Material Library Generator
Explanation of how to use the Material Library Generator.
Export Textures
How to export your model textures from 3ds Max to Source.
Collision Hulls in 3ds Max for Source
Using WWMT in 3ds Max to create your model's collision hull with the Quick Hull feature.
Source Shader Settings
Control many Source VMT parameters directly inside 3ds Max.
Displacements
An overview of creating displacements for the Source Game Engine inside 3ds Max using Anvil.
Source 2 Engine
Wall Worm and Source 2. Information on Counter-Strike 2 and Counter-Strike: Global Offensive.
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.
Source Engine
Articles related to the Source Game Engine.
Making Facial Animations
This page explains how to export your facial animations into Source. Facial animations are done using a different procedure than most animations in Source.