Making Your Sky
Series on making your 2D Sky and 3D Skybox in 3ds Max for the Source Engine.
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.
Porting Levels
Articles related to porting levels into Source using 3ds Max and Wall Worm.
Making your 3D Skybox
Explanation on making a 3D Skybox in 3ds Max with Wall Worm.
Level Design
An introduction into level design for Source using 3ds Max.
Using the IK Tab
Articles pertaining to the IK functions in Max and how they translate into settings for Source Game Engine models.
Level of Detail (LOD) Generator & Tools Rollout
The Level of Detail Tools Rollout gives you controls for making LOD models and other LOD-related tools.
Troubleshooting
Articles to help troubleshoot problems with Wall Worm, 3ds Max and/or the Source Game Engine.