 at 10:26 AM
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.
November 17, 2024 at 6:39 PM
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.
November 9, 2024 at 8:38 PM
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.
November 7, 2024 at 7:19 PM
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
November 1, 2024 at 9:09 PM
"Nokia-"inspired"" 3D model I've made this summer.

Marmoset Toolbag 5 FTW. I absolutely love having nice texturing & rendering tools in one program.
November 1, 2024 at 12:24 PM
Here in @smallfi.sh we take our internal gamedev discussions very seriously
October 31, 2024 at 10:11 AM
Here's some procedural materials I've made earlier this year. Made in Substance Designer, rendered in Marmoset Toolbag.

www.artstation.com/artwork/nJJbP9

#gamedev #materials
October 23, 2024 at 7:48 PM