Author Archives: davewortley

About davewortley

Somewhere between an artist and a programmer, I like technical things, but being creative. I love problem solving and coming up with elaborate solutions. This blog is where I shall share ideas, tips, tutorials and anything that amuses me.

Optimising Scenes by Reducing Objects

One of the most efficient ways to optimise a scene in 3dsmax is to cut down on the sheer number of objects in the viewport. I’m not talking about deleting object, just merging objects together to one mesh can seriously … Continue reading

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Getting Mapped

Ok I admit it, I’m trying to help people learn maxscript and occasionally there will be things I don’t understand, often the process of writing out a blogpost helps solidify my knowledge and makes me ask the question of whether … Continue reading

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Return of the Auto back

Autoback is one of those features we love to hate… we love it when it saves our ass, we hate it when it interrupts what we are doing.  One of my main pains is when you open the autoback, you … Continue reading

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Maya – Max: Why doesn’t 3dsmax have a Shape Node?

If you’re coming from Maya  to 3dsmax, or you’re learning Maya and getting confused as to why in Maya there are Transform and Shape node and in 3dmax it doesn’t look like there are… here’s a bit of a explanation, … Continue reading

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That doesn’t work. – Part 1

Is anyone out there old enough to remember the fantastic Discworld Computer Games based on the late Terry Pratchett’s novel series? A brilliant and hilarious creation that allowed you to take your character, the embarrassingly useless wizard, Rincewind through the … Continue reading

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Vray Render Mask Maker

The VRay Render Mask was added back in Vray 3.0 I think, you can do include/excludes, choose to only render your selected object or put an image mask in to render this. Back then, I wrote this tool, which I … Continue reading

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Making MCG Transform the way you work

  MCG is allowing me to rethink the way I work in 3dsmax, there are so many times when we do things which are destructive in their very nature, or a little bit fiddly and not intuitive to see what … Continue reading

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MCG Tutorial: How to make a Select By Face Area Modifier

So you want to make a Select Face By Area modifier in MCG…. here’s a quick guide. You want two things to start with for making any modifier which modulates your existing mesh… a Modifier:TriMesh as your input and an … Continue reading

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MCG Drop the Population

The Populate feature in 3dsmax is one of the most frustrating for me… the technology behind it is pretty damn awesome but the implementation is immensely frustrating, it’s awful for scripts/tool developers as there’s very little to access.  The quality … Continue reading

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Power Masker

The 3dsmax UI only allows you to set material effects ID up to 16 channels. The VRayMtl allows you to go beyond this using the effects ID override but other types of materials don’t have any UI to adjust this. … Continue reading

Posted in MaxScript, Uncategorized | 2 Comments