Mr Dude @mrdude.art · 30/09/2026Fun little UV trick I stumbled on because I'm really stubborn about how long I keep my mirror modifier active: Giving mouth textures a "profile" view when I slide them away from the mirror point #b3d 011
Mr Dude @mrdude.art · 20/09/2026Rotating the bone also blends over to a cel shaded version and I do like how chunky cel shaded vertex lighting is 000
Mr Dude @mrdude.art · 20/09/2026Made a simple little Geometry Node vertex (well, face corner) lighting system that uses a bone as a "light" and saves the dot product per face corner as an attribute that the shader can then reference as a simple mask between colors #b3d 171
Mr Dude @mrdude.art · 08/09/2026did you know this little shit's eyes are floating planes? they didn't even have blender's shrinkwrap modifier yet 000
Mr Dude @mrdude.art · 15/08/2026Like sure I could do this pretty trivially with a cylinder, adding edge loops and scaling them. But I kinda like the feel of the workflow where you separate the structure and shape, and also that it can give you some nice rectangular UVs as a baseline 000
Mr Dude @mrdude.art · 11/08/2026playing with manipulating UVs with Geometry Nodes for a lot of reasons, one of which is that you can arbitrarily animate a tiling texture without needing to build/keyframe within the shader itself #b3d 130
Mr Dude @mrdude.art · 06/08/2026This one maybe takes the cake because I also built another shader just to make textures to feed into the first shader. "efficiency" 010
Mr Dude @mrdude.art · 06/08/2026every year I fall deeper into the pit of building increasingly convoluted universal shaders I never actual put into production because I have to get started on the next universal shader. but look how clean that layout is 110
Mr Dude @mrdude.art · 22/04/2026Mine is steady through April but I have video autoplay off and mostly just check in during lunch and somehow used 7gb in 21 days? Good lord 100
Mr Dude @mrdude.art · 13/04/2026So I think the "curve" here is that one side is triangulating in a way the cheek is curved inward, and the other appears a little flatter. Hard to tell without lighting but hope that helps! Typical cure is triangulating yourself, i.e. knife tool so you only have triangles, but, well, it depends 100
Mr Dude @mrdude.art · 31/03/2026Baby's first wandering monster logic. Every two seconds, they grab X points nearby, and then move to the closest point to the player. X is 4 here but I can bump it up for more aggressive chasing. I feel like the discrete strides support the minotaurs' hulking aesthetic. #pico8 #gamedev 122
Mr Dude @mrdude.art · 28/03/2026Updated prototype. More progress, dropped the menu interface for now because it kept distracting me from the core of the system: Going into a menu, generating an internal list of enemies in range, cycling through them, and not crashing whenever one of them is deleted #pico8 #gamedev 142
Mr Dude @mrdude.art · 28/03/2026pretty proud of my little pico 8 event log in the corner that basically anything can report a 5 digit code so I can easily see button presses and such 011
Mr Dude @mrdude.art · 25/03/2026the important thing is that I had enough pixels to fit in Ashley's assless chaps though 110
Mr Dude @mrdude.art · 13/03/2026You can take the rat out of the lab but you can't take the lab out of the rat. Literally, removing his cybernetic implants would be lethal 052
Mr Dude @mrdude.art · 09/03/2026If anyone needs a rotating 2d cheese for #ratjam or anything else I hereby license this sprite sheet under cc0. Go wild 071
Mr Dude @mrdude.art · 05/03/2026terrifying enemy for #ratjam. Having fun with textures from @screamingbrainstudios.itch.io 0113
Mr Dude @mrdude.art · 09/02/2026Face sprites for lowpoly characters! Megaman Legends style, just some simple expressions in a row you could animate the UVs for to prototype models. Even just a set of simple :) type expressions in a grid to draw over could be handy! 030
Mr Dude @mrdude.art · 08/02/2026Working in lowpoly is an exercise in condensing a character down to their essentials and only having the most important details. For example, only giving your clothing exactly two bones that can make the collar pop to increasingly unsustainable degrees 010
Mr Dude @mrdude.art · 31/01/2026Beyond my tile setup, you could also do some fun stuff with cel shading. Here the factor is instead driven by a Diffuse -> Color Ramp, and I can quickly determine both the "lit" and "shaded" colors for parts separately without creating new materials 000
Mr Dude @mrdude.art · 31/01/2026To elaborate, because the palette is a straight line, the only part of the UV that matters is the U (x position), e.g. orange is at U=0.1875. So I just have a second image node that uses the same UV coordinates, but swaps U & V, so if V=0.1875 then the secondary accent color would be orange 100
Mr Dude @mrdude.art · 31/01/2026Developing a cartoon environment workflow that uses a tilesheet of @kenney.nl patterns that are interpreted into pairs of colors based on a palette from @lospec.com. Just had a big "oh duh" for how to pick two colors with one UV map, which is that the Y is just swizzled into a second X #b3d #blender 120
Mr Dude @mrdude.art · 11/01/2026tired: oh man social media compression is ruining the quality of my animations wired: I'm going to present my animations as a video screen inside of another blender scene at an angle and then post that to social media 010
Mr Dude @mrdude.art · 10/01/2026Putting the camera on a hanging rig too that spins around the set. real fond of scaffolding these days 100
Mr Dude @mrdude.art · 10/01/2026made a hanging digital screen rig including a bone to warp the UVs (to correct aspect ratio) 110
Mr Dude @mrdude.art · 09/01/2026Node layouts. The compositor setup is 90% just the standard way to recreate the "Combined" pass (see diagram at link below), but with a color ramp on the Diffuse Direct's Value in an HSV node, plus some bloom on the emission because why not. docs.blender.org/manual/en/la... 020
Mr Dude @mrdude.art · 09/01/2026I'm becoming really fond of this method of recreating the "beauty pass" and then doing my toon shader nonsense on the diffuse portion, but adding the glossy on top of that normally. So you get your toon shader but then realistic highlights on top #blender #b3d 100
Mr Dude @mrdude.art · 01/01/2026I want to do a big tutorial post about this in the near future but here are the nodes in the meantime for anyone curious 000
Mr Dude @mrdude.art · 01/01/2026I love when I'm able to tackle a Blender project that I thought was legitimately impossible two years ago. Everything in this scene is one material going off one texture (tilesheet courtesy of kenney.nl). Each face has its own tile selection via Mesh > Set Attribute, multiplied on vertex colors 100
Mr Dude @mrdude.art · 23/12/2025doing terrible things to Suzanne in the name of understanding normals #b3d 010
Mr Dude @mrdude.art · 04/12/2025I think Alt click should do it? Or if it's about how to center that output in the world, you can probably turn on Snapping, change that to Grid and fiddle with it so the grid is large enough you can clearly snap to the center point? 000
Mr Dude @mrdude.art · 04/12/2025Another thing that sort of emulates the textured face workflow and working with UVs - this neat Offset modifier for grease pencil, which lets you move a layer around in 3D space. You can do simple X/Y translation (or tie it to a bone without weight painting), or even rotate slightly for depth. 000
Mr Dude @mrdude.art · 04/12/2025A fun bonus to working with Time Offset is that using Frame 0 is basically a shortcut to hide that layer. I have everything except the brow masked by the sclera, so if I just bump that down to 0, I can hide everything and just work with a "special" layer for unique eye shapes. 100
Mr Dude @mrdude.art · 04/12/2025A major component that makes it all work is the Time Offset modifier for Grease Pencil set to Fixed Frame. With this, you basically get the functionality of an image sequence without leaving Blender - so for these shimmers/sparkles, I just draw two frames of the shimmer and animate between them 100
Mr Dude @mrdude.art · 04/12/2025Specifically working on various configurations of #b3d Bendy Bones and Grease Pencil. I think the ideal eye system I'd want mixes face textures - static images you can cycle through as your predefined expressions - and also the ability to pose your "main" eye shape with bones. 130
Mr Dude @mrdude.art · 01/12/2025Also considering giving this a try - eyes as a separate object I shapekey to create expressions ahead of time, and then shrinkwrap onto the face (via a lattice modifier). Getting the eyelashes a little 3d pop while still basically working in 2d is a nice compromise. 110
Mr Dude @mrdude.art · 01/12/2025Playing with #b3d shapekeys for expressions. Still debating on if I pull the trigger and do actual 3d face rigs for my next set of models, or stick to textures 150
Mr Dude @mrdude.art · 25/11/2025attempting some basic 2D animation compositing and also voice acting without waking up Mrs Dude #animation 021
Mr Dude @mrdude.art · 21/11/2025You can't sample the empty's coordinates directly but I think if you do some maths between the Object Coordinates of both the shaded object and the empty you can get there. Or maybe two empties you can spin around each other to form a sunlight direction 100