Back to the Future with BSP
Newsletter #2 in 2016 with recent updates in Wall Worm, talk about the level design contest and random thoughts.
Collision Hulls in 3ds Max for Source
Using WWMT in 3ds Max to create your model's collision hull with the Quick Hull feature.
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.
Hitboxes and Bone Properties
The bone tools allow you to give specific bones artbitrary surface properties, set mass bias and create hitboxes and hitbox groups.
Blend Materials and WorldVertexTransition
Instructions on creating a WorldVertexTransition material inside 3ds Max using Blend Materials.
Wall Worm Sends Greetings in 2016
First Wall Worm blog of 2016 with new videos, new level design contest and review of 3ds Max 2016.
Making Your Sky
Series on making your 2D Sky and 3D Skybox in 3ds Max for the Source Engine.