Introducing [Clinic]

[Clinic]? So, it's been a while (some of you will have noticed) since I made a new tutorial set, since I made a mech, or since really I did just about anything that you as a beloved member of the old 3d-palace / new YCB community would enjoy. There are various reasons for this so I am going to finally address one or two of them. Firstly as you probably know I burned out. The lack of interest, lack of finances and general loss of my own self-confidence has been a threefold issue that has caused so much stress here ... Read More

Using Nuke for 3d Artists – Wayne Robson’s TOP SECRET lighting tips using the Imperial Knight!

In Episode 19 in Nuke for 3D Artists Wayne Robson shows one of his personal top tricks. It shows how you can use NUKE to set up the lighting in your 3D app in a VERY short time. You won't want to miss this half hour tutorial. Although he shows the setup in 3Ds Max and V-Ray in this video, it's so simple it can be done in any 3D app with any render engine with ease. Follow Wayne for more videos and important updates! Instagram: https://www.instagram.com/waynerobson/ Twitter: @WayneRobson Soundcloud: https://soundcloud.com/wayne-robson Spotify: https://play.spotify.com/user/noggity Share this Post

Baahubali part 2 Release Trailer – Fantastic Work From Makuta VFX!

YouCanBlue would like to congratulate one of my very good friends Pete Draper of Makuta VFX on the upcoming release of the intense and massive budget Indian movie Baahubali part 2! Being a big fan of the first movie I am really looking forward to sitting down with several coffees to enjoy this one! Congratulations to all of the team involved for a fantastic looking piece of work! Blue About the AuthorBlueFounder of Youcanblue as well as the founder of a large legacy training site for 3d artists, Blue is a well known and liked member of the 3d and ... Read More

Foundry Launches Modo 11 Series with new purchase options available.

Creative software developer, Foundry, today launches Modo 11.0, the first instalment of the Modo 11 Series, alongside the introduction of a new subscription-based pricing model to provide customers with greater choice and convenience. Cementing its position as an industry leader in 3D modelling, Modo 11 Series will enhance workflows for both direct and procedural modelling, MeshFusion advanced Booleans and UV editing. Performance is a focus across the series – especially animation, deformation and rigging – while a number of workflow enhancements improve overall productivity. The series also extends interoperability with other 2D and 3D applications in Modo’s ecosystem. For the ... Read More

You don’t have to be crazy to work in 3D…

By Wayne Robson. It is one of the things that working as a 3D guy in either games and VFX have in common. The thing that we dare not speak its name…… Mental health problems. Let me start right here by saying that I am not an expert on any of this and what you read here is just my experiences and those of people I have worked with over the years. I’m not a trained psychologist,psychotherapist or counsellor, I’m just another crazy guy like the rest of us. Its an open secret that we have all encountered at one ... Read More

PFlow Particle Lesson – Disperse and Coalesce, Transforming to a Different Object

Pflow (Particle Flow) is a fantastic and useful feature that has been in 3ds Max now for several years and yet still a lot of people do not understand the power it has to help create procedural scenes, perform complex effects and much more besides. I have used Pflow since it first appeared, initially using it to manage engine wash for sci fi vehicles and eventually moving as far as working out interparticle collisions, how to create a procedural attack fleet with weapons and self targeting and much more besides. In this set I replicate work done for a luxury ... Read More

Why It’s Time YCB Got The Oculus – An Editorial.

I has been six months now since the original plan for YouCanBlue.com as an alternative to replace 3d-palace was rolled out and in that time it has started to gain a lot of traction in the training scene and in the news scene as an independent source; Now we would really like to build on that and look at using the Oculus Rift in order to create VR training, showing how to build worlds inside the UE4 editor using the new and exciting tools that were previewed just yesterday (1st March 2017) during the Unreal Engine 4 presentation at GDC! ... Read More

The Underground Compound in UE4 – Lesson 4 – Making realistic modular textured assets of your own.

Enjoy part four of the Underground Compound set!  This time BLUE shows you how to create realistic textures quickly and easily using Quixel's DDo on a wall and window asset that has been simply unwrapped and colour mapped - the colour IDs are then mapped to a texture type and wear is added - after which it is exported and put inside of Unreal Engine 4. It's quick, its easy and it's enjoyable.  Give it a go! Timelapse is underneath in case you just want some fancy fresh tunes and pretty visuals! About the AuthorBlueFounder of Youcanblue as well as ... Read More

Importing Textures to Quixel and then to UE4

You are going to need to learn how to import your own textures - whether they are ones you have created or ones from a texture library - into Unreal Engine 4 correctly.  To reduce draw calls from the engine you should ideally made an instanced material from this using parameters so that you have the ability to use multiple variations of your material with different specularity, normal strength or any other parameter based changes that may need to different over multiple similar yet different materials (think different colored tiles for example in different areas of a level). In this ... Read More

Megascans to Max to Unreal Engine 4 – A Video Lesson by Blue

Using Megascans in your pipeline is a quick and easy way to add detailed environments to your work.  Rather than using processor intensive tessellation however, why not try using this method which will reduce your overheads and at the same time give an excellent result!  Enjoy fully narrated video with Blue in this FREE and great video lesson. For this project you will need Quixel's Megascans, 3ds Max or any other 3d app that can manage image based displacement and Unreal Engine 4.  Have fun and as always - let me know if you enjoyed the video lesson! Introducing [Clinic]May ... Read More

Underground Compound Series – Learn to make FPS levels in Unreal Engine 4, Part 3

Welcome to part three of learning how to make an FPS level from end to end using free and built assets!  In this third part of the set we take you a little out of your comfort zone by showing you how to create an asset from scratch using a 3d application!  (In this case 3ds Max).  Following building and a simple unwrap of the piece, we use Photoshop and Quixel to quickly and easily build up it's textures and then put them into Unreal Engine 4! It's easy and GREAT fun so why not give it a try - ... Read More

Streaming. Up the stream hopefully with a paddle!

No one said coming up with ideas to run a website would be easy - and even if they did, they probably said it on some informational blog filled with SEO adverts which I haven't read so bleh (sticks out tongue).  Anyway - a few weeks ago when I started digging into YCB as editor to work out what content was going to work well, I started to put together ideas for things; We have the Road to SFM - an interesting idea where yours truly here accompanied a young gamer who is interested in starting to learn more about ... Read More

Star Wars : Rogue One – A Review of the CG by Wayne Robson

THIS ARTICLE CONTAINS VERY SERIOUS SPOILERS FOR ROGUE ONE, SO IF YOU HAVE NOT SEEN IT GO AWAY UNTIL YOU HAVE.  First up let me say that as usual my opinions are my own and not those of any clients or employers past or present.  Secondly let me say that I am reviewing this purely from a visual effects standpoint only.  (Although I may touch on a couple of other things).  Thirdly let me get out of the way the fact that I think this is a fantastic film. The visual effects as one would expect from Industrial Light and ... Read More