WWMT Docs

Featured Articles

Wrinklemaps

Posted on Feb 7, 2015 | Last Updated Feb 18, 2015

Instructions on making wrinklemaps in 3ds Max with Wall Worm Pro.

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wrinklemaps, flex, facial, texture, wrinkle

Gmod and Wall Worm

Set Up Wall Worm for Garry's Mod after Steampipe
Posted on Aug 18, 2013 | Last Updated Aug 19, 2013

Instructions and video on setting up Wall Worm to export levels, models and materials after the Steampipe update.

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gmod, garry's mod, garrysmod, steampipe, setup

Latest Articles

Stereo Flexes

Posted on Jan 4, 2017 | Last Updated Jan 4, 2017

Instructions on painting stereo weights to export into DMX.

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stereo, flex, dmx, weights

Convert Scene to Model

Posted on Dec 19, 2016 | Last Updated Feb 3, 2017

Instructions on converting a scene into a model.

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propper

Exporting WWMT Models to GoldSource

Posted on Jun 27, 2015 | Last Updated Jul 23, 2016

Information on requirements to export and compile WWMT Models from 3ds Max into Goldsource.

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goldsource, wwmt, model, export, compile, smd, qc, requirement

Advanced Texture Controls

Posted on Jun 24, 2015 | Last Updated Mar 31, 2017

With Wall Worm Pro, you can export arbitrary texture maps as VTF files in Source.

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vtf, wwpro, texture, procedural

Advanced Bone Settings

Posted on Jan 18, 2015 | Last Updated Jan 19, 2015

Information on adding bones to your model or controlling advanced parameters.

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bones

Character Models

Posted on Jul 19, 2013 | Last Updated Jul 29, 2013

Articles related to making character models for the Source Game Engine.

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character

Exporting CAT and Biped Models

Posted on Jul 19, 2013 | Last Updated Dec 10, 2014

Export your CAT or Biped rig from 3ds Max into the Source Game Engine with Wall Worm.

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cat, biped, animation, character, bip, skin, animated model

Hitboxes and Bone Properties

Posted on Dec 23, 2012 | Last Updated Aug 6, 2013

The bone tools allow you to give specific bones artbitrary surface properties, set mass bias and create hitboxes and hitbox groups.

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bone tools, bones, jointsurfaceprop, massbias, mass, bias, hitboxex, hitbox group

Using the IK Tab

Posted on Dec 2, 2012 | Last Updated Dec 2, 2012

Articles pertaining to the IK functions in Max and how they translate into settings for Source Game Engine models.

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IK, collisionjoints, jigglebone, jointcontraint

Understanding How to Set Up Paths

Posted on Feb 13, 2012 | Last Updated Aug 5, 2013

Many new users of WWMT find themselves confused when it comes to the setup of WWMT. This is primarily because there are some specific paths you must set correctly for the automation of WWMT to work.

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