Mr Dude
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mrdude.art
Mr Dude
@mrdude.art
Illustrator, comicator, 3d modelator, etc

#b3d
it's so beautiful
November 17, 2025 at 11:25 AM
why use one group input when you can use 3
November 15, 2025 at 6:53 PM
Feels sacrilegious to have a Principled BSDF this small
November 15, 2025 at 6:46 PM
Note this is different from the usual collapsing with "H"/the little arrow at the top. A is default, B is collapsed, C is Ctrl+H result. Also available in context menu > show/hide > unconnected sockets.
November 15, 2025 at 5:57 PM
#b3d As I'm venturing into making dramatically more complicated shaders, I have learned about and fallen in love with the "Ctrl+H" shortcut which hides every socket on a node that's not in use. Additionally, I make tons of copies of my Group Input node so there's no spaghetti wires. Before/after:
November 15, 2025 at 5:47 PM
man. I love making shaders
November 15, 2025 at 12:25 PM
Here they all are combined into a simple setup. I have a handful of additional features I'm hoping to work in there by having a Geometry Node play with the vertex colors, but honestly if I could just slap this on models to quickly do clothing folds and lights, I think I'd be happy. #b3d
November 11, 2025 at 2:28 AM
Tackling another long-term dream project: a shader that does the Guilty Gear "ILM Map" method to mark areas for AO, specularity, or linework, but implemented through vertex colors. The goal is to have a node group I can plop in any material and instantly have these effects.
November 11, 2025 at 2:02 AM
Also toying with the idea of having the AO cut out when the light is intense enough - both so I can do some interesting lighting stuff using 3D lights, but also I can easily just crank the world lighting up to kill any AO and go into 100% hand-drawn shading for a shot
November 10, 2025 at 2:08 AM
Trying to find my sweet spot of a Guilty Gear style AO map - where a mask says "this part should be shaded," and multiplies the shader output before you do the normal "color ramp for cel shading" trick. So your hand textured shading details blend perfectly with the actual lighting #b3d
November 10, 2025 at 1:53 AM
for tonight's shader development exercise I've enlisted the help of a sphere with abs on it
November 10, 2025 at 1:27 AM
and of course once you have a mask, shading can be anything
November 8, 2025 at 7:27 PM
This is the actual use case I've been trying to work out for years - Stylistically, I've always wanted a semi-automated workflow to shade by hand over a 3D animation, with the elegance of the 2D workflow of doing a flat layer and then putting on a clipping mask. High hopes for this!
November 8, 2025 at 6:40 PM
Dog this shit is wild. So I basically just have a color attribute node, and I marked anything "clothes" to 100% red and anything "skin" to 100% green, created a Clothing and Skin AOV pass and bam. I can just have a mask for every character's skin or clothes in a scene if I vertex paint it right
November 8, 2025 at 6:19 PM
the neat thing about doing things with instances in geometry nodes is you can just instant whatever you want. get lemon'd 🍋
October 21, 2025 at 10:59 PM
Part of me wanted to polish this a bit more but I didn't want to get too distracted from the main project this is for. So here's a behind-the-scenes of the aftermath just out of frame
October 21, 2025 at 1:41 AM
Made a quick something to test my #b3d geonode dust clouds
October 21, 2025 at 1:38 AM
sound design is my passion #b3d
October 16, 2025 at 1:29 AM
really enjoying Blender's Asset Library system and streamlined screenshot tool letting me look at my creations like a pokemon team roster
October 7, 2025 at 3:57 PM
They can be fun to use for low poly stuff. These two rats are the same model, the gold one is subdivided like 3x but the Edge Creases mean I didn't have to add bevels (wanted to keep some of the lowpoly vibe) and the Sharpness let me Shade Smooth everything but keep the distinct sharp edges
October 6, 2025 at 7:25 PM
does this to you
September 26, 2025 at 11:47 PM
Cheesed to meet you. Digging back into using Grease Pencil in Blender to augment meshes and also finally worked out how to rig it to an armature #b3d
September 25, 2025 at 2:08 AM
After years of using Blender, I'm finally doing the UI customization I should have done on day 1. Making wireframe mode look like an 80s computer terminal #b3d
September 2, 2025 at 3:33 PM
uhhhh yeah. we know
August 7, 2025 at 12:44 AM
My contribution to #makeaterriblecomicday2025. This was just some thumbnail sketches but fuck it you get the idea
June 24, 2025 at 12:33 PM