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