
MXSEditor - Maxscript Editor exposure plugin
Apr 12, 2025
Just a quick heads-up that i released my MXSEditor plugin for 3ds Max 2025 and 2026. This plugin gives you extensive control over 3ds Max's built-in Maxscript Editor. Like running Maxscript Editor in an extended viewport, controlling the Maxscript Editor internals via maxscript itself and much

Thinkbox MX Plugin Suite | 3ds Max
Apr 5, 2025
I'm happy to finally present the result of countless hours of work: The complete suite of the Thinkbox 3ds Max plugins! Built for 3ds Max 2018 up to 3ds Max 2026 and ready to be downloaded Krakatoa MX Stoke MX Frost MX ( inc. Vray support)

BabylonJS/glTF Exporter for 3ds Max 2026 ready
Apr 4, 2025
Update: builds for 3ds Max 2026 are ready! I’ve worked hard to get the BabylonJS exporter plugins ready for recent 3ds Max versions. This involved more effort than usually expected, as 3ds Max 2025 introduced an entirely new menu system API, with no backward compatibility. 3ds

HOT4Max for 3ds Max
Mar 31, 2025
Just published fresh recompiles of the great HOT4Max plugin, providing builds for 3ds Max 2017 up to 3ds Max 2026. HOT4Max is a 3ds Max port of the Houdini Ocean Toolkit created by Perpixel ( Guillaume Plourde ) and is still his brainchild.I fixed various incompatibilities

GhostTrails recompiles available...
Mar 30, 2025
UPDATE: Added 3ds Max 2026 support! I just completed some cleanup and compatibility work on the great GhostTrails plugin project for 3ds Max 2017 to 3ds Max 2026. Thanks to Andrew Reid 's generosity the source code for this plugin was published a couple of months

FooTOOLS plugin recompiles for 3ds Max
Mar 30, 2025
UPDATE: added 3ds Max 2026 support! I just released builds of the whole FooTools plugin suite by John Burnett for 3ds Max 2017 up to 3ds Max 2026. John released the plugin sourecode a long time ago. See more details on https://www.footools.com/. I created forks of

General note regarding this website
Dec 19, 2024
If you’re interested in my services, please don’t be discouraged by the experimental nature of this site. Currently, it doesn’t showcase references to my visual work. If that’s what you’re looking for, I encourage you to REACH OUT DIRECTLY . Please don’t let the technical focus

IFC importer plugins for current 3ds Max versions available
Sep 3, 2023
Finally i completed new IFC importer builds for 3ds Max 2020 to 3ds Max 2024.The plugins are based on the IfcOpenshell codebase and again it was a bit of a hazzle until the compiler successfully spit out the binaries. The whole IfcOpenshell project is HUGE !

IfcMax importer plugins for 3ds Max 2015-2023 available
Dec 22, 2021
I just completed an afternoon session and built the IfcMax importer plugins for all recent 3ds Max versions. IfcMax is a 3ds Max importer able to import IFC file format ( *.ifc ). My builds are based on the current 0.6.0-rc version of the IfcOpenshell opensource

RoomA WebGL test
Nov 7, 2021
Here's a WebGL build of an old demo project i revived recently. A couple of weeks ago i started to migrate the project to a current Unity version and reboot the whole code part to be able to expand it to an interactive escape room style

Recompiles of Mankua plugins for 3ds Max available
Nov 7, 2021
I just published updated and recompiled builds of the Mankua plugins package for recent 3ds Max versions on github. Those releases provide plugin builds for 3ds Max 2008 up to 3ds Max 2022. Please note: these are my own updated forks and builds of the Mankua

Jetman Tom | A Retro Remake of Jetpac
Nov 5, 2021
Just put a fully playable Jetman Tom build online (WebGL ). This is my as-close-to-original-as-possible remake of Jetpac for the ZX Spectrum from 1983. The original was created by the Stamper Brothers and came with my ZX Spectrum when i finally was able to effort one

Neighbours back From Hell ( PC, Xbox, PS , Switch )
Jun 20, 2021
I was contracted beginning of 2019 to the end of 2020 to program the remake of this Jowood classic from 2003. Together with Mig Marn ( artwork ) and supported by Michael Paeck ( game console specific coding ), we achieved what i think is a

I'm not dead ! But busy working on and in VR ...
Jul 20, 2017
Just wanted to raise my hand to reveal that i'm not dead :-) Quite the contrary! Currently i'm busy developing an advanced VR Viewer/Presenter framework based on Unity. This is in no way a sandbox effort. Quite the contrary. The framework is immediately put to use
Caveman - 360 Stereo Pano quick test
Mar 2, 2017
Note: Stereo mode only enabled in certain WebVR enabled browsers ! ( see more here https://webvr.info/ ). GearVR browser should work !

Caveman animation re-rendered ...
Jan 6, 2017
Here's a rerender of my old Caveman animation using the 3ds Max's built-in hair&fur solution and featuring dynamics this time. There's some hair -flickering going on. This might be the result of too high hair material glossiness or too low AA sampling settings.

PowerCoreTools: 3ds Max CPU management tool (Update: link fixed !)
Aug 29, 2016
PowerCoreTools V1.2 released ( Update : obsolete Link fixed ) Just released version 1.2 of my PowerCoreTools CPU managment script for 3ds Max A tool to control CPU usage while 3ds Max is rendering. Automatically sets process priority and affinity ( the number of CPU cores

Unity Demo Room Update to Unity 5 (Enlighten) & SSR
Aug 24, 2016
A quick update of my Unity Demo Room project: Rebuilt ligthmaps using Unity 5's Enlighten GI engine, added some fancy realtime lighting effects and SSR ( deferred screenspace reflection ). Stay tuned for more updates and improvements over the coming weeks. Still requires the Unity webplayer

Outliner 2.1.6 SF: Compatibility release for Max 2017+
Aug 9, 2016
Here's a 3ds Max 2017 compatible version of the great and famous Outliner scene management script by Pier Janssen. This version (2.1.6) now works with the latest 3ds Max release ( currently 3ds Max 2017 ) without crash on open. The fix for 3ds Max 2017

MAXToA - Arnold for Max render plugin announced
Jul 27, 2016
Autodesk finally announced the MaxToA rendering plugin at Siggraph 2016. I had much fun testing this really capable renderer.Read more about it and the great achievement the 3ds Max devs were able to pull off in a relative short timespan. http://area.autodesk.com/blogs/the-3ds-max-blog/max-to-the-power-of-arnoldhttp://area.autodesk.com/blogs/the-3ds-max-blog/maxtoa Without much additional chitchat, here's

MXSEditor V1.0 Final released...
Jul 20, 2016
I just released the first stable version of the Maxscript Editor control plugin MXSEditor. In short, it allows the Maxscript Editor to be controlled using maxscript and exposes the Editor's internal SciTE API to maxscript. Addionally it lets you use the Maxscript Editor in an extended

MXSEditor: The Maxscript Editor Control Plugin
Jun 9, 2016
One of the first, larger C++ plugin projects for 3ds Max i started from the ground up was MXSEditor in 2011. This plugin exposes the complete maxscript editor and it's internal Scintilla/SciTe text editor components to maxscript. Features include operating the maxscript editor in an extended

Proof-of-Concept for a 3d Mobile Building Game
May 25, 2016
A client showed interest in developing a Realtime Strategy Title on Mobile and whether it would be feasible to do it in real 3d, not the usual 2d/sprite based manner. Hence i quickly drafted this proof-of-concept App ( which runs perfectly fine on iPad/Android). In the

Ultra-lowpoly Walkcycle Tests...
May 25, 2016
Here are two character drafts i created some time ago for mobile games i started to develop... [/video] [/video]

ExploreX: persistent Scene Explorer positions for 3ds Max
May 25, 2016
ExploreX is a free Maxscript i released recently to support 3ds Max users in their day-to-day tasks. Max users will have noticed that since Max 2015, "Select From Scene" and other 3ds Max Explorer based dialogs introduced over the last few years, tend to always open

MaxSceneInfo: Speed Demo
May 25, 2016
Some time ago i recorded a speed demo of my MaxSceneInfo dotNet library in action ( Sorry - still in development :) ). The cool thing i demonstrate here is using Powershell to search the filesystem for 3ds Max files meeting certain criteria: like minimum 3ds

Penguin X Run 2 - 2015 Refactoring
Nov 17, 2015
Massive update and refactor of Unity based game PenguinXrun. This includes new 3d models, brand new UI, localization support, extended control schemes including gamecontroller, onscreen joystick and a multitude of improvements and bug fixes. Additionally the game is now almost completely platform agnostic and can be

Yetisport's Yeti for Unity
Nov 16, 2015
Some time ago i was asked to transfer the furry Yeti creature from the well known Yetiports Flashgames into a realtime capable 3d character. Realtime in the means of being playable on an iPhone/Mobile platform with limited realtime power. The task turned out to be not

The Projects Image Randomizer
Nov 12, 2015
Displays 5 second slides of images randomly picked from my past projects repository no images were found

Experiment: Using Lucid Beta to shrink-wrap Geometry
Nov 6, 2015
3ds Max fans may know this already: Well known 3ds Max tools developer Ephere is currently busy integrating Nvidia's Flex particle simulation technology into 3ds Max. They pump out beta versions at a quite fast pace. Since i applied to the beta some time ago, i

MaxSceneInfo: Explorer Integration for 3ds Max Files (WIP)
Oct 28, 2015
Every 3ds Max User suffers from the following: While working with 3ds Max scenefiles ( *.max ) in windows explorer, information about the file's content without launching 3ds Max is not accessable. 3ds Max files are blackboxed binary files, using an internal, undocumented data structure. One

PowerSwitcher: Enanced 3ds Max Viewport Switching
Oct 8, 2015
PowerSwitcher switches viewports while remembering previous viewport's position/pan and zoom data. No more panning/zooming after switching through the various different viewports, as PowerSwitcher stores and recalls all that info for you. Comes with addional features like, cycling views through scene cameras/light views per keypress etc. Features

Jetman Tom | Retro Remake ( Working Title )
Sep 21, 2015
A retro-remake project i started working on in 2013. Still only WIP and currently on hold. Original levels using retro spriteset are playable. Prerendered 3d spriteset is in the making. Features quickly swapable spriteset and flexible level generation ( platforms, enemy waves, rockets - all are

PowerPreview: High Quality Nitrous Previews (3ds Max)
Sep 21, 2015
With the 3ds Max 2012 release, Autodesk introduced an advanced 3d viewport technology (OGS) to support the vastly improved graphics hardware available. Soon after i got my hands on the first 3ds Max 2012 beta versions ( i'm an official Autodesk beta tester ), i realized

Yetisports 1 - Remake of the classic Flashgame
Nov 18, 2014
In 2013 and again 2014 for an update, i was contracted to refurbish the gameconcept of the flashgame classic "Yetisports". I was given almost unlimited freedom for some new ideas and visual concept. Of course budget restrictions where tight. So i came up with this game

Yetisports 4 - Albatros Overload
Feb 18, 2014
Another contract based casual game port. Now based on Part 4 of the classic Yetisports flashgame series. One of my first takes on a 2d sprites based Unity game. But still the environment is full fledged 3d, as seen in the screenshots. Originally this game was

Research: automated realworld-environment matching rendering and compositing
Sep 20, 2012
In 2012 i got contacted by the company behind Panomax, the provider of highres 360° panoramic live camera streams, to do some research on how to integrate 3d rendered content in their panocam live streams. This would enable them to place virtual, nonexisting objects for

3ds Max plugin recompiles...
Jul 30, 2012
Here's a quick post to list some recompiles i did for plugins shipping with 3ds Max using the 3ds Max SDK. I did them in the past few month's or so. Each of them fixes specific bugs or introduce a features compared to the shipping plugins

Some old animation clips ( 2005-2008 )
Nov 18, 2011
Here is an unsorted collection of some past demo clips.All of them show results of complete solo efforts (except mentioned otherwise) "Caveman Golf" - Caveman Anim, 3ds Max "Caveman Jump" , Gameplay Video, Flash, 3ds Max "Caveman Jump" , Gameplay Video, Flash, 3ds Max "Simpsons" ,

PenguinXRun 1 - Start to Finish Mobile Gamedevelopment
Oct 13, 2011
Coding and Parts of Game Design ( iPhone, Android ) Production of mobile game, which got listed as "Game of the Week" on the Apple AppStore several times. I did the coding, visual polishing and overall game look&feel in a very very tight deadline ( 2

DarkScintilla: dark color scheme for the Maxscript Editor
Aug 5, 2011
Here's another project (amongst the many) of mine i did not post on my own blog ... o well .... This package installs a nice dark color scheme for the built-in Maxscript Editor, which is easier on the eyes http://www.scriptspot.com/3ds-max/scripts/darkscintilla-maxscript-editor-dark-scheme

Three quick Unity demo projects ( created in a week )
Jun 27, 2011
For quick demonstration purposes , i created three demo-levels in Unity. Lightmaps were created and baked in 3ds Max (no Beast used). Texturesizes are quite limited, as the demos are/were meant to be playable on weak mobile devices. Will rebuild everything using all the fine lighting

Various Mobile Games with Unity
Apr 13, 2011
Several Casual Mobile Games Complete contract based solo productions of three iPhone 3d games for Root9: "Drunken Klaus 3d", "Drunken Santa" and - ahem - "SexyDance 3D" ;-) (3ds Max, Unity ) Videos: [flash https://www.frogsinspace.at/movies/drunkenklaus_gameplay_short.flv w=240 h=360 mode=0 caption={Drunken Klaus 3D} f={mute=true&shownavigation=true&autostart=true&smoothing=true}] [flash https://www.frogsinspace.at/movies/drunkensanta_gameplay.flv

MassFX - 3ds Max Betatesting and Unity PhysX test
Apr 10, 2011
As i'm betatesting upcoming 3ds Max versions for Autodesk, i assembled a demo/testscene for the new physics tools inside of 3ds Max 2012. Unity uses the PhysX engine too (like MassFX), so i setup a realtime scene in unity to compare them both. See the screengrabs

Some unsorted works
Nov 10, 2008
Some unsorted renderings plus work for an interactive realtime art-installation for Superfund on the topic of "Stock Exchange". Concept by Sylvia Eckermann. I did the design and programming on parts of the installation . (3ds Max, Unity ) Stills: Gameplay

Candyswap - another Match 3 Clone
Nov 10, 2008
After PopCap ( "Bejeweled" copyright holder) got aware of the previous listed "Gembox" game, i was contracted to rework and re-theme the complete game again. So i came up with the "Candy" idea and it got a great acceptance on the client side.(3ds Max, Flash) Stills:

Caveman Chat - Communityplatform Concepts
Apr 13, 2008
I was contracted to do some character, prop and environment designs and animations for an online platform targeted at kids (like Disney's "Club Penguin" ).(3ds Max, Flash)

GemBox - Design and Prerendered Sprite Creation for a Bejeweled-Clone
Nov 10, 2007
Idea, design and complete graphical rework of an "Bejeweled" clone on existing codebase. (3ds Max, Flash) Stills: Gameplay Video: [flash https://www.frogsinspace.at/movies/gameplay_gembox.flv w=640 h=480 mode=0 caption={GemBox } f={shownavigation=true&autostart=false&smoothing=true}]

The Simpsons Game - asset creation for a Simpson game
Nov 10, 2007
Modelling, animation and rendering of the original "Simpsons" characters according to strict 20th Century Fox style-guides (including Matt Groening himself). Additionally production of 3d ingame environments and cutscene sequences.(3ds Max, Flash) Stills: The Simpsons Movie: Ingame-cutscenes The Simpsons Movie: 3d Models

Garfield 2 - Modelling and Rendering for a Flashgame
Nov 10, 2006
Modelling and rigging of Garfield and some of his friends tightly following Garfield's design as it appears in two Garfield feature films. (3ds Max, Flash) Stills:

Generic Motor Distribution GmbH
Nov 17, 2005
Motorscooter and ATV producer Generic Motor contracted me to visualize their new scooter model "Ideo". Using minimal budget i took the original CAD data ( Pro/ENGINEER ), stripped and edited the very detailed model to make it usable for visualization. Within a few weeks a 6

Icemania - Character and Contentcreation for Icehockey World Championship Game
Nov 10, 2005
Design, modelling and animation of characters and ingame-graphics for the official Icehockey World Championship 2005 game. Animation and rendering for PR and marketing purposes....(3ds Max, Flash) Stills: Icemania Releaseparty Trailer Puck Banner Animation