Convert Scene to Model
Instructions on converting a scene into a model or clustering multiple model props into single models.
Wall Worm: Work Flows and Other Things
Some new videos on the Wall Worm Workflow for Source.
Displacements
An overview of creating displacements for the Source Game Engine inside 3ds Max using Anvil.
Displacements Fail to Export
Some tips on troubleshooting displacements failing to export from Max into Source.
Anatomy of a Design Team
Teamwork in 3ds Max
This documents the most efficient setup of 3ds Max, Wall Worm and team organization for a Source Engine Project.
A Source for New Tools
2016 Year in Review for Wall Worm
Halloween 2016 news for Wall Worm and the release of a new MDL Importer for 3ds Max.
Porting Levels into Source
General Overview of Converting Scenes that Were Not Designed with Source in Mind
Overview on porting scenes and levels from other sources.
Getting Started with your Sky
Getting started with your level with the intent of building both a 2D sky and 3D Skybox.
Visgroup Manager
The Visgroup Manager in Wall Worm allows you to arbitrarily show/hide objects in your scene.
On the Grid
Information and videos on using the grid in 3ds Max for Source Engine Level Design.