Anatomy of a Design Team
Teamwork in 3ds Max
This documents the most efficient setup of 3ds Max, Wall Worm and team organization for a Source Engine Project.
Lightmap Scale
This article details the process of setting lightmap scale on objects, displacements and faces with Wall Worm Anvil's lightmap tools.
Wall Worm Gets Tanked
Well... I mean Wall Worm is used on a Tank.
Some news and spotlight about Wall Worm, tools, users and projects.
Making Collision Models
Articles about making collision models.
Help! There was an Error and Now Max is Frozen
If there is a MAXScript error during some functions, the MAX UI can remain in limbo (frozen or non-responsive). Here is the function to fix this.
Frequently Asked Questions
Some of the most frequently asked questions asked by Wall Worm users.
Making $jigglebones in 3ds Max for Source
$jigglebones are bones that can automatically generate secondary motion without being animated. Making a $jigglebone in WWMT requires you to use the hierarchy tab in the command panel, which may be a new area for less experienced modelers.
Displacements Fail to Export
Some tips on troubleshooting displacements failing to export from Max into Source.
Wall Worm: Work Flows and Other Things
Some new videos on the Wall Worm Workflow for Source.
Source Shader Settings
Control many Source VMT parameters directly inside 3ds Max.