Transitioning from Hammer to 3ds Max for your Source Engine Level Design Pipeline.
For nearly two decades the Goldsource and Source Engine communities have been using Worldcraft and Hammer to create their game levels. While effective for many users, the pipelines around Hammer has been inefficient and limited. Now, with the maturation of Wall Worm Pro, the entire Source Engine pipeline can be contained completely inside 3ds Max--the industry-leading design application used across all major media industries.
If using 3ds Max and Wall Worm, you can consolidate the asset creation pipeline in a way never before possible for the Source Engine. Here are just some of the things you can create for Source (bringing a Source workflow closer in line with modern Engine pipelines):
If you are completely new to 3ds Max, you should first familiarize yourself with 3ds Max before attempting to tackle a large project. You can start by using the Getting Started documentation from Autodesk or use the videos embedded below.
The videos below are informal introductions to 3ds Max with a slant towards highlighting concepts relevant to those coming to Max with a Hammer background. The discussions in these videos often reflect questions commonly posed by Hammer users.
Learn about using Max, Wall Worm, the Source Engine with these helpful links.
Below are essential plugins recommended for Source Engine work in 3ds Max.
Below are helpful documentation on 3ds Max, Source and Wall Worm.