3ds Max | All

Render All Views

3 votes

You can use this to render a composite of all 4 views. Saves some time - good for making an instant model sheet.

CodeClipboard

1 vote

This script is essentially a little window that saves and loads bits of text that you may find useful when scripting or when working in max. It allows you to save blocks of code to an external file so you can build a library or multiple libraries of commonly used bits of code.

Viewport BG Switcher

5 votes

A little interface for loading images and setting them as viewport backgrounds. Hit 'Load' to add images - and 'Remove' to remove them. 'Apply' sets an image as the viewport background - 'View' lets you view the image - and 'Dialog' brings up the max background dialog. The list of images does not save with the scene in max7 unfortunately.

Project Setup

3 votes

This script automatically setups up a windows folder structure for a new max project.It creates scene files folder - project data locations (images -previews -textures -scripts etc.) and data transfer locations (dxf -obj -3ds etc.)

subdivisionManager

1 vote

Lets you modify various subdivision controls on all selected objects (both polyobjects and meshsmooth modifiers)

transformReset

1 vote

Resets the position - rotation and / or scale of the selected objects.

unwrap Selector

6 votes

This script allows to transfer selections (vertices or faces) between a base object and its Unwrap modifier - and vice-versa.

SGFX BoxMapper

6 votes

The one's for the Max environment artists out there!

I found myself constantly typing the same numbers over and over into the uvw map dialog - so I came up with this... Allows you to quickly apply a Box UVW map of preset or custom dimensions. Option for auto-collapse. Presets are easily editable from within the rollout and it remembers your settings.

Vray material Selector and Changer

5 votes

Simple script which sets all VRay scene materials to a highlight glossiness value of 1.0 and turns off the reflection/highlight glossiness lock. Doesn't work on compound materials like Blend / Multi-sub...

LSAboutFace

4 votes

During the development of Soul Forge Lodestone Games was asked to consider reusing some character art assets that a different studio had developed for another game Sony was going to publish. While the external assets were made in 3ds max and Character Studio - the build specifications were completely different that what was being used for Soul Forge.

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