Mr Dude

Mr Dude

@mrdude.art

Illustrator, comicator, 3d modelator, etc #b3d

220 followers1.2K following541 posts

This game is my personal "rented and beat it in 24 hours and mom got mad because it was supposed to last me a week" rental memory. Also I think I literally looked up the word "rampart" in the dictionary for it

Max (VGCartography)@vgcartography.com

BUGS BUNNY LOST IN TIME all level maps are up: www.vgcartography.com?game=bugs-bu... I realized I never shared the rest of these after I was reading the very sad news about Eric Bauza, he was great in the many appearances I heard

Mr Dude reposted

Looney Tunes: Sheep Raider (PS1) added to the library: Ralph Wolf, Sam Sheepdog, Daffy Duck, Porky Pig, Marvin the Martian and more with animations, levels with animated props, waterfalls, lava and tornadoes, in-game fog, Game Show Studio with its crowd. Explore in the browser! #ps1 #retrogames

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For my last game Rhell i animated a 2D character to run around a 3D world with about 5000 unique frames of animation heres hoooooooow~ #screenshotsaturday #lowpoly #gamedev

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Fascinated with how they went with vests/shoulder pads in re1 to mask 'mushed together separate models for joints', introducing selective skinned meshes for shoulders while keeping elbows and hands mushed together in re2, before going for full skinned meshes (while keeping hands mushed) in re3

To all fellow creatives struggling with a segue, I wish you the courage to embrace the noble "this is what we're doing this week"

Bran 9 From Outer Space@bransonreese.bsky.social

swanboy.com/comic/sextap...

Mr Dude reposted

Kenney Shape is now FREE! (and it'll remain free, forever) ✨ Previously a paid tool, I'm releasing it as a gift to the community. Today's update will be the final one, with no further updates planned. That way I can focus on new software & projects! kenney.itch.io/kenney-shape

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The Cartoon Network leak revealed that the team actually wrote fake interviews for the Powerpuff Girls in-house so that the writers could understand them better and honestly this is incredibly useful for learning how to characterize your characters holy shit

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Would you believe our game is built from basically just 1 texture?

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Insane oscillating vertex color usage in Legacy of Kain: Soul Reaver (PS1) levels. This is what inspired me to add the "Runtime vertex color variation blending" in my tool Godot Vertex Studio, it makes it super easy to make vertex lighting and effects like this. #godotengine #gamedev

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a different pitch - the story is really remarkable. It contains: - A story about the quest for immortality and revenge - One of the cruelest dialog boxes I've ever seen - A lovable human boy who you can give toys and games to in order to teach him about the world

Casey S. Pumpkins 🎃@caseyexplosion.bsky.social

Nine Sols is one of the best Metroidvania you could possibly play, developed by Red Candle who made one of my favourite horror games ever, Detention. Here, we have a Sekiro inspired combat system with some of the most exhilarating boss battles in any game I've ever played. Absolutely phenomenal.

Mr Dude reposted

Spyro The Dragon (PS1) has one of the most beautiful levels in all gaming, it relies on vertex colors and colorful textures. Sky, clouds, moon are only vertex colors (no textures!). Explore Spyro in all its beauty now (+all characters)! Also Final Fantasy VII facial expressions!

Alfred Reinold Baudisch@alfredbaudisch.com

You can now compose scenes with models from the Pardall Games library, and you can share these scenes with a link. The arena has gizmos now: position, scale, rotate models. Open this link you are not going to regret it library.pardallgames.com/scene?p0=ids... #FinalFantasy #RetroGames #PS1 #PSX

Mr Dude reposted

wanna know one of the dirty little secrets of how to make a cool science fiction set? this bad boy right here, the NFS 4 Freezer Spacer. this fucker shows up EVERYWHERE in scifi set design ceilings? check! floors? check! walls? check! tables? check! instant scifi vibe

Mr Dude reposted

Want to get into digital art but only have a mouse? Well, here's a method you could use, which is the same one I started with years ago. Full vid below

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I implemented dynamic subdivision so that the texture warping isn't too extreme. I didn't want to subdivide it too much though, so you can still see some warping. #gamedev #lowpoly #psx

Fun 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

It's not obvious from the thumbnails/titles (which do play up the "look at this disaster" energy), but these are *submitted* for corrections with questions attached. He always starts with a compliment and frames it as "you're going for ____, here's how you could get there"

Also in the tutorial space I think this is a useful intermediate niche. If you have a baseline understanding of most systems, it's helpful to see actual works in progress, where they get stuck, and how you *use* those million tools in practice

Made 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

I'm irrationally opposed to doing drivers in shaders so I like this system because I drag and drop the modifier on a character, point it to a bone, and all the shader needs to know is "ooh there's a b/w mask saved as (attribute name)"

Rotating the bone also blends over to a cel shaded version and I do like how chunky cel shaded vertex lighting is

Mr Dude reposted

i've started to learn blender and i gotta say, it's resulted in some really boring anecdotes. to take one example, yesterday i intended to keyframe-shift an object to 15.5 on the z-axis, but mistakenly entered 15.5 on the y-axis instead! thankfully i realized and corrected my mistake some time later