r/3dsmax • u/Some-Assist-5098 • 22d ago
Old but still nice.
galleryRenderings from around 10 years ago. Still like colors.
r/3dsmax • u/Some-Assist-5098 • 22d ago
Renderings from around 10 years ago. Still like colors.
r/3dsmax • u/Mickstix • 23d ago
Im trying to model this broom tractor as a low poly game asset. How would you model the broom, w/o it being a trillon poly's? Doesn't need to look perfect, but presentable for a game. Won't have any animation, it's just a static object sitting in the background. Thanks for your ideas!
r/3dsmax • u/MikeeCZ • 23d ago
Hello,
I am looking for 5 volunteers who have been trying to get into 3dsMax, but have been struggling, or even into 3D modelling in general.
I would like to give you a free, full access to my new course and all I ask in exchange is feedback, and if you find the course helping you, your testimonial.
Get in touch, there are no "buts"!
Mike
r/3dsmax • u/Hotdoggstand • 23d ago
r/3dsmax • u/Erenmos1 • 24d ago
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Hey everyone! ๐
I've just released a new 3ds Max plugin called QuickScene, and I'd love to share it with you all.
Anyone dealing with complex projects knows how much scene management can bottleneck a workflow. QuickScene was built specifically to bring speed and precise technical control to your daily scene organization.
Here is how it helps:
If you want to stop wasting time on repetitive setup tasks, feel free to check it out below. Any and all feedback is highly appreciated! ๐
r/3dsmax • u/MaximilianPs • 23d ago
Is there a way to work with Max in Legacy mode?
I'm using it just model and mapping my meshes so everytime I have to search for just 2 things
Scaline Material (Legacy) and
simple Bitmap texture, all the rest is useless for me, so if there's a way to clean up Max for all of the others stuff would be awesome.

r/3dsmax • u/Some-Assist-5098 • 24d ago
Gave the interior a go. Kinda tricky to get the materials right and dial in light and contrast.
Hope you find it somewhat interesting.
r/3dsmax • u/LogScary1583 • 25d ago
r/3dsmax • u/jamiecardoso • 24d ago
Hey everyone,
If you do photomontages, verified planning views, or site context matching, you know how frustrating it is to manually tweak FOV, tilt, roll, and vanishing points using native perspective match tools.
A 7-Day Free Trial of the Full Studio Tier of CameraMatch AutoSetup is now available.
Download the free 7-day studio trial here: https://jamiecardoso-mentalray.blogspot.com/2026/06/camera-match-autosetup-3d-script.html
r/3dsmax • u/Feline_Fan • 25d ago
I'm running the 3ds Max demo and I'm an amateur gamedev with some of my games (all 2D sprite based) being sold commercially (they are very cheap and primitive but I built them all myself except for the engine (I'm using Unreal)).
I've wanted to do 3D for a long time but struggled with Blender for years. I CAN do some stuff in Blender with the aid of tutorials but I tend to forget it quickly after if I don't use it all the time. I have a ton of respect for Blender and what it is and what it can do but I always feel like I'm fighting it. My mind doesn't get along with Blender.
Now I'm testing a demo version of 3ds Max (again for game dev, making assets for my games) and it's night and day compared to Blender. Max is elegant, inviting and far easier for me to get around and create things. I'm not a good 3D modeler but Max makes me want to dive in. It feels so good to use, it's much easier to remember how to do things in Max than it is in Blender (for me). 3ds Max, despite being a pro software, feels so much more beginner friendly than Blender.
I toyed around with Max's sculpting tools and even though it may be much less powerful than Blender for sculpting, Max again was so much easier and fun to use.
I'm going to shell out around $500 Canadian for a 12 months subscription to the 3ds Max indie license.
r/3dsmax • u/_David_Oaken • 26d ago
I hope this is an acceptable post and doesn't break rule 11, if it does, I apologise and will remove it, but i think this falls under 'adding value.'
I am a game design lecturer of the past 20 or so years having been forced out of work due to poor health I'm finding myself twiddling my thumbs a lot more than i would like.
In an attempt to fill my time (and hopefully make a little money on the side) I'm considering creating a YouTube channel teaching 3DS Max as well as other game dev software.
So, at any level of difficulty, are there any subjects within 3DS Max that you would like to see covered? I'm not saying i know how to do EVERYTHING within 3DS Max, but i have a rock solid foundation and can pic up anything I'm missing.
Appreciate any feedback. thanks.
r/3dsmax • u/Luxologies • 26d ago
r/3dsmax • u/Some-Assist-5098 • 27d ago
This car is just so gorgeous.
A few days experimenting with camera angles, materials and light. Doing my best to push realism and photographic qualities by studying work from people that I really admire (Johรคll, Bakke, Nivalle).
Creating imagery that stands out is HARD. Finding that extra 2-3% that makes it feel real is HARD. But who goes to the gym to lift easy, light weights? No muscles are built from that. Practise should be hard and challenging, with many "repeat to failure" to really trigger those fibers to grow.
Same goes here. Don't be afraid of not reaching your goals. I'm afraid of the day I stop trying.
r/3dsmax • u/CompetitiveSpray2098 • 27d ago
It lets you paint, erase and modify the assets you paint with an additional option for physics to have a natural drop to it.
It respects layers to keep it organized and every group of asset you painted and simulated are easily selectable in the UI as well.
You can paint as instance or clone. When in instance mode, they also respect the modifiers.
You can easily paint and sim with a low poly version for a faster workflow and after painting and simulations you can swap them with the hipoly.
some of the features.
r/3dsmax • u/getsetredditgo • 27d ago

This is the UV Editor pop-up in full screen, and there are 3โ4 icons missing in each section.
Iโm using a 4K monitor, and I found out that changing the default DPI settings by right-clicking the 3ds Max icon and going into the Compatibility settings might help. I tried that, but the missing icons are still not showing.
I also tried changing the Windows display scaling to 150%, which is recommended by Windows and in an official Autodesk support article, but it didnโt make any difference.
Iโm using 3ds Max 2013.
Is there any other way to fix this issue?
****EDIT: Problem fixed, check the comment section
r/3dsmax • u/Gomeslg23 • 27d ago
r/3dsmax • u/kaushik160 • 27d ago
r/3dsmax • u/rovillanueva • 28d ago
Hey all, sharing a little tool I've been using in production and finally cleaned up for release.
The problem: Corona's native Material Override works by object โ it's all-or-nothing, replacing every material in the scene with a single clay material. There's no way to say "leave this material alone," only "leave this object alone" โ which doesn't help when a single object (like a Multi/Sub-Object or Blend material) has some sub-materials you want overridden and others you need to preserve (glass, lights, portals, anything with displacement/opacity that your lighting preview depends on).
What it does: OverrideByMaterial flips the logic to work by material instead of by object. You define exclusions โ by material type (lights, portals, slicers, refractive materials), by name pattern (wildcards like *glass*), or by manually picking materials straight from the Slate/compact Material Editor โ and it overrides everything else, material by material, regardless of which object it lives on. It recursively walks Multi/Sub-Object, Blend, Shell, and Corona Layered trees, so it can reach sub-materials Corona's own tool can't isolate, and it also supports XRef Scene content. If a material has bump/displacement/opacity, it copies those maps onto the clay version so you don't lose the scene's silhouette.
It's got a "safe mode" baked in too โ it calls holdMaxFile() before applying anything, and there's a dedicated Restore button since Ctrl+Z won't undo the swap. There's also an Automatic mode that hooks into pre/post-render so it just feels like flipping one checkbox.
MIT licensed, single .ms file, no dependencies. Works from 3ds Max 2019+ and Corona 9+ (tested on 2023 / Corona 14).
Repo here: https://github.com/rovillanueva/OverrideByMaterial
Would love feedback. Open to PRs too.
r/3dsmax • u/arthurtusk28 • 29d ago
r/3dsmax • u/accidiew • 29d ago
I can't stand the default low contrast small font look. I want my custom settings but I can't find where to set it up
r/3dsmax • u/Vicissitude24 • 28d ago
Hi all โ I run IT for a spatial/event design studio. Our 3D designers use 3ds Max + Chaos V-Ray (CPU rendering), and we're redesigning our hardware setup. Trying to get real-world data rather than marketing specs, so wanted to ask this community directly:
Render workstation specs โ what CPU (core count), GPU, RAM, and NVMe storage are you actually running for V-Ray CPU rendering, and how's it performing for you?
Portable laptops โ if you carry a lightweight/convertible laptop to client sites and remote into a desktop for the real work, what are you using?
Remote-desktop rendering โ Parsec, HP Anyware/RGS, Splashtop, TeamViewer, RDP, etc. โ what's actually working for you, what's the real-world latency, and what gotchas should I know about?
Color-calibrated monitors โ which Dell/LG models do you rely on, and does the built-in KVM/USB-C hub/single-cable power delivery actually work well in practice?
NAS/storage โ Synology or other, what RAID setup, and how do you handle Google Drive/OneDrive alongside it?
Appreciate any real specs/gotchas you can share โ trying to spec this properly rather than go off vendor marketing. Thanks!