r/3dsmax • • Jan 15 '26

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

Thumbnail
youtu.be
28 Upvotes

r/3dsmax • • Mar 24 '25

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

Thumbnail
youtu.be
55 Upvotes

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

Hope you like it! :)


r/3dsmax • • 4h ago

Help Which GPU renderer would you recommend for 3ds Max, especially for product visualization?

4 Upvotes

Hey guys!

I've been looking for a good GPU renderer for 3ds Max, primarily for product visualization.

I'm currently considering Redshift, Octane, and V-Ray GPU, but I'm having a hard time deciding which one would be the best fit.

My main priority is GPU rendering performance, along with good integration with 3ds Max, a responsive interactive render preview (IPR), stability, and a solid feature set for creating photorealistic product renders.

I mainly work on cosmetics, perfumes, and packaging visualization, so realistic materials, reflections, glass, and lighting are particularly important to me.

For those who've used these renderers with 3ds Max, which would you recommend based on your experience?

I'd love to hear your thoughts, especially regarding performance, workflow, and any limitations you've encountered.

Thanks!


r/3dsmax • • 2h ago

Cloth animation to keyframes (fbx/gltf export)

1 Upvotes

Hi!

As the title says, I need help into converting a cloth animation into keyframes.

I tried with Create Keys in the cloth modifier and it creates the keys but on export the animation is not recognized.


r/3dsmax • • 21h ago

TenPix Cloth is finally out!

Thumbnail
youtu.be
22 Upvotes

r/3dsmax • • 1d ago

Feature How to Create a Sci-Fi Environment in 3ds Max

Thumbnail
youtube.com
21 Upvotes

I find this demonstration to be useful and inspiring in the way models and materials are created in a primitive / minimalist way, the strength of flexibly is shown when adjusting elements with simple modifiers like the FFD, and then how clever use of repetition and scattering objects creates a great result.


r/3dsmax • • 1d ago

Barad Dur - entrance bridge segment feedback

Enable HLS to view with audio, or disable this notification

87 Upvotes

Hi guys,
2 weeks ago I posted this segment for feedback here and got some really helpful insights, mostly about the darks and contrast.
I've since worked on lots of improvements including - color correction, 2 lightning sequences, lots of more volumetrics and other small tweaks.
I think I'm now close to calling this segment done and move on to the next part of the shot where the camera stars going up the tower.
Before I do, I would love to hear if you think there are more things to improve in post here.


r/3dsmax • • 1d ago

Match dummy's rotation to an object

1 Upvotes

Hi!

How am I supposed to match the rotation (pivot) of the dummies to the plane above them? The plane has 90 degree pivot, same as the dummies, it is a bit lowered on the left side with FFD modifier but the pivot remain the same so how am I supposed to find that exact rotation so I can slide the dummies along the shape of the plane?


r/3dsmax • • 1d ago

Feedback 30 years and 3ds Max STILL lacks a filter for missing assets. In asset tracking

10 Upvotes

I've been dealing with finding missing maps in a scene with hundreds of assets, and it's incredibly tedious to manually scan the status column. Even third-party scripts like Relink Bitmaps don't always work. It's time for a built-in filter in the Asset Tracking dialog.


r/3dsmax • • 1d ago

Help How can I expand the Scale transformation to show X Y and Z animation curves individually like with position and rotation?

Post image
3 Upvotes

Being able to only see one curve at a time would be very convenient, but for some reason I can't figure out how to do this with scale curves


r/3dsmax • • 2d ago

Sci-Fi Environment Modular Corridor & Kit (3ds Max / Substance Painter)

Thumbnail gallery
6 Upvotes

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!


r/3dsmax • • 2d ago

Help How do you add a new shelf with the horizontal dotted line?

2 Upvotes

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:

Thanks


r/3dsmax • • 3d ago

Rendering Minimalist Living Room [3ds Max + Corona]

Post image
21 Upvotes

r/3dsmax • • 4d ago

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

Enable HLS to view with audio, or disable this notification

13 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 • • 4d 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 • • 6d ago

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

Enable HLS to view with audio, or disable this notification

46 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! 🙏

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 • • 9d ago

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

Post image
18 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 • • 10d ago

Recent work

Post image
20 Upvotes

r/3dsmax • • 9d ago

Rendering Rendering lexan sheet with embedded image

Thumbnail
1 Upvotes

r/3dsmax • • 11d ago

Constructive Criticism Requested Warehouse visuakization

Post image
6 Upvotes

r/3dsmax • • 11d ago

Animation Tesseract Loop Animation

Enable HLS to view with audio, or disable this notification

6 Upvotes

Modelling, rigging, animation - 3ds max 2024.

Rendering - V-ray.

The mesh you can find in my profile.


r/3dsmax • • 11d ago

SOLVED Shading problem in 3dsmax

Post image
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 • • 11d 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:

✅ Starts counting when you open a saved scene
✅ Detects idle time after 5 minutes away
✅ Splits time by activity (modelling, texturing, lighting, rendering, review)
✅ Detects render time automatically
✅ Floating clock in the viewport, so you always see where you are
✅ Works offline and syncs when you are back online
✅ Two computers feed the same project
✅ 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 • • 12d ago

(╯°□°)╯︵ ┻━┻ 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 • • 12d 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?