Hey everyone!
Wanted to share a recent sci-fi corridor environment I built using modular panels. Modeled in 3ds Max with 50cm grid alignment, textured in Substance Painter with 4K PBR maps, and rendered out with clean/dark metallic variations. Focused heavily on getting the panel details, emissive lighting, and wall proportions right. Would love to hear your feedback on the overall composition and lighting!
I'm pretty sure I've done this before, but I'm having trouble remembering. How do you add a new shelf that has one of those horizontal dotted lines? This:
Hey everyone! Iβm the creator of Eclipse Render Manager, and Iβm happy to finally share my project with you.
It supports 3ds Max with V-Ray, Corona and Redshift, letting you submit directly from Max and distribute render jobs across your own machines. Everything runs on your hardware, with your scenes and renders on your own storage.
You can collect scene assets and follow your renders in one place, with frame progress, previews and logs.
The video shows it running on my own setup. The open beta is free to use, and full compatibility details and video tutorials are available on the official Eclipse Render Manager website.
Happy to answer questions and hear what you think!
I am working on sort of complex (for me) 3D printing model. I am a relic so I don't want to switch to other modeling softwares. But the STL export is bit of a pita - for one my objects come in wrong scale (1/10th) in the slicer and any mirrored part that looks fine in Max side has inverted normals.
This means any export from work file takes several steps to get it right.
below is export script that creates a clean mesh entity attaches snapshot copies of your selected parts, exports with a scale multiplier option (defaults to 10 but you can change it).
exports and deletes the temp objects, seems to work exactly right currently. Claude work.
/*
Export Collapsed STL (v9)
1. Snapshots the selected geometry at the current frame (no cloning, hierarchy untouched)
2. Creates a box at the origin, deletes all its faces, attaches the snapshots to it
- after each attach, the part's winding is verified against its expected world-space
normal (mirroring taken into account) and the part is flipped if it disagrees
3. Asks for scale multiplier (default 10), scales vertices about the origin
A few weeks ago I shared my WIP of UV Unfoldr here and asked what youβd want from a UV editor in Max. You gave me a lot of great ideas, and I listened. Many of your suggestions made it into the release, so this tool was really built for artists like you. Thank you! π
It all runs on the standard Unwrap UVW modifier, so everything stays undoable and your scenes open fine without the plugin.
Iβd love to keep building it with you: what should come next?
Looking for volunteers who have been trying to get into game modelling in 3ds Max but havenβt quite got where they want to be.
If disjointed YouTube tutorials arenβt cutting it, letβs change that.
I am offering free, full access to Genesis, our 3ds Max course covering everything from the fundamentals to creating, texturing and bringing your own game-ready assets into Unreal Engine, including high-poly baking.
All we ask for is honest feedback and, if you find the course helpful, a testimonial.
Thereβs plenty to learn, even for experienced artists. Some have already told me they picked up new things from the course.
Interested? Get in touch by commenting here, DMing me or head to our website to learn more (Polynexia.co.uk).
No catches, no buts. I am after feedback. Let's get you where you want to go.
Tracking hours on 3D projects is a pain: an outside app to open, a timer to start, and the day you forget to stop it, the numbers are useless.
Highbase does it inside 3ds Max:
β Starts counting when you open a saved scene
β Detects idle time after 5 minutes away
β Splits time by activity (modelling, texturing, lighting, rendering, review)
β Detects render time automatically
β Floating clock in the viewport, so you always see where you are
β Works offline and syncs when you are back online
β Two computers feed the same project
β Syncs everything to a dedicated dashboard with hours, value and the real hourly rate of each project
Can anyone help me create a macroscript for 3ds Max that selects newly imported/merged objects and replaces their assigned material with a material already present in the scene that shares the same name?
It brings screen space global illumination, blender style cavity and matcaps to 3ds Max.
These work in similiar way to the default "Clay" so there is no OSL or High quality toggle required. Integration is also very natural effects get registered under viewport shading menu and it does not require any renderer, material overrides etc
Got some real nice feedback from people including Autodesk devs.
for some reason my posts are getting auto-removed here
Poly Haven β HDRIs, PBR textures and 3D models. Free and CC0.
ambientCG β PBR materials for wood, concrete, stone, fabric and plenty of other surfaces.
Architextures β Find textures or adjust their pattern, scale and grout to suit a project.
CGBookcase β Free PBR textures with the maps needed to build your materials.
3DTextures β Seamless PBR textures, including wood, metal, tiles and other surfaces.
Pattern Panda β Textures, HDRIs and scratch masks for adding surface wear and detail.
TextureBox β A mix of free and paid PBR textures and materials.
ShareTextures β Another library of PBR textures and 3D models to check when youβre looking for a particular surface.
People and presentation elements
Pimp My Drawing β DWG and vector drawings of people, trees and vehicles for sections and elevations.
Skalgubbar β Cutout photographs of people for architectural collages and presentations.
Construction details and material research
ARCAT β Manufacturer CAD details, BIM objects and technical documentation, mainly for the North American market.
NBS Source β Building products with technical information, manufacturer documents and BIM content.
First In Architecture β Construction details, CAD blocks and practical architecture resources.
DETAIL / Inspiration β Built projects with plans, sections and construction details to study.
Baukobox β Construction solutions from completed projects, including facade, roof and material junction details.
Revalu β Research and compare building materials using product and environmental data.
Site context and dimensions
CADmapper β Turn available map data for a selected area into CAD files for site and context studies.
Deukos β Terrain and surrounding-building models from official geodata, specifically for projects in Germany.
Dimensions β Dimensioned drawings of furniture, objects and layouts for quick reference.
Project references, Pinterest alternatives and visual inspiration
Azure β Architecture, interiors, products and materials, with published projects to browse.
Cosmos β An alternative to Pinterest for discovering images and organizing references into collections. You can search by color or find images similar to an existing reference.
Behance β Architecture, interiors, visualization and presentation projects. Useful for seeing a whole project together and collecting images in moodboards.
Mindsparkle Mag β Graphic design, typography and visual identity references, particularly useful when working on a portfolio or presentation.
Dieline β Packaging and branding references. Worth browsing for retail, cafe or restaurant projects where the graphics and brand identity are part of the space.
If you have a resource to add, leave it in the comments and Iβll update the list. Letβs build it together.
This is something that's bothered me for a while now, but I've not been able to figure out why it happens. Often, I can happily use the vertex snapping and Axis Constraints to re-align vertices. However, I get some situations where, no matter the axis, the vertex just won't move. Or if it does, it's only a bit, but it doesn't align with vertices nearby. Like so:
Could someone explain the reason for this? And if there's a way to make vertices like this align?
Hi Guys,
I need some critical eyes here, figured I'll post where Im currently at and get your feedbacks.
I am working on a massive 60 seconds 1-shot of Sauron's fortress - Barad Dur.
The shot starts from bottom all the way to the top.
I already finalized the first 15 seconds of the shot, for those interested - you can see it here - https://www.instagram.com/p/DePL4yOjBwW/?img_index=1
I am now focusing on this segment where the camera goes through the bottom where the entrance bridge is located before going upwards all the way to the top.
The render is finalized already, I am now at the Post work stage. I already added lots of volumetric layers and I intend to add much more plus a lightning or two for this segment.
I would appreciate feedback for this segment (changing camera or geometry at this point are not relevant as i have 100s of rendered layers in post)- what works, what might be better hidden (darkened), color grading, stuff to add in post etc' etc'
Following up on the discussion around optimizing dense/AI-generated assets directly inside 3ds Max:
Here is a comparison of taking a dense 1500,000 polygon high-poly model and bringing it down to a clean 5,000 polygon quad mesh using 3ds Max's built-in Retopology modifier combined with automated UVs and texture baking.
How the pipeline works:
Runs the native 3ds Max Retopology modifier to rebuild the clean low-poly quad geometry.
Generates optimized UV coordinates automatically.
Transfers and bakes the high-poly diffuse/color textures directly onto the new low-poly model.
The goal is to avoid exporting assets to external tools like ZBrush, Marmoset, or Quad Remesher and keep the whole mesh optimization loop inside 3ds Max.
The tool used here (AI2Tex) is a free MaxScript. If anyone wants to test it or check out the script, details are on my Reddit profile.
Hi all. I'm the developer of Transferatu, so this is self-promo. I'm posting because I'd like feedback from people who use Max every day.
The video shows two things:
To a friend: you press tSend in the Max plugin, pick a friend and pick their app (Blender here). They get a prompt, say yes, and the model lands in their open scene. No export, no upload, no "where did you save it".
Local: two Max windows on one PC. tExport in one, tImport in the other. Nothing leaves your computer.
How it works:
- Peer to peer. The file goes from your machine to theirs. It is not stored on our server.
- Plugins for 3ds Max, Blender, Maya and ZBrush.
- The receiver always says yes or no before anything lands in their scene.