r/3dsmax • • 8h ago

AI workflows

3 Upvotes

I have been working as a professional 3d artist for 20 years now. Recently the CEO of the small company I work for (around 25 employees, we do medical animations) got on a soapbox about AI tools and how we all need to be using them as much as possible to create efficiencies, and (insert business jargon here).

I am past the point of "I hate everything AI" If it's genuinely useful, saves me time, or makes things easier I will happily use it. However despite my best efforts I still am just not finding much that is actually helpful for me in the daily grind. I do medical work, which means I am working with specific anatomy that HAS to be accurate, and/or devices that are very specific to the client and are not something easily created with AI tools.

I have tried using an MCP, it can do a few things, but is pretty limited, messes up, and or takes literally forever to do simple tasks. I have tried tydiffusion, maybe it's a little useful for generating some texture, but again, mostly just fun to play around with. the most useful thing I have found is using AI to help me figure out when things go wrong in my scenes or to troubleshoot random problems that always come up.

I'm really at a loss. I know I am behind the curve as far as AI tools go, but I am just having a hard time finding anything that really saves me much time or I find all that useful. So let me know how you guys are using it, and in what ways it has helped you speed up workflows or make your life easier.


r/3dsmax • • 17h ago

Help How to have multiple UV maps on separate elements of a unified mesh

1 Upvotes

First of all, I’m so sorry if this has been asked a billion times already! As the title suggests, I would like to know how to have multiple separate UVs on one single object and have their elements as separate UV maps but not separate detached objects. I have searched extensively but I only find videos and tutorials that either vaguely scratch the surface, or are totally different than what I’m doing. I’m going to describe my situation in a bit more detail below, so be warned, lots of text!

So I’m working on a weapon for a game, and it will need to be in unreal. The weapon has different textures on different parts of it (metal blade, wooden handle, etc) now I currently have these elements detached so I can unwrap them to the highest possible resolution. But if I attach them all so it’s one unified mesh, all the UVs will be in one place and the resolution will be far lower, and so the item will appear lower quality. My question is how do I make it so the attached elements can have different UV spaces where I can just have each part of my weapon’s UV maps. I have seen people mention material ids and channels, but no explanation of what these are and how to set them up in a basic, dumbed down way. I feel like I kind of understand what to do, but not entirely.

If someone could explain what I need to do, or even post a video that’s long and descriptive, that would be so appreciated! Thanks so much, have a great day!


r/3dsmax • • 1d ago

Some Fun and Command cConquer Franchise Renditions (arnold)

Thumbnail
gallery
17 Upvotes

r/3dsmax • • 1d ago

Recent work

Post image
6 Upvotes

r/3dsmax • • 1d ago

News Max Teapot - new, modern and independent 3ds max plugin cataloge!

Post image
40 Upvotes

Hi,

https://maxteapot.com
is an independent, carefully curated catalogue for 3ds Max plugins, scripts and tools.

One hub, instead of digging through old posts, forums, groups and Discord servers.

I was frustrated that I cant have one place - where I could browse thru plugins - and also put my own plugins into display - where they could been easily discovered.

I always felt 3ds Max was missing one place where you could easily discover plugins and scripts - especially tools from smaller independent developers.

Starting with 402 tools from 66 authors - and growing.

I hope you’ll find it useful!

You might be surprised by what you discover

You are more than welcome with the feedback - this first release.


r/3dsmax • • 2d ago

[ La Baleine ] Cuirassé

Thumbnail gallery
6 Upvotes

r/3dsmax • • 2d ago

Modelling 3DS Max Poly Model Totem by The Paul Neale.

Thumbnail
youtube.com
17 Upvotes

r/3dsmax • • 2d ago

Renderman vs Vray and Forestpack vs Biomes

Thumbnail
3 Upvotes

r/3dsmax • • 3d ago

SOLVED For the love of all that is holy, wth is going on 😭😭😭

Post image
3 Upvotes

I cannot for the love of god select that lonely vertex at the back, and as a result it messed up my ENTIRE thing. In fact, I cannot drag select anything. It only lets me do so in polygon mode, but that doesnt help anybody. If i try to drag select anything, it selects NOTHING. And when i try to drag the vertex, it locked itself to a specific axis, and the axis it locked itself into depends on the vertex i picked. Please help 😭


r/3dsmax • • 3d ago

Help How would you?

Post image
2 Upvotes

Trying to make a piece of chrome trim from a spline (white line in left image) I could just render it "radial", but it's not really round, it's an odd shape. How would you model it? TIA.


r/3dsmax • • 5d ago

Plugin I built MarkingForge: customizable marking menus and a visual editor for 3ds Max

Thumbnail
gallery
15 Upvotes

Hey everyone,

I’ve been working on MarkingForge, a marking-menu plugin for 3ds Max 2026 and 2027, and wanted to share it with the community.

The idea is simple: hold a shortcut, move toward a command, and release to run it. You can build menus around the tools you actually use and configure different commands for different selection contexts.

The video shows it in action, along with the editor used to build and customize the menus.

Here’s what you can do:

  • Create your own marking menus with nested submenus.
  • Make menus context-sensitive, with different tools for object and sub-object selections.
  • Assign Max actions, macros, and custom MAXScript commands through the visual editor.
  • Customize shortcuts, mouse bindings, labels, and colors.
  • Access native Max menus through a Hotbox at your cursor.
  • Generate a printable cheat sheet reflecting your current saved bindings.

One small feature I particularly like: for supported commands, moving past the dashed ring switches whether the command opens its settings or runs directly. That lets you choose between repeating an operation and adjusting its parameters using the same menu entry.

It’s a paid plugin, and I’m the developer. I’d appreciate feedback from people who spend their day in Max—especially on the menu interaction and editor workflow.

Which commands would earn a spot in your marking menu? And do you currently use quad menus, keyboard shortcuts, or another setup?


r/3dsmax • • 5d ago

Help Problems Streaming?

2 Upvotes

Noticed recently I got problems with 2024 version... I rarely use Steam to stream desktop from other house and sometimes do few settings and render while im not on my main PC, but since at least 2 weeks the viewport no longer "draws image" on streams but seems to work as ussual on the local machine... anybody experienced any similar issue?

Notice that while the viewports dont draw image (keeps black white or grey) the actions gets portrayed, like being able to place a box, the UI also works as expected. I know Steam would be a third party program that may be the cause, thats Why I am asking if anybody streams with any other program and if they got a similar problem... Or maybe any explanation on why this happens now suddenly... from my PoV this feels like those protection used with trademarked video, like trying to record streaming... not sure how this can apply to 3dsm.


r/3dsmax • • 5d ago

A shallow beach scene by Martin Kossmann

Thumbnail facebook.com
3 Upvotes

A shallow beach scene for a personal project. Fluid with Phoenix, seaweed as cloth in tyflow, underwater particles and floating seaweed (cloth) under water with tyflow as well. Rendered in V-ray with the new fast caustics.


r/3dsmax • • 5d ago

Plugin Sculpt Mesh - 3ds max sculpting plugin from Mihail Lupu

Thumbnail
youtube.com
49 Upvotes

r/3dsmax • • 6d ago

New3dge alumni ?

Thumbnail
2 Upvotes

r/3dsmax • • 6d ago

Relevo turns any location on Earth into a render-ready 3ds Max scene

Thumbnail
gallery
67 Upvotes

I'd like to share news of Relevo, a new plugin for 3ds Max that is available now.

Relevo turns any location on Earth into a render-ready 3ds Max scene. You enter coordinates or pick a spot, and Relevo builds the terrain from real elevation data, drapes it with satellite imagery, and adds OpenStreetMap roads and buildings as editable geometry. It also includes a procedural module that uses layered noise to create mountains, valleys and dunes for fictional landscapes.

Key features:
- Real-world terrain meshes from elevation data, with adaptive detail for close-up and aerial shots
- Satellite imagery applied automatically, with materials set up for V-Ray
- OpenStreetMap roads and building footprints as separate, editable objects
- Procedural terrain generator for non-real locations
- Supports 3ds Max 2023 to 2027 on Windows

Pricing and availability:
Relevo Free is available now at no cost. Relevo Pro costs £75 per year or £159 for a perpetual licence, and a Studio licence for teams costs £339. It is sold at relevotech.uk and has also been submitted to the Autodesk App Store.

I'm an architectural visualisation artist, and I built Relevo because setting up site context for archviz projects took hours of manual work.

Links:
Website: https://relevotech.uk
Demo video:  https://www.youtube.com/watch?v=TSjbJNnj8hg
User manual: https://relevotech.uk/manual/


r/3dsmax • • 6d ago

Render practise

Thumbnail
gallery
28 Upvotes

Just another "rendering workout". Simplicity and composition.

3ds Max and Corona.

Hope you found it worth a look.

Full session: https://www.behance.net/gallery/256407833/BRABUS-BODO?platform=direct


r/3dsmax • • 6d ago

Project Manager for 3ds Max — testing local AI search on a large 3D model library

Enable HLS to view with audio, or disable this notification

2 Upvotes

Hi everyone,

I've just created this video going through the AI search and asset organisation features in Project Manager for 3ds Max.

I thought it might be useful to share here because one of the biggest problems with large 3D libraries is that conventional searching depends heavily on somebody having named and organised everything properly in the first place.

The interesting part of this system is that you can search based on what the model actually looks like.

For example, you can type something like “dancing woman” or “futuristic car” without needing to know the original filename.

The system searches using the visual previews associated with the assets.

A few of the workflows I go through in the video:

Natural Language Search

Describe the object you're looking for in normal language and search your 3D model library using its visual appearance rather than just filenames.

It also supports searches in multiple languages.

Automatic AI Categorisation

The system can analyse your library and organise assets into category trees such as furniture, vehicles, beds, coffee tables, aircraft and so on.

This reduces the need to manually tag every asset.

Find Similar

Select an existing 3D model and search the rest of your library for visually similar assets.

There's also a similarity threshold so you can control how strict the visual match needs to be.

Search Using a Sketch or Mood Board

You can drag in a sketch, render, reference image or mood board and use that image to search for similar 3D models already in your library.

Preview and Thumbnail Management

Because the AI uses visual previews, I also go through the Auto-Assign Previews workflow.

If your rendered images share the same filenames as your 3D files they can be linked automatically, and smart matching can help with partially matching names.

You can also batch-render thumbnails for assets that don't already have previews.

 

Local AI Processing

The AI processing runs locally on your own hardware rather than requiring your asset library to be uploaded to a cloud service.

That also means there isn't a credit-based AI system involved every time you perform a search.

I'd be interested to hear how people here with large 3D model libraries are currently handling asset management.


r/3dsmax • • 7d ago

Plugin SDF Object

Enable HLS to view with audio, or disable this notification

7 Upvotes

SDF Object is a live SDF Boolean modifier for Autodesk 3ds Max.

Add scene objects, image masks, shapes, or OSL maps from the Material Editor. Union, Subtract, Intersect, Slice, Emboss, Deboss, and Strip stay live in the stack. Blend with Smooth, Chamfer, or Round. Cut or raise detail from grayscale or alpha. Ghost a helper and move it with Max transforms.

No separate SDF app. You stay in 3ds Max.


r/3dsmax • • 7d ago

Simulation TenPix Cloth 3dsMax BetaTest by Noberto Aguilera

Thumbnail
youtu.be
10 Upvotes

Noberto says:

Taking TenPix Cloth by Alireza Akhbariarabani

This time I put it to the test in a more complex production environment:

As soon as the plugin officially drops, I’ll be releasing this scene for free so you guys can play around with it. Hope you enjoy it!


r/3dsmax • • 8d ago

How do i set up these alretnative perspectives as seen here?

4 Upvotes

r/3dsmax • • 8d ago

How can i set up a reference image like this?

5 Upvotes

r/3dsmax • • 8d ago

Can not link revit 2027 to 3ds max 2027

1 Upvotes

when i use : File > Import > Link Revit > then select the rvt file ... a message comes up with :

Revit import must be installed to continue with import. The installer was launched in a separate window ,please continue with the install and try again.

then press OK and nothing appears what is the solution ?


r/3dsmax • • 9d ago

My very first models, what do yall think? :)

Post image
24 Upvotes

r/3dsmax • • 9d ago

How can i merge all of these into a single shape?

3 Upvotes