The Allan McKay podcast is a creative and career related podcast focused on artists in Design, Film, Visual Effects and Video Games. Typically ranking in the top 50 in the career section of iTunes.

In the last few months the downloads have averaged around 40,000 downloads per month. Each episode typically is myself, interviewing other artists in the film or games industry, designers, or book authors, developers or entire software or film or game teams. Episodes range from interviews with Blizzard, Blur, Autodesk, ILM, Pixar and others.

As well as solo episodes I put out focused on specific hands on subjects to do with building your career and improving other areas of your professional and personal life. Our careers are so important yet typically neglected and this podcast is for me an opportunity to share with others and help build a platform around bettering yourself and getting the results that you deserve.

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afterburn smoke tutorial

3ds max afterburn fx tutorial on creating smoke pillars and thick columns of smoke

pflow tools box 2 intro tutorial

tutorial for 3d studio max particle flow tools box 2 intro tutorial covering the basic concepts of box 2. More to come questions – email for ideas or requests etc. Thanks! -Allan McKay

Particle Flow and Fracturing Geometry

Fracture Geometry and Explode objects with Particle Flow in 3ds max. This tutorial covers destroying objects, scripting and bringing objects into particle flow to be dynamically animated.

Procedural Maps & Modeling Talk 1

Quick discussion on procedural maps and utilizing them to allow you the benefits and flexibility of control through a procedural environment.

emitting from 3D Texture Volumes

Quick example of emitting from 3D procedural textures to create volumetric patterns in 3D space. Useful for creating anything from fire to nebulas and other interesting effects. We also touch on baking out the initial positions to improve simulation/creation times, as well as piping this information into Krakatoa.

Locking textures to particles with Particle Flow & Krakatoa

This is a very brief tutorial just explaining the simple process of generating particles and having them adopt their mapping coordinates off of their emitter object, and then lastly pathing them through Krakatoa as well. So this way particles adopt the texture of their emitter object and lock onto each individual particle.

Creating Explosions with Afterburn 4.0

There’s dozens of ways to build explosions, this is one approach where we utilize the explode daemon to develop the look of an explosion and create the entire effect without any keyframes for use later as a procedurally triggered explosion.

Maxscript basics #1 Tutorial

Introduction to Maxscript basics

Maxscript basics #3 – scripted interface

How to build a script and wrap it into an interface so that you’re able to deal with a GUI

3D Studio Max 2010 presets

Here we take a look at 3D Studio Max’s new FX elements, over 100+ pflow sample files that ship with max to help give you ideas on how to build more robust effects. The sample files are relatively simple however structured to demonstrate a concept, which many of these are used on a much more […]

Afterburn 4.0 Introduction Tutorial

Introductory tutorial on Afterburn 4.0’s new features and settings

customizing 3ds max interface beyond the basics

In this tutorial we cover how to customize a lot of 3dsmax’s UI, there are dozens of ways we can change and really make max work to our benefit here, as well as basic scripting buttons and other interesting things that you may not know about!

Afterburn 4.0 tutorial on triggering procedural Explosions

Afterburn 4.0 tutorial on using the explode daemon to build explosions without keyframes, utilizing a previously made explosion and wiring it into another effect to call and create explosions at key periods, without any keyframes. Level: Beginner-intermediate

Quick FolderGit plug

Grant Adam the creator of Render Pass Manager, has written a really useful application that is a life saver for both 3D enthusiasts as well as literally anyone who uses windows. Folder Git is an evolutionary step up from Folder Express, which was an old application for XP that would allow you to create shortcuts […]

Real Flow Basics – Introduction

Introductory series for Real Flow – fluids simulation software. This is the very first tutorial just explaining some of the basics behind real flow interface and how it works. More to come, any requests or thoughts feel free to email me at

Fume FX Essentials: Core Fluids Taining Solution

Fume FX: Essentials – Core Fluids training solution Effects specialist and Autodesk Master Allan McKay has created a brand new training DVD for users interested in coming up to speed with the powerful Autodesk Certified Animation plug-in Fume FX. This DVD demystifies the various controls for making believable FumeFX simulations. You’ll be amazed at what […]

Taking advantage of Particle Flow Presets

Do you use particle flow presets? You probably should! This feature of max 2010 is often overlooked however it can be a real time saver, and can be used for a lot more than just particle flow set ups. In this video we just quickly dive in and show a few ways it can be […]

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