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		<id>http://wiki.polycount.com/w/index.php?action=history&amp;feed=atom&amp;title=OldSiteResourcesGeneralMax</id>
		<title>OldSiteResourcesGeneralMax - Revision history</title>
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		<updated>2026-04-15T03:15:19Z</updated>
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	<entry>
		<id>http://wiki.polycount.com/w/index.php?title=OldSiteResourcesGeneralMax&amp;diff=2577&amp;oldid=prev</id>
		<title>Cheeseplus: 3 revisions</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/w/index.php?title=OldSiteResourcesGeneralMax&amp;diff=2577&amp;oldid=prev"/>
				<updated>2014-07-29T08:44:17Z</updated>
		
		<summary type="html">&lt;p&gt;3 revisions&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;tr style='vertical-align: top;'&gt;
				&lt;td colspan='1' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='1' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 08:44, 29 July 2014&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan='2' style='text-align: center;'&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(No difference)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Cheeseplus</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/w/index.php?title=OldSiteResourcesGeneralMax&amp;diff=2576&amp;oldid=prev</id>
		<title>CarlosMontero: fixed broken links with too many brackets</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/w/index.php?title=OldSiteResourcesGeneralMax&amp;diff=2576&amp;oldid=prev"/>
				<updated>2010-07-06T04:16:11Z</updated>
		
		<summary type="html">&lt;p&gt;fixed broken links with too many brackets&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 04:16, 6 July 2010&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan='4' style='text-align: center;' class='diff-multi'&gt;(One intermediate revision by one other user not shown)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 51:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 51:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[http://www.loonygames.com/content/1.28/totb/ Character Studio basics] by [[mailto:psteed@idsoftware.com|Paul Steed]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[http://www.loonygames.com/content/1.28/totb/ Character Studio basics] by [[mailto:psteed@idsoftware.com|Paul Steed]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; This is a pair of tutorials on the basics of Character Studio's two parts, Biped and Physique.&amp;#160; If you're looking to learn this plugin for MAX and don't have the manual [cough] for some reason, this is going to be your single best source tutorial for using it in the realm of player models. http://www.loonygames.com/content/1.30/totb/ part two&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; This is a pair of tutorials on the basics of Character Studio's two parts, Biped and Physique.&amp;#160; If you're looking to learn this plugin for MAX and don't have the manual [cough] for some reason, this is going to be your single best source tutorial for using it in the realm of player models. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[&lt;/ins&gt;http://www.loonygames.com/content/1.30/totb/ part two&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[http://www.planetquake.com/q2pmp/hostings/zedaxis/ Character Studio Tutorials]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[http://www.planetquake.com/q2pmp/hostings/zedaxis/ Character Studio Tutorials]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 60:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 60:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[http://www.loonygames.com/content/1.13/totb/ Character Modeling] by [[mailto:psteed@idsoftware.com|Paul Steed]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[http://www.loonygames.com/content/1.13/totb/ Character Modeling] by [[mailto:psteed@idsoftware.com|Paul Steed]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; Mr. Steed does a very nice tutorial on basic model creation in MAX. He shows us step by step creation of a character model including a few redos of some sections of the model. The model his called Sleeg, but it very well could be the start of the Sorlag model for Q3A. Comes in 3 parts: http://www.loonygames.com/content/1.14/totb/ part2&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;]&lt;/del&gt;] &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;[&lt;/del&gt;[http://www.loonygames.com/content/1.16/totb/ part3&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; Mr. Steed does a very nice tutorial on basic model creation in MAX. He shows us step by step creation of a character model including a few redos of some sections of the model. The model his called Sleeg, but it very well could be the start of the Sorlag model for Q3A. Comes in 3 parts: &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[&lt;/ins&gt;http://www.loonygames.com/content/1.14/totb/ part2] [http://www.loonygames.com/content/1.16/totb/ part3&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[tutorials/NURBS-mapping/Nurbs-mapping.shtml Character Texture Mapping Via NURBS projection] by [[mailto:benny@kainai.de|Benny Edlund]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[tutorials/NURBS-mapping/Nurbs-mapping.shtml Character Texture Mapping Via NURBS projection] by [[mailto:benny@kainai.de|Benny Edlund]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>CarlosMontero</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/w/index.php?title=OldSiteResourcesGeneralMax&amp;diff=2574&amp;oldid=prev</id>
		<title>VitoMiliano at 04:13, 31 May 2006</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/w/index.php?title=OldSiteResourcesGeneralMax&amp;diff=2574&amp;oldid=prev"/>
				<updated>2006-05-31T04:13:55Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;__NOTOC__&lt;br /&gt;
'''3D Studio MAX and gmax Tutorials'''&lt;br /&gt;
&lt;br /&gt;
'''[http://gmax.digitalarenas.com/modules.php?op=modload&amp;amp;name=Sections&amp;amp;file=index&amp;amp;req=viewarticle&amp;amp;artid=7 Beginning gmax - How to Model a Cart]'''  by Paul Beattie&lt;br /&gt;
    Just what it says. A tutorial for modeling a cart with gmax.&lt;br /&gt;
&lt;br /&gt;
'''[http://www.flipcode.com/tutorials/spaceship/ Modeling a Simple Spaceship]'''  by [http://ghoul.flipcode.com/ Max Shelekhov]&lt;br /&gt;
    Just what it says. A tutorial for modeling a simple spaceship with either Max or gmax.&lt;br /&gt;
&lt;br /&gt;
[http://www.machinima.com/articles/modeling_intro_index/ KOWBOY's kickass 3D Studio Max r3 tutorial ]''' - [http://www.cfxweb.net/articles/hugi21/gf3ds01.shtml part 1]''', '''[http://www.cfxweb.net/articles/hugi21/gf3ds02.shtml part 2]''', '''[http://www.cfxweb.net/articles/hugi21/gf3ds03.shtml part 3]''', '''[http://www.cfxweb.net/articles/hugi21/gf3ds04.shtml part 4]''', '''[http://www.cfxweb.net/articles/hugi21/gf3ds05.shtml part 5]''', by [mailto:kowboy@nextempire.com Kowboy/Nextempire]&lt;br /&gt;
  Some 3D Studio Max tutorials that are very good. The first one is targeted toward the beginner and is about the interface. The second is on basic model creation and getting started. Then in the third one we put in textures, then on to dealing with lighting, and finishing up with makin the suckah move. A fairly nice little set. Head over and look.&lt;br /&gt;
&lt;br /&gt;
'''[http://www.planetquake.com/q3manga/modelling_tut1.htm ZeroCartin's Q3 Modelling tutorial in 3ds Max]'''  by [mailto:zero_cartin@hotmail.com Zero Cartin]&lt;br /&gt;
    A quick and dirty tutorial for modeling a torso, arms and head in 3DSMax. Brought to you by the [http://www.planetquake.com/q3manga/ Q3 Manga Mod] folks.&lt;br /&gt;
&lt;br /&gt;
[http://www.planetquake.com/polycount/resources/general/tutorials/cswingstut/cswingstut.shtml Tutorial on how to animate wings using Character Studio] by [mailto:SkullboX@planetquake.com Bastiaan &amp;quot;SkullboX&amp;quot; Schravendeel]&lt;br /&gt;
  Just what it says. A nicely detailed tutorial on how to add bones to a Biped object in Max so you can animate all those extra bits. You'll definitely find this one useful if your imagination tends to extend beyond the standard &amp;quot;two-legged-humanoid&amp;quot; characters.&lt;br /&gt;
&lt;br /&gt;
[http://www.maxforums.org/ MaxForums]&lt;br /&gt;
  Your one stop source for all the 3D Studio MAX tutorials you could ever want or need. Seriously, if you’re a MAX user, you NEED this place, and should go here often. Just click on the Tutorials link in the nav-bar. While you’re there, be sure to browse around, as they also have message boards.&lt;br /&gt;
&lt;br /&gt;
[http://www.planetquake.com/polycount/cottages/zedaxis/ Zed-Axis Tutorials] by [mailto:nemesis@lightwolf.com Nemesis]&lt;br /&gt;
   Some nice 3DStudioMax tutorials. But these are no regular ones. These are full video with sound captures of him actually going through the procedures of making the models. These really big (100+ MB) downloads but, if you email him with 20$ for shipping and the cost of the CD, he will burn it to disc and send it to you.&lt;br /&gt;
&lt;br /&gt;
[http://max3d.3dluvr.com/tutorials/mms/ Mesh Modeling All the Way] by [mailto:strat@mail.bip.net Claes Wikdahl]&lt;br /&gt;
   This tutorial explains the techniques and concepts behind mesh modeling as the author does it. It covers the basics and up, so that even beginners can get the hang of it. At the same time, this is all you need to know to create some really advanced models. This is really good stuff and almost required reading.&lt;br /&gt;
&lt;br /&gt;
[http://jurassic.mpog.com Unwrapping tutorials] by [http://jurassic.mpog.com/ Vision Studios]&lt;br /&gt;
   A fabulous tutorial explaining how to generate texture co-ordinates for 3d models (unwrapping), from one bitmap to multiple bitmaps on a single mesh. This is some pretty handy stuff when you are knee-deep in the model-making process. Click the portfolio link in the nav-bar and you’ll see it in there.&lt;br /&gt;
&lt;br /&gt;
[http://welbot.8m.com/UVtut/ UV Unwrapping] by [mailto:webmaster@welbot.8m.com Welbot]&lt;br /&gt;
   A very nice tutorial explaining how to lay out a texture map for your 3d models using 3DSMax. This tutorial also makes use of the [http://www.cuneytozdas.com/software/max/texporter/ Texporter] plugin, so go get that before you start. It assumes you have a completed mesh, ready to be skinned, so be sure you have one of those.&lt;br /&gt;
&lt;br /&gt;
[tutorials/ASC_Export_Tut01.shtml ASC Exporter Plugin] by [mailto:melkior@usa.net rogue13]&lt;br /&gt;
  Instructs on the use of the ASC exporter for getting Max models into Q2 Modeler for skin generation and compiling to MD2 format.&lt;br /&gt;
&lt;br /&gt;
[http://www.planetquake.com/polycount/cottages/alcor/Truc/Truc.htm Alcor's Clever Ways] by [http://www.planetquake.com/polycount/cottages/alcor/ Alcor]&lt;br /&gt;
  Some great tips from one of our very own, the author of Hellspawn, Witchblade, and the Mask. An absolute plethora of information on all manner of stuff, from skinning, to modeling to animating. Highly recommended.&lt;br /&gt;
&lt;br /&gt;
'''[http://epicknights.com/tutorials/multiple_materials_max.shtml Applying Multiple Materials to an Object in Max]''' by [jgreen@epicgames.com James Green]&lt;br /&gt;
    Epic's very own James Green has graced us with this tutorial on setting up multiple materials to apply to a single object in Max. Very useful even if your model's not for Unreal Tournament.&lt;br /&gt;
&lt;br /&gt;
[http://www.3d-editing.com/coldfusion/tutorials.htm ColdFusion's Modeling Tutorials] by [mailto:scarecrow@dial.pipex.com Scarecrow] of [http://www.3d-editing.com/coldfusion/ Cold Fusion]&lt;br /&gt;
  Some absolutely wonderful tutorials for modeling, skinning and animating in Max or Milkshape.&lt;br /&gt;
&lt;br /&gt;
[http://sgs.newsninja.com/Amazon/gwot/ GWOT's Tutorials and Links]&lt;br /&gt;
  The author of the [../../../myweb/models/terminator.htm Terminator] model has compiled a set of tutorials that he's made as well as a set of link to different links around the community. Definitely worth a look around if you're looking for info on getting started.  He's also pretty competent in 3D Studio MAX and can answer questions from newbies on that program&lt;br /&gt;
&lt;br /&gt;
[http://www.converted2.com/dev/index.php3?issue=7 Basic Texture Mapping in MAX 2.x] by [mailto:shockman/@converted2.com Shockman] from the [http:\\chemical.valveworld.com Chemical Existence] TC&lt;br /&gt;
  discuss basic issues of texture mapping using the standard UV tools inside of MAX.&lt;br /&gt;
&lt;br /&gt;
[http://www.loonygames.com/content/1.28/totb/ Character Studio basics] by [mailto:psteed@idsoftware.com Paul Steed]&lt;br /&gt;
  This is a pair of tutorials on the basics of Character Studio's two parts, Biped and Physique.  If you're looking to learn this plugin for MAX and don't have the manual [cough] for some reason, this is going to be your single best source tutorial for using it in the realm of player models. http://www.loonygames.com/content/1.30/totb/ part two&lt;br /&gt;
&lt;br /&gt;
[http://www.planetquake.com/q2pmp/hostings/zedaxis/ Character Studio Tutorials]&lt;br /&gt;
  For those looking to do a little Character Studio-ing, Nemesis has bitch slapped together many incredible Character Studio tutorials. Very useful lessons are going on at his home, [http://www.planetquake.com/q2pmp/hostings/zedaxis/ Zed-Axis], so get a move on!&lt;br /&gt;
&lt;br /&gt;
[http://www.fvfworld.com/features/q3a_mod_02/ FvFWorld's MAX Skinning Tutorial] by [http://www.fvfworld.com FvFWorld]&lt;br /&gt;
  Those of you messing around with Max and need to learn how to get those lovely texture maps on your model properly will want to check this out. The tutorial isn't the end all of skinning methods, but this will get you there nicely if you have no clue to any other way.&lt;br /&gt;
&lt;br /&gt;
[http://www.loonygames.com/content/1.13/totb/ Character Modeling] by [mailto:psteed@idsoftware.com Paul Steed]&lt;br /&gt;
  Mr. Steed does a very nice tutorial on basic model creation in MAX. He shows us step by step creation of a character model including a few redos of some sections of the model. The model his called Sleeg, but it very well could be the start of the Sorlag model for Q3A. Comes in 3 parts: http://www.loonygames.com/content/1.14/totb/ part2]] [[http://www.loonygames.com/content/1.16/totb/ part3&lt;br /&gt;
&lt;br /&gt;
[tutorials/NURBS-mapping/Nurbs-mapping.shtml Character Texture Mapping Via NURBS projection] by [mailto:benny@kainai.de Benny Edlund]&lt;br /&gt;
  A very interesting approach to doing texture mapping with NURBS and primitives as projection items to help minimize texture stretching and speed mapping.&lt;br /&gt;
&lt;br /&gt;
[http://members.xoom.com/JohnHsia/tut1/edgeturn.html Edge Turn - Inside 3D MAX / volume 1] by John Hsia&lt;br /&gt;
  Author's Note: Edge turn affects a single, shared edge by redirecting the edge to the other vertices of the two faces.&lt;br /&gt;
&lt;br /&gt;
[http://members.xoom.com/JohnHsia/tut2/extrudearm.html Lets'Grow'Them'Arms - Inside 3D MAX / volume 1] by John Hsia&lt;br /&gt;
  Author's Note: These next few pics will show you how I use extrude in some instances to grow arms. You can basically model your whole character this way, by selecting key faces where the head, arms and legs should be and extrude them out.&lt;br /&gt;
&lt;br /&gt;
[../../../myweb/dev_central1/tutorials/ALPHAtut/tut_01.htm Low Polygon Character Generation using 3DSMAX 1.x or 2.0] by [mailto:Alphawolf@planetquake.com Andrew &amp;quot;ALPHAwolf&amp;quot; Gilmour]&lt;br /&gt;
  This tutorial will guide you to build a low poly single mesh character starting with a box. There are various ways of building LPCs and this is just one method.&lt;br /&gt;
  It's gotta be a good place to start if it's coming from ALPHAwolf's brain.&lt;br /&gt;
&lt;br /&gt;
[http://www.3dcafe.com/tuts/shark/shark.htm Low Polygon Modeling In MAX R2.5]&lt;br /&gt;
  Located in the [http://www.3dcafe.com 3D Cafe] by [http://www.platinumpictures.com Platinum Pictures] this modeling tutorial guides users step by step through the process of creating a low polygon shark. To all you budding MAX modelers out there, this could give you a few handy pointers.&lt;br /&gt;
&lt;br /&gt;
 [http://www.cschell.com/skinmaxtut.html Model Skinning in Max 2.x] by [http://www.cschell.com/ casManG]&lt;br /&gt;
  A pretty straightforward tutorial on skinning a model in MAX. This is sort of outdated by MAX 3, but the principles still work if you find you like this better.&lt;br /&gt;
&lt;br /&gt;
 [http://www.planetquake.com/caphold/tutorials.html Modeling a Weapon with 3D Studio Max 3.0] by [http://www.planetquake.com/caphold/news.html Capture 'n Hold]&lt;br /&gt;
  A tutorial for modeling weapons and creating mapping coordinates for them.&lt;br /&gt;
&lt;br /&gt;
 [http://www.planetquake.com/polycount/resources/general/tutorials/SurfaceTools/SurfaceTools.shtml Surface Tools] by Scott A. H. Ruggels&lt;br /&gt;
  This method of construction uses the native splines in Max, for the construction of &amp;quot;cages&amp;quot; that define the shape and volume of an object, and then use those splines to generate a surface, which is then converted to a polygonal mesh. Sound complicated? Well it's quickly becoming one of the most popular methods for constructing models.&lt;br /&gt;
&lt;br /&gt;
[tutorials/UVWunwrap/UVWunwrap.shtml Using the UVWunwrap+ modifer] by [mailto:Daz@cybermodels.co.uk Darren &amp;quot;Hitman Daz' Pattenden]&lt;br /&gt;
  A quick how-to on the basics of using this custom modifier by [mailto:Speuger@home.com Spuege]r and [mailto:Gwot@planetquake.com Gwot] to help texture map your models in MAX.&lt;br /&gt;
&lt;br /&gt;
'''[http://www.loonygames.com/content/1.22/totb/index2.shtml Walk cycle animation basics]''' by [mailto:psteed@idsoftware.com Paul Steed]&lt;br /&gt;
  A basic and succinct tutorial on making a walk cycle for a character.&lt;/div&gt;</summary>
		<author><name>VitoMiliano</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/w/index.php?title=OldSiteResourcesGeneralMax&amp;diff=2575&amp;oldid=prev</id>
		<title> at 00:00, 1 January 1970</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/w/index.php?title=OldSiteResourcesGeneralMax&amp;diff=2575&amp;oldid=prev"/>
				<updated>1970-01-01T00:00:00Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
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				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 00:00, 1 January 1970&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 8:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 8:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; &amp;#160; Just what it says. A tutorial for modeling a simple spaceship with either Max or gmax.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; &amp;#160; Just what it says. A tutorial for modeling a simple spaceship with either Max or gmax.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[http://www.machinima.com/articles/modeling_intro_index/ KOWBOY's kickass 3D Studio Max r3 tutorial ]''' - [http://www.cfxweb.net/articles/hugi21/gf3ds01.shtml part 1]''', '''[http://www.cfxweb.net/articles/hugi21/gf3ds02.shtml part 2]''', '''[http://www.cfxweb.net/articles/hugi21/gf3ds03.shtml part 3]''', '''[http://www.cfxweb.net/articles/hugi21/gf3ds04.shtml part 4]''', '''[http://www.cfxweb.net/articles/hugi21/gf3ds05.shtml part 5]''', by [mailto:kowboy@nextempire.com Kowboy/Nextempire]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[http://www.machinima.com/articles/modeling_intro_index/ KOWBOY's kickass 3D Studio Max r3 tutorial ]''' - [http://www.cfxweb.net/articles/hugi21/gf3ds01.shtml part 1]''', '''[http://www.cfxweb.net/articles/hugi21/gf3ds02.shtml part 2]''', '''[http://www.cfxweb.net/articles/hugi21/gf3ds03.shtml part 3]''', '''[http://www.cfxweb.net/articles/hugi21/gf3ds04.shtml part 4]''', '''[http://www.cfxweb.net/articles/hugi21/gf3ds05.shtml part 5]''', by &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[&lt;/ins&gt;[mailto:kowboy@nextempire.com&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;|&lt;/ins&gt;Kowboy/Nextempire&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]&lt;/ins&gt;]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; Some 3D Studio Max tutorials that are very good. The first one is targeted toward the beginner and is about the interface. The second is on basic model creation and getting started. Then in the third one we put in textures, then on to dealing with lighting, and finishing up with makin the suckah move. A fairly nice little set. Head over and look.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; Some 3D Studio Max tutorials that are very good. The first one is targeted toward the beginner and is about the interface. The second is on basic model creation and getting started. Then in the third one we put in textures, then on to dealing with lighting, and finishing up with makin the suckah move. A fairly nice little set. Head over and look.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;'''[http://www.planetquake.com/q3manga/modelling_tut1.htm ZeroCartin's Q3 Modelling tutorial in 3ds Max]'''&amp;#160; by [mailto:zero_cartin@hotmail.com Zero Cartin]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;'''[http://www.planetquake.com/q3manga/modelling_tut1.htm ZeroCartin's Q3 Modelling tutorial in 3ds Max]'''&amp;#160; by &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[&lt;/ins&gt;[mailto:zero_cartin@hotmail.com&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;|&lt;/ins&gt;Zero Cartin&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]&lt;/ins&gt;]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; &amp;#160; A quick and dirty tutorial for modeling a torso, arms and head in 3DSMax. Brought to you by the [http://www.planetquake.com/q3manga/ Q3 Manga Mod] folks.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; &amp;#160; A quick and dirty tutorial for modeling a torso, arms and head in 3DSMax. Brought to you by the [http://www.planetquake.com/q3manga/ Q3 Manga Mod] folks.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[http://www.planetquake.com/polycount/resources/general/tutorials/cswingstut/cswingstut.shtml Tutorial on how to animate wings using Character Studio] by [mailto:SkullboX@planetquake.com Bastiaan &amp;quot;SkullboX&amp;quot; Schravendeel]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[http://www.planetquake.com/polycount/resources/general/tutorials/cswingstut/cswingstut.shtml Tutorial on how to animate wings using Character Studio] by &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[&lt;/ins&gt;[mailto:SkullboX@planetquake.com&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;|&lt;/ins&gt;Bastiaan &amp;quot;SkullboX&amp;quot; Schravendeel&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]&lt;/ins&gt;]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; Just what it says. A nicely detailed tutorial on how to add bones to a Biped object in Max so you can animate all those extra bits. You'll definitely find this one useful if your imagination tends to extend beyond the standard &amp;quot;two-legged-humanoid&amp;quot; characters.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; Just what it says. A nicely detailed tutorial on how to add bones to a Biped object in Max so you can animate all those extra bits. You'll definitely find this one useful if your imagination tends to extend beyond the standard &amp;quot;two-legged-humanoid&amp;quot; characters.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 20:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 20:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; Your one stop source for all the 3D Studio MAX tutorials you could ever want or need. Seriously, if you’re a MAX user, you NEED this place, and should go here often. Just click on the Tutorials link in the nav-bar. While you’re there, be sure to browse around, as they also have message boards.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; Your one stop source for all the 3D Studio MAX tutorials you could ever want or need. Seriously, if you’re a MAX user, you NEED this place, and should go here often. Just click on the Tutorials link in the nav-bar. While you’re there, be sure to browse around, as they also have message boards.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[http://www.planetquake.com/polycount/cottages/zedaxis/ Zed-Axis Tutorials] by [mailto:nemesis@lightwolf.com Nemesis]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[http://www.planetquake.com/polycount/cottages/zedaxis/ Zed-Axis Tutorials] by &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[&lt;/ins&gt;[mailto:nemesis@lightwolf.com&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;|&lt;/ins&gt;Nemesis&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]&lt;/ins&gt;]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160;  Some nice 3DStudioMax tutorials. But these are no regular ones. These are full video with sound captures of him actually going through the procedures of making the models. These really big (100+ MB) downloads but, if you email him with 20$ for shipping and the cost of the CD, he will burn it to disc and send it to you.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160;  Some nice 3DStudioMax tutorials. But these are no regular ones. These are full video with sound captures of him actually going through the procedures of making the models. These really big (100+ MB) downloads but, if you email him with 20$ for shipping and the cost of the CD, he will burn it to disc and send it to you.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[http://max3d.3dluvr.com/tutorials/mms/ Mesh Modeling All the Way] by [mailto:strat@mail.bip.net Claes Wikdahl]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[http://max3d.3dluvr.com/tutorials/mms/ Mesh Modeling All the Way] by &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[&lt;/ins&gt;[mailto:strat@mail.bip.net&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;|&lt;/ins&gt;Claes Wikdahl&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]&lt;/ins&gt;]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160;  This tutorial explains the techniques and concepts behind mesh modeling as the author does it. It covers the basics and up, so that even beginners can get the hang of it. At the same time, this is all you need to know to create some really advanced models. This is really good stuff and almost required reading.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160;  This tutorial explains the techniques and concepts behind mesh modeling as the author does it. It covers the basics and up, so that even beginners can get the hang of it. At the same time, this is all you need to know to create some really advanced models. This is really good stuff and almost required reading.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 29:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 29:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160;  A fabulous tutorial explaining how to generate texture co-ordinates for 3d models (unwrapping), from one bitmap to multiple bitmaps on a single mesh. This is some pretty handy stuff when you are knee-deep in the model-making process. Click the portfolio link in the nav-bar and you’ll see it in there.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160;  A fabulous tutorial explaining how to generate texture co-ordinates for 3d models (unwrapping), from one bitmap to multiple bitmaps on a single mesh. This is some pretty handy stuff when you are knee-deep in the model-making process. Click the portfolio link in the nav-bar and you’ll see it in there.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[http://welbot.8m.com/UVtut/ UV Unwrapping] by [mailto:webmaster@welbot.8m.com Welbot]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[http://welbot.8m.com/UVtut/ UV Unwrapping] by &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[&lt;/ins&gt;[mailto:webmaster@welbot.8m.com&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;|&lt;/ins&gt;Welbot&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]&lt;/ins&gt;]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160;  A very nice tutorial explaining how to lay out a texture map for your 3d models using 3DSMax. This tutorial also makes use of the [http://www.cuneytozdas.com/software/max/texporter/ Texporter] plugin, so go get that before you start. It assumes you have a completed mesh, ready to be skinned, so be sure you have one of those.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160;  A very nice tutorial explaining how to lay out a texture map for your 3d models using 3DSMax. This tutorial also makes use of the [http://www.cuneytozdas.com/software/max/texporter/ Texporter] plugin, so go get that before you start. It assumes you have a completed mesh, ready to be skinned, so be sure you have one of those.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[tutorials/ASC_Export_Tut01.shtml ASC Exporter Plugin] by [mailto:melkior@usa.net rogue13]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[tutorials/ASC_Export_Tut01.shtml ASC Exporter Plugin] by &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[&lt;/ins&gt;[mailto:melkior@usa.net&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;|&lt;/ins&gt;rogue13&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]&lt;/ins&gt;]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; Instructs on the use of the ASC exporter for getting Max models into Q2 Modeler for skin generation and compiling to MD2 format.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; Instructs on the use of the ASC exporter for getting Max models into Q2 Modeler for skin generation and compiling to MD2 format.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 41:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 41:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; &amp;#160; Epic's very own James Green has graced us with this tutorial on setting up multiple materials to apply to a single object in Max. Very useful even if your model's not for Unreal Tournament.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; &amp;#160; Epic's very own James Green has graced us with this tutorial on setting up multiple materials to apply to a single object in Max. Very useful even if your model's not for Unreal Tournament.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[http://www.3d-editing.com/coldfusion/tutorials.htm ColdFusion's Modeling Tutorials] by [mailto:scarecrow@dial.pipex.com Scarecrow] of [http://www.3d-editing.com/coldfusion/ Cold Fusion]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[http://www.3d-editing.com/coldfusion/tutorials.htm ColdFusion's Modeling Tutorials] by &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[&lt;/ins&gt;[mailto:scarecrow@dial.pipex.com&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;|&lt;/ins&gt;Scarecrow&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]&lt;/ins&gt;] of [http://www.3d-editing.com/coldfusion/ Cold Fusion]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; Some absolutely wonderful tutorials for modeling, skinning and animating in Max or Milkshape.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; Some absolutely wonderful tutorials for modeling, skinning and animating in Max or Milkshape.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 47:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 47:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; The author of the [../../../myweb/models/terminator.htm Terminator] model has compiled a set of tutorials that he's made as well as a set of link to different links around the community. Definitely worth a look around if you're looking for info on getting started.&amp;#160; He's also pretty competent in 3D Studio MAX and can answer questions from newbies on that program&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; The author of the [../../../myweb/models/terminator.htm Terminator] model has compiled a set of tutorials that he's made as well as a set of link to different links around the community. Definitely worth a look around if you're looking for info on getting started.&amp;#160; He's also pretty competent in 3D Studio MAX and can answer questions from newbies on that program&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[http://www.converted2.com/dev/index.php3?issue=7 Basic Texture Mapping in MAX 2.x] by [mailto:shockman/@converted2.com Shockman] from the [http:\\chemical.valveworld.com Chemical Existence] TC&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[http://www.converted2.com/dev/index.php3?issue=7 Basic Texture Mapping in MAX 2.x] by &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[&lt;/ins&gt;[mailto:shockman/@converted2.com&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;|&lt;/ins&gt;Shockman&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]&lt;/ins&gt;] from the [http:\\chemical.valveworld.com Chemical Existence] TC&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; discuss basic issues of texture mapping using the standard UV tools inside of MAX.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; discuss basic issues of texture mapping using the standard UV tools inside of MAX.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[http://www.loonygames.com/content/1.28/totb/ Character Studio basics] by [mailto:psteed@idsoftware.com Paul Steed]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[http://www.loonygames.com/content/1.28/totb/ Character Studio basics] by &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[&lt;/ins&gt;[mailto:psteed@idsoftware.com&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;|&lt;/ins&gt;Paul Steed&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]&lt;/ins&gt;]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; This is a pair of tutorials on the basics of Character Studio's two parts, Biped and Physique.&amp;#160; If you're looking to learn this plugin for MAX and don't have the manual [cough] for some reason, this is going to be your single best source tutorial for using it in the realm of player models. http://www.loonygames.com/content/1.30/totb/ part two&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; This is a pair of tutorials on the basics of Character Studio's two parts, Biped and Physique.&amp;#160; If you're looking to learn this plugin for MAX and don't have the manual [cough] for some reason, this is going to be your single best source tutorial for using it in the realm of player models. http://www.loonygames.com/content/1.30/totb/ part two&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 59:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 59:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; Those of you messing around with Max and need to learn how to get those lovely texture maps on your model properly will want to check this out. The tutorial isn't the end all of skinning methods, but this will get you there nicely if you have no clue to any other way.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; Those of you messing around with Max and need to learn how to get those lovely texture maps on your model properly will want to check this out. The tutorial isn't the end all of skinning methods, but this will get you there nicely if you have no clue to any other way.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[http://www.loonygames.com/content/1.13/totb/ Character Modeling] by [mailto:psteed@idsoftware.com Paul Steed]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[http://www.loonygames.com/content/1.13/totb/ Character Modeling] by &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[&lt;/ins&gt;[mailto:psteed@idsoftware.com&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;|&lt;/ins&gt;Paul Steed&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]&lt;/ins&gt;]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; Mr. Steed does a very nice tutorial on basic model creation in MAX. He shows us step by step creation of a character model including a few redos of some sections of the model. The model his called Sleeg, but it very well could be the start of the Sorlag model for Q3A. Comes in 3 parts: http://www.loonygames.com/content/1.14/totb/ part2]] [[http://www.loonygames.com/content/1.16/totb/ part3&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; Mr. Steed does a very nice tutorial on basic model creation in MAX. He shows us step by step creation of a character model including a few redos of some sections of the model. The model his called Sleeg, but it very well could be the start of the Sorlag model for Q3A. Comes in 3 parts: http://www.loonygames.com/content/1.14/totb/ part2]] [[http://www.loonygames.com/content/1.16/totb/ part3&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[tutorials/NURBS-mapping/Nurbs-mapping.shtml Character Texture Mapping Via NURBS projection] by [mailto:benny@kainai.de Benny Edlund]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[tutorials/NURBS-mapping/Nurbs-mapping.shtml Character Texture Mapping Via NURBS projection] by &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[&lt;/ins&gt;[mailto:benny@kainai.de&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;|&lt;/ins&gt;Benny Edlund&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]&lt;/ins&gt;]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; A very interesting approach to doing texture mapping with NURBS and primitives as projection items to help minimize texture stretching and speed mapping.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; A very interesting approach to doing texture mapping with NURBS and primitives as projection items to help minimize texture stretching and speed mapping.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 71:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 71:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; Author's Note: These next few pics will show you how I use extrude in some instances to grow arms. You can basically model your whole character this way, by selecting key faces where the head, arms and legs should be and extrude them out.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; Author's Note: These next few pics will show you how I use extrude in some instances to grow arms. You can basically model your whole character this way, by selecting key faces where the head, arms and legs should be and extrude them out.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[../../../myweb/dev_central1/tutorials/ALPHAtut/tut_01.htm Low Polygon Character Generation using 3DSMAX 1.x or 2.0] by [mailto:Alphawolf@planetquake.com Andrew &amp;quot;ALPHAwolf&amp;quot; Gilmour]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[../../../myweb/dev_central1/tutorials/ALPHAtut/tut_01.htm Low Polygon Character Generation using 3DSMAX 1.x or 2.0] by &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[&lt;/ins&gt;[mailto:Alphawolf@planetquake.com&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;|&lt;/ins&gt;Andrew &amp;quot;ALPHAwolf&amp;quot; Gilmour&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]&lt;/ins&gt;]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; This tutorial will guide you to build a low poly single mesh character starting with a box. There are various ways of building LPCs and this is just one method.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; This tutorial will guide you to build a low poly single mesh character starting with a box. There are various ways of building LPCs and this is just one method.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; It's gotta be a good place to start if it's coming from ALPHAwolf's brain.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; It's gotta be a good place to start if it's coming from ALPHAwolf's brain.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 87:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 87:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; This method of construction uses the native splines in Max, for the construction of &amp;quot;cages&amp;quot; that define the shape and volume of an object, and then use those splines to generate a surface, which is then converted to a polygonal mesh. Sound complicated? Well it's quickly becoming one of the most popular methods for constructing models.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; This method of construction uses the native splines in Max, for the construction of &amp;quot;cages&amp;quot; that define the shape and volume of an object, and then use those splines to generate a surface, which is then converted to a polygonal mesh. Sound complicated? Well it's quickly becoming one of the most popular methods for constructing models.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[tutorials/UVWunwrap/UVWunwrap.shtml Using the UVWunwrap+ modifer] by [mailto:Daz@cybermodels.co.uk Darren &amp;quot;Hitman Daz' Pattenden]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[tutorials/UVWunwrap/UVWunwrap.shtml Using the UVWunwrap+ modifer] by &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[&lt;/ins&gt;[mailto:Daz@cybermodels.co.uk&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;|&lt;/ins&gt;Darren &amp;quot;Hitman Daz' Pattenden&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]&lt;/ins&gt;]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; A quick how-to on the basics of using this custom modifier by [mailto:Speuger@home.com Spuege]r and [mailto:Gwot@planetquake.com Gwot] to help texture map your models in MAX.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; A quick how-to on the basics of using this custom modifier by &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[&lt;/ins&gt;[mailto:Speuger@home.com&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;|&lt;/ins&gt;Spuege&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]&lt;/ins&gt;]r and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[&lt;/ins&gt;[mailto:Gwot@planetquake.com&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;|&lt;/ins&gt;Gwot&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]&lt;/ins&gt;] to help texture map your models in MAX.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;'''[http://www.loonygames.com/content/1.22/totb/index2.shtml Walk cycle animation basics]''' by [mailto:psteed@idsoftware.com Paul Steed]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;'''[http://www.loonygames.com/content/1.22/totb/index2.shtml Walk cycle animation basics]''' by &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[&lt;/ins&gt;[mailto:psteed@idsoftware.com&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;|&lt;/ins&gt;Paul Steed&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]&lt;/ins&gt;]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; A basic and succinct tutorial on making a walk cycle for a character.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; A basic and succinct tutorial on making a walk cycle for a character.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

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			</entry>

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