Displacements
An overview of creating displacements for the Source Game Engine inside 3ds Max using Anvil.
Brush Materials and Decals
A beginning to end example of making and exporting brush materials and decals.
A video and sample file to show you how to export textures, brush materials, decals and a simple level from 3ds Max into the Source Game Engine.
Understanding Wall Worm Displacements
Overview on working with displacements in 3ds Max for the Source Game Engine.
Exporting Correct Smoothing on Models
Understanding Smoothing Groups and Explicit Normals
Discussion on smoothing groups and explicit normals and how they relate to Source.
Using Legacy CS:GO with Wall Worm
How to revive a project started in CS:GO after the update to Source 2 in Counter-Strike 2.
Instructions on using Wall Worm Projects configured for Counter-Strike: Global Offensive after the release of Counter-Strike 2 on the Source 2 engine.
Converting Displacements to Models
Steps on converting a collection of displacements to props.
Wrinklemaps
Instructions on making wrinklemaps in 3ds Max with Wall Worm Pro.
Transparency and Reflections
Tutorial and example scene on making a material that has reflectivity that matches the transparency in 3ds Max.