Bitmaps to Materials
Information on creating substance-driven material libraries and generating tri-planar projection textures without need for UV mapping.
Phong Materials
Setting up a Phong material for Source using Wall Worm.
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.
Displacement Texture Scale Sometimes Incorrect
Understanding Displacement Blend Texture Scale
This page explains one cause for displacement materials to be scaled incorrectly in Source as well as the solution. You should use bitmaps of equal dimensions in both materials controlling the Blend material.
PBR Material Support
PBR Material support in Wall Worm.
Advanced Bone Settings
Information on adding bones to your model or controlling advanced parameters.
Unknown Bitmap Filetypes Crash VMF Exporter
Do not use bitmap filetypes that Max doesn't know how to read.
Using unknown bitmap types on world geometry and displacements will crash the VMF Exporter. This currently happens if using VTFs in materials in 3ds Max 2013 since there is no VTF plugin yet.
Source Shader Settings
Control many Source VMT parameters directly inside 3ds Max.
Preparing Your Model
Preparing your model to export your model with WWMT in 3ds Max to the Source Engine.
Using the IK Tab
Articles pertaining to the IK functions in Max and how they translate into settings for Source Game Engine models.