r/3dsmax • • Jan 15 '26

Full CG little short created in 3dsmax and inspired by Sicario

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28 Upvotes

r/3dsmax • • Mar 24 '25

Announcement I recently had the honor of winning the 3d Challenge by pwnisher!

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57 Upvotes

My submission scene was completely built in Max, except fx/crowd sims in Houdini.

Hope you like it! :)


r/3dsmax • • 20h ago

Rendering Minimalist Living Room [3ds Max + Corona]

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15 Upvotes

r/3dsmax • • 21h ago

Plugin Eclipse Render Manager for 3ds Max: V-Ray, Corona and Redshift

9 Upvotes

Hey everyone! I’m the creator of Eclipse Render Manager, and I’m 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!


r/3dsmax • • 1d ago

STL export script that fixes scale and mirrored objects

0 Upvotes

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

4. Exports (scene export path, exporter's selection-only option), deletes the temp mesh,

restores selection + frame

*/

global _stlExpScale = undefined

format "=== Export Collapsed STL v9 ===\n"

rollout rolStlScale "Export STL v9" width:210

(

spinner spnScale "Scale multiplier:" range:[0.0001, 100000.0, 10.0] type:#float fieldWidth:60 align:#center

button btnOK "Export" width:80 across:2

button btnCancel "Cancel" width:80

on btnOK pressed do ( _stlExpScale = spnScale.value; destroyDialog rolStlScale )

on btnCancel pressed do ( _stlExpScale = undefined; destroyDialog rolStlScale )

)

fn findStlExporter =

(

local found = undefined

for c in exporterPlugin.classes do

(

if (matchPattern (c as string) pattern:"*stl*") do

(

found = c

exit

)

)

found

)

-- world-space normal of face f using the raw winding, vertices transformed by tm

fn faceNormalAt m f tm =

(

local fv = getFace m f

local a = (getVert m fv.x) * tm

local b = (getVert m fv.y) * tm

local c = (getVert m fv.z) * tm

cross (b - a) (c - a)

)

-- first face with a usable (non-degenerate) normal, 0 if none

fn firstGoodFace m tm =

(

local idx = 0

for f = 1 to m.numfaces while idx == 0 do

(

if (length (faceNormalAt m f tm)) > 0.000001 do idx = f

)

idx

)

fn exportCollapsedSTL =

(

local origSel = selection as array

local geo = for o in origSel where (superClassOf o == GeometryClass) and (canConvertTo o Editable_Mesh) collect o

if geo.count == 0 do

(

messageBox "Select at least one geometry object." title:"Export Collapsed STL"

return false

)

_stlExpScale = undefined

createDialog rolStlScale modal:true

if _stlExpScale == undefined do return false

local mult = _stlExpScale

local baseName = "export"

if maxFileName != "" do baseName = getFilenameFile maxFileName

local outFile = getSaveFileName caption:"Export collapsed STL" filename:(maxFilePath + baseName + ".stl") types:"STL (*.stl)|*.stl|"

if outFile == undefined do return false

if (toLower (getFilenameType outFile)) != ".stl" do outFile += ".stl"

local origFrame = sliderTime

local dups = #()

local shell = undefined

local errMsg = undefined

try

(

-- duplicates: snapshots at the current frame (modifiers/animation/dynamics baked,

-- hierarchy and originals untouched; the snapshot node keeps the original's world transform)

for o in geo do append dups (snapshot o)

-- empty shell at origin

shell = box pos:[0,0,0] length:1 width:1 height:1 name:"__stl_export_tmp__"

convertToMesh shell

meshop.deleteFaces shell #{1..shell.numfaces} delIsoVerts:true

update shell

-- attach with winding verification

for d in dups do

(

local t = d.transform

local par = 1.0

if (dot (cross t.row1 t.row2) t.row3) < 0 do par = -1.0

-- expected world normal of a reference face (raw winding, flipped for mirrored parts)

local fi = firstGoodFace d t

local expN = undefined

if fi > 0 do expN = (faceNormalAt d fi t) * par

local startFaces = shell.numfaces

local done = false

try ( attach shell d; done = true ) catch ()

if not done and isValidNode d do

meshop.attach shell d attachMat:#neither deleteSourceNode:true

update shell

local flipped = false

if fi > 0 and shell.numfaces > startFaces do

(

local gotN = faceNormalAt shell (startFaces + fi) (matrix3 1)

if (dot expN gotN) < 0 do

(

meshop.flipNormals shell #{(startFaces + 1)..shell.numfaces}

flipped = true

)

)

format "part: parity %, native attach %, flipped %\n" par done flipped

)

dups = #()

update shell

if shell.numfaces == 0 do throw "No faces after attach"

-- scale vertices about the origin

if mult != 1.0 do

(

for i = 1 to shell.numverts do setVert shell i ((getVert shell i) * mult)

update shell

)

-- export

select shell

local expCls = findStlExporter()

format "STL exporter: %\n" expCls

if expCls != undefined then

exportFile outFile #noPrompt using:expCls

else

exportFile outFile #noPrompt

if not (doesFileExist outFile) do throw ("exportFile ran but no file was created: " + outFile)

)

catch

(

errMsg = getCurrentException()

)

-- cleanup

local leftovers = for d in dups where isValidNode d collect d

if leftovers.count > 0 do delete leftovers

if shell != undefined and isValidNode shell do delete shell

sliderTime = origFrame

if origSel.count > 0 then select origSel else clearSelection()

if errMsg != undefined then

(

messageBox ("Export failed:\n" + errMsg) title:"Export Collapsed STL v9"

false

)

else

(

format "Exported: %\n" outFile

true

)

)

exportCollapsedSTL()


r/3dsmax • • 3d ago

UV Unfoldr - Maya-style UV editor for 3ds Max is finally out

45 Upvotes

A few weeks ago I shared my WIP of UV Unfoldr here and asked what you’d 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! πŸ™

It all runs on the standard Unwrap UVW modifier, so everything stays undoable and your scenes open fine without the plugin.

I’d love to keep building it with you: what should come next?


r/3dsmax • • 6d ago

Tutorial Looking for volunteers to learn (free) game-ready 3D

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13 Upvotes

Hello r/3dsmax,

Looking for volunteers who have been trying to get into game modelling in 3ds Max but haven’t quite got where they want to be.

If disjointed YouTube tutorials aren’t cutting it, let’s 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.

There’s 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.

Mike


r/3dsmax • • 7d ago

Recent work

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20 Upvotes

r/3dsmax • • 6d ago

Rendering Rendering lexan sheet with embedded image

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1 Upvotes

r/3dsmax • • 8d ago

Constructive Criticism Requested Warehouse visuakization

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8 Upvotes

r/3dsmax • • 8d ago

Animation Tesseract Loop Animation

6 Upvotes

Modelling, rigging, animation - 3ds max 2024.

Rendering - V-ray.

The mesh you can find in my profile.


r/3dsmax • • 8d ago

SOLVED Shading problem in 3dsmax

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4 Upvotes

I have a problem, we see those sort of triangles here that I don't have on my topology, which is full of quads, what can I do ?


r/3dsmax • • 8d ago

Your 3ds Max, tracking its own hours

0 Upvotes

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:

βœ… Starts counting when you open a saved scene
βœ… Detects idle time after 5 minutes away
βœ… Splits time by activity (modelling, texturing, lighting, rendering, review)
βœ… Detects render time automatically
βœ… Floating clock in the viewport, so you always see where you are
βœ… Works offline and syncs when you are back online
βœ… Two computers feed the same project
βœ… Syncs everything to a dedicated dashboard with hours, value and the real hourly rate of each project

3ds Max 2024, Windows. 14-day free trial:
https://rovzwork.gumroad.com/l/highbase-trial


r/3dsmax • • 9d ago

(β•―Β°β–‘Β°)β•―οΈ΅ ┻━┻ Chaos Material not working on fbx import

3 Upvotes

Ive tried googling but i cant find any solution. I was wondering if anyone has encountered this issue before.

- Created a new box mesh, and the Chaos material works fine on the new box

- The vraymtl works fine on the imported mesh too, but Chaos material doesn't seem to work

- already tried converting to EditPoly and EditMesh and Exploding. still doesnt work

- already tried dragging chaos material in Material Editor and manually assigning, still not working

i dont know the export settings for the fbx, nor can i re-export since the file was just handed over to me.

has anyone run into this problem before or found a workaround?


r/3dsmax • • 8d ago

assign material with same name

1 Upvotes

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?


r/3dsmax • • 11d ago

News Bringing cavity and screen space global illumination to 3dsmax viewport

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24 Upvotes

Proud to release my plugin xCavity here.

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


r/3dsmax • • 11d ago

General Thoughts 36 resources for archviz in 3ds Max β€” models, materials, CAD and project references

34 Upvotes

I’ve put together a list of resources for archviz in 3ds Max, plus CAD, material research and project references, grouped by what you need.

3D models and manufacturer libraries

  1. 3dsky β€” Furniture, lighting, plants and decor models, especially for people working in 3ds Max with Corona or V-Ray.
  2. 3dcove β€” Interior assets for 3ds Max. Search with a description or reference image, and save model options to project boards.
  3. BIMobject β€” Manufacturer BIM objects and Revit families when you need an actual product in your model.
  4. ArchiUp β€” Manufacturer CAD/BIM files and product information for furniture, lighting, fixtures and building materials.

CAD blocks and drawings

  1. Archweb β€” DWG blocks, architectural drawings, project examples and construction details.

  2. Bibliocad β€” CAD and BIM resources ranging from individual furniture blocks to larger project files.

  3. DWG Models β€” DWG blocks for furniture, vehicles, landscaping and architectural elements.

  4. Draftsperson β€” CAD blocks, drafting symbols and technical details.

  5. CAD Blocks β€” AutoCAD blocks for plans, sections and elevations.

  6. FreeCADs β€” CAD drawings of furniture, bathroom fixtures and other everyday objects.

  7. FreeCADFloorPlans β€” Plan and elevation drawings of furniture, equipment and more specific objects.

  8. CADdetails β€” Manufacturer CAD drawings, BIM models and supporting product documents.

Textures, materials and HDRIs

  1. Poly Haven β€” HDRIs, PBR textures and 3D models. Free and CC0.

  2. ambientCG β€” PBR materials for wood, concrete, stone, fabric and plenty of other surfaces.

  3. Architextures β€” Find textures or adjust their pattern, scale and grout to suit a project.

  4. CGBookcase β€” Free PBR textures with the maps needed to build your materials.

  5. 3DTextures β€” Seamless PBR textures, including wood, metal, tiles and other surfaces.

  6. Pattern Panda β€” Textures, HDRIs and scratch masks for adding surface wear and detail.

  7. TextureBox β€” A mix of free and paid PBR textures and materials.

  8. ShareTextures β€” Another library of PBR textures and 3D models to check when you’re looking for a particular surface.

People and presentation elements

  1. Pimp My Drawing β€” DWG and vector drawings of people, trees and vehicles for sections and elevations.

  2. Skalgubbar β€” Cutout photographs of people for architectural collages and presentations.

Construction details and material research

  1. ARCAT β€” Manufacturer CAD details, BIM objects and technical documentation, mainly for the North American market.

  2. NBS Source β€” Building products with technical information, manufacturer documents and BIM content.

  3. First In Architecture β€” Construction details, CAD blocks and practical architecture resources.

  4. DETAIL / Inspiration β€” Built projects with plans, sections and construction details to study.

  5. Baukobox β€” Construction solutions from completed projects, including facade, roof and material junction details.

  6. Revalu β€” Research and compare building materials using product and environmental data.

Site context and dimensions

  1. CADmapper β€” Turn available map data for a selected area into CAD files for site and context studies.

  2. Deukos β€” Terrain and surrounding-building models from official geodata, specifically for projects in Germany.

  3. Dimensions β€” Dimensioned drawings of furniture, objects and layouts for quick reference.

Project references, Pinterest alternatives and visual inspiration

  1. Azure β€” Architecture, interiors, products and materials, with published projects to browse.

  2. 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.

  3. Behance β€” Architecture, interiors, visualization and presentation projects. Useful for seeing a whole project together and collecting images in moodboards.

  4. Mindsparkle Mag β€” Graphic design, typography and visual identity references, particularly useful when working on a portfolio or presentation.

  5. 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 I’ll update the list. Let’s build it together.


r/3dsmax • • 11d ago

Help Axis Constraints. Could someone explain this...?

5 Upvotes

Hi

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?

Thanks.


r/3dsmax • • 11d ago

Rendering U-Bahn station built & rendered in 3ds Max + Arnold. Real or 3D reveal.

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4 Upvotes

Made in 3ds Max & Arnold. Wait for the reveal!


r/3dsmax • • 11d ago

Where are you guys finding ArchViz work these days?

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2 Upvotes

r/3dsmax • • 12d ago

Barad Dur WIP - the entrance bridge

112 Upvotes

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'


r/3dsmax • • 12d ago

3ds Max Automated Workflow: Retopologizing 1,5M High-Poly Assets to 5K Quads and Baking Textures in 3 Click

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66 Upvotes

Hey everyone,

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:

  1. Runs the native 3ds Max Retopology modifier to rebuild the clean low-poly quad geometry.
  2. Generates optimized UV coordinates automatically.
  3. 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.


r/3dsmax • • 12d ago

Plugin I made a tool that sends a model from 3ds Max straight into a friend's Blender, Maya, ZBrush or Max (or into another Max on your own PC)

20 Upvotes

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:

  1. 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".

  2. 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.

- 14-day free trial.

It's early, so I'd love to hear:

- What breaks for you?

- Which formats or settings do you need?

- How do you move files to other people today?

You can check it out here:
transferatu.com


r/3dsmax • • 13d ago

Showreel Lucas Milner - Visualisation Samples 2026

23 Upvotes

I finished at a company last week and needed to cut a showreel today for Visualisation applications going out this week.

I had to put this together using Camtasia and Affinity Photo as I don't have my desktop up to date after 6 years employed at an office.

3ds Max, Unreal Engine, Photoshop, After Effects.
Feel free to tear it down, I put it together in the last hour and may make some updates.

I'm going to need to find some copyright free music...


r/3dsmax • • 15d ago

Modelling FEEDBACK Sony TC-150

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49 Upvotes

Hi ! I've just rendered a few images of a radio cassette i've made and i was hoping to get a quick feedback ! Overall what do you think about the lighting, composition of closup shots and the camera angles ? Where do you think is the area i could prove ? Thanks a lot

Rendered in 3DS max Vray and textured in substance painter