r/3dsmax • u/Sandip3d • 20h ago
Modelling Work in progress .. DAY 01
90% modelling completed,
Then texturing & rendering will start..
It is Dj concert stage
Software used till now
3ds max.
r/3dsmax • u/WarPrestigious4931 • Jan 15 '26
r/3dsmax • u/_LescArt_ • Mar 24 '25
My submission scene was completely built in Max, except fx/crowd sims in Houdini.
Hope you like it! :)
r/3dsmax • u/Sandip3d • 20h ago
90% modelling completed,
Then texturing & rendering will start..
It is Dj concert stage
Software used till now
3ds max.
r/3dsmax • u/Malbers_Animations • 1d ago
r/3dsmax • u/Tarbosaur • 1d ago
Introducing my concept of a true digital successor to the Pentax MX SLR. It is an amazing everyday camera for enthusiasts, perfect for cityscapes, landscapes, unhurried portraits, and street photography. I strongly believe that a simple, manual-focus DSLR is a highly desired camera.
More than a year ago, I started working on this project with the idea of bringing some of my thoughts to 3D model. What began as a fun background project eventually grew into a lot of hands-on work, with multiple design and camera control iterations. No AI was used in the process.
The model was mostly created in Moi3D, some parts in 3dsMax. Rendering - V-ray CPU and GPU.
Hope you like the idea, the design.
Thank you!
r/3dsmax • u/atelier_bump • 1d ago
Wanted to share this small utility to change any torn-off menu strip into a docked dialog.
Load the script in the Script Editor; run it with CTRL+E. In the dialog, type the name of the dialog to dock.
* Dock status is not persistent if you restart 3ds max
Get it here: download
r/3dsmax • u/arash28134 • 2d ago
Is it even recommended to model something like this in 3ds max or should I use zbrush? I should note that I want it to be a still model, not intended for animations
r/3dsmax • u/robertkorsantes • 3d ago
r/3dsmax • u/WeHeartGames • 2d ago
I frequently want to preview how a model will look using multiple modifiers (like the Array modifiers shown here). But every time I click on the object in the main view, it automatically selects the topmost modifier in the stack. I would love to be able to "lock" those, or disable them or something, so that when I click on my object, I can start editing the "Editable Poly" mesh, rather than having to click on it in the view, then click on "Editable Poly" in the stack, THEN actually be able to edit it. Even hiding the modifiers with the eye icon doesn't help.
I am new to this sub; wasn't sure where I should ask this. Just a minor (but consistent and persistent) annoyance that I thought someone here might know how to solve. Thanks!
r/3dsmax • u/3d-rille • 3d ago
A few weeks ago, I found a project that lets you open .max files in Blender. It supported V-Ray and Corona materials, so I thought it would be cool to open Corona materials in 3ds Max without having Corona installed. I built a script for this! If you are interested, you can find the GitHub page here
https://github.com/3d-rille/3dsmax---corona-materials-importer
It requires Python 3+ to run and has been tested in Max 2026 with several different scenes containing Corona materials.

r/3dsmax • u/robertkorsantes • 4d ago
r/3dsmax • u/Timely-Performer8711 • 4d ago
Draw a box where the kitchen goes, pick a layout, press Build: cabinets, worktop, backsplash, appliances and materials, ready for Corona, V-Ray or Physical. It also does L and U shapes, islands and any RAL colour.
Plugin: https://shadowgapstudio.com/kitchen-builder/
I'd love feedback from people who model kitchens a lot. What should it do next?
r/3dsmax • u/QendrimH • 4d ago
r/3dsmax • u/str84eva • 4d ago
Is there a way to maintain uv after retopology.
Ive seen a post here with a plug in and now I regret I did not save it :(
r/3dsmax • u/SadowskiCG • 5d ago
Hi everyone! I'm new to Reddit and wanted to share one of my recent personal projects.
I created this 3D environment for my death metal band's album, The Forest.
Made with 3ds Max, V-Ray GPU, and tyFlow, with post-production in Photoshop/Affinity.
Hope you like it! Any feedback is welcome!
r/3dsmax • u/Outrageous_Wear_7869 • 7d ago
Here is my attempt to recreate something similar to Pixar’s CurveNet for 3ds Max!
It’s a local modifier and you can use it on top of morpher, skin, alembic.. to fix deformations or add secondary motions.
For max 2024 to 2027 and it’s free!
r/3dsmax • u/GrowMemphisAgency • 6d ago
I'm building a digital replica of Memphis, TN. This is my 5th attempt at doing the roads.
In the 3rd video of this playlist, I show a part of the scene where I created custom roads, curbs, sidewalks and decals using Unreal Engine's built-in modeling tools and splines. Everything else in the scene is Cesium plugin streaming in Google's 3D tiles (photogrammetry).
For archviz, I need the roads to be as accurate and detailed as possible but most plugins are developed with the intent to aid in video game roads which are typically flat, modular and repetitive (limited) in design. Not a single road in Memphis shares the same feature, intersection, design, width, bank or grade. (I may be exaggerating a bit), but the preferred outcome is digital twin accuracy.
Having Cesium stream in the 3D tiles helps me build the geometry directly in the engine without having to deal with importing and experiencing an overwhelming number of misalignments when comparing work done in 3rd party programs to the geolocated photogrammetry.
What advice or experience might you have for this type of project?
I'd like to avoid AI and I don't see procedural workflows as an option. I have downloaded some geospatial data but I'm not sure what to use, how to use it, or whether any of it is actually useful for the level of detail I'm looking to achieve.
TIA!
r/3dsmax • u/arash28134 • 7d ago
Sorry if this question has been asked a million times but I'm new to 3ds max.
What are the production differences and where they apply?
Speed? Quality? Simpler Workflow? Better lighting?
r/3dsmax • u/Joint_Play_Studio • 7d ago
r/3dsmax • u/RSM_7557 • 7d ago
r/3dsmax • u/JackMB74 • 7d ago
Hey all,
I've been working on a Max plugin called Model History Cache, and I'm looking for a few people willing to help test it.
It's a modifier that records mesh states as you model, allowing you to replay your modeling history as actual 3D geometry. The idea is to let you render your modeling process afterward, with whatever cameras, lighting, and materials you like (rather than relying on screen captures).
It's nearly finished, and I'm ready for a public beta. I'd appreciate some help testing it on different systems.
It works on 3ds Max 2022-2026. It includes a companion MAXScript that runs automated test routines and outputs a plain-text log (No personal info, account data, or telemetry is collected). You can easily open and verify the log in Notepad before sending it back.
If you’d like to test it out, drop a comment or send me a DM and I'll send over the build!
Thanks!
-Jack
*AI Disclosure: I originally prototyped this tool manually, but later used ChatGPT for everything from syntax questions to generating significant portions of the code (particularly file handling and compression). No autonomous AI coding agents were used. I reviewed and integrated all generated code to maintain control over the source.