Modeling props with Max
This article has multiple issues. Please help improve it or discuss these issues on the talk page. (Learn how and when to remove these template messages)
This article needs more links to other articles to help integrate it into the encyclopedia. Please help improve this article by adding links that are relevant to the context within the existing text.
January 2024
January 2024
This article is an orphan, meaning that few or no articles link to it.
You can help by adding links to this article from other relevant articles.
January 2024
You can help by adding links to this article from other relevant articles.
January 2024
Making models in 3ds Max for Source is the same process as making models for Half-Life 1.
Build your geometry, apply a bitmap material with the same name (or names, if a multi/sub-object) as the materials that will be applied to it, and export as an .smd file.
For example, if you want your model to have a material such as materials/mymats/misc_mat_01.vmt applied to it, then in Max you would apply a bitmap material called misc_mat_01 to it. The path of the bitmap is not important, as the material path is specified in the model's .QC file. Also, the format of the image used does not matter - just the name.