Four-view orientation
Perspective, Top, Front, and Left views keep every edit spatially grounded.
3D Retro Max is a viewport-first Win32 modeler with authentic OpenGL 1.1 rendering, direct mesh editing, a 33-operator stack, terrain and floor-plan tools, animation, and a cinematic preview pipeline. The current packaged executable is approximately 790 KB.
Same editor and workflow. A short 3-second purchase reminder appears before launch.
A classic four-viewport layout keeps modeling spatial, direct, and legible. The interface combines object transforms, mesh-level selection, a scene hierarchy, and practical camera controls without hiding the geometry behind workflow layers.
Perspective, Top, Front, and Left views keep every edit spatially grounded.
Move, scale, and rotate with axis locks, grid snapping, numeric input, and a visible gizmo.
Switch between object, vertex, edge, and face operations with viewport picking and raycasts.
Frame the selection, navigate with orbit and dolly controls, and keep the hierarchy in view.
Build, edit, color, texture, deform, animate, and present scenes without leaving the application. The cards below map the implemented workflow from the first primitive to the final frame.
Select, transform, and edit directly in Perspective, Top, Front, and Left views with orbit, pan, zoom, and focus controls.
Move, scale, and rotate with axis locks, grid snapping, mouse input, and exact numeric entry.
Enter edit mode, pick mesh elements in the viewport, select all, and work against the evaluated geometry.
Organize groups and objects, rename, duplicate, hide, cut, paste, reparent, and preserve local or world transforms.
Start with cubes, spheres, cylinders, cones, toruses, planes, skyboxes, or terrain objects.
Paint, flood-fill connected regions, or apply three- and four-corner face gradients with HSV, RGB, hex, and palette controls.
Manage JPG, JPEG, PNG, and BMP assets, assign textures per face, choose vertex or texture color blending, and edit UVs in place.
Drop in a source image, adjust a four-point quad, crop and preview it, choose 32 to 256 pixel output, then save and import it into the project.
Add, remove, duplicate, reorder, enable, disable, and parameter-edit a live stack while the base mesh remains separate from the evaluated result.
Twist, bend, wave, ripple, mirror, taper, stretch, squeeze, push, XForm, and build 2D or circular arrays.
Reverse normals, subdivide, shell, slice, cap holes, recalculate normals, weld vertices, relax, smooth, optimize, and tessellate.
Generate heightfields, paint raise/lower/smooth/erode brushes, shape elevation curves, apply falloff, and undo or redo edits live in the viewport.
Draw polygon plans, set wall, slab, height, and roof settings, stack floors, and generate editable building geometry into the scene.
Record changed properties, set keys, scrub frames, play and loop projects or clips, set FPS and ranges, and interpolate float, vector, and color values.
Preview time of day, sky, sun, moon, fog, exposure, field of view, contact lighting, rim light, vignette, chromatic aberration, and lens effects.
Save scenes as human-readable .3drm text with versioned loading, relative texture paths, animation data, floor plans, and automatic recovery saves.
A Free Pascal and Lazarus application using system OpenGL and GLU, optimized for a small, portable Windows executable.
Build arrays, shape geometry, repair topology, animate deformation, and update UVs without destroying the source mesh. Reorder the stack and see the evaluated result immediately.
Use the stack for controlled deformation, topology work, UV motion, repetition, animation, and mesh quality passes.
Twist / Noise / Taper / Inflate / Bend / Skew / Stretch / Squeeze / Wave / Ripple / Push / Mirror / XForm / Relax
Reverse Normals / Subdivide / Shell / Slice / Cap Holes / Normal / Vertex Weld
Un-scale UVs / Animated UV
Array 2D / Array Circular
Animated Noise / Animated Wave / Pulse Scale / Spin
Spherify / Optimize / Tessellate / Smooth
Preview field of view, exposure, atmosphere, fog, sky gradients, celestial bodies, contact lighting, and post effects in a separate cinematic window while the modeling workspace stays practical.
Written in Free Pascal with Lazarus and built for Win32, 3D Retro Max keeps the runtime small: the current packaged executable is about 790 KB and relies on system OpenGL and GLU rather than a heavyweight framework runtime.
The current project targets Windows 32-bit (i386). It is intended for Windows XP-era systems and later Win32-compatible Windows versions; vintage GPU drivers and individual hardware configurations may vary.
Practical answers about the portable build, compatibility, project files, feature scope, and the deliberately focused nature of the application.
No. 3D Retro Max is supplied as a portable Windows application. Extract it to a folder and run the executable.
No. It is a focused retro modeler with a deliberately compact toolset, designed as a companion application and a practical environment for period-inspired workflows.
No. The application uses an authentic OpenGL 1.1 fixed-function rendering path.
The application is a 32-bit Win32 executable and is intended to run through standard Win32 compatibility on supported 64-bit Windows systems.
Start from cubes, spheres, cylinders, cones, toruses, planes, skyboxes, terrain, or generated meshes. Edit vertices, edges, and faces, then use the modifier stack, vertex paint, textures, animation, terrain, floor-plan, and cinematic tools to take the scene further.
Projects use human-readable .3drm text files. Texture assets are tracked with scene-relative paths, and the built-in manager imports JPG, JPEG, PNG, and BMP images. The current scene format is version 8 and the loader supports legacy files from version 1.
A portable, focused 3D editor built for people who want direct geometry, expressive modifiers, useful scene tools, and software that remains small on purpose.
GET 3D RETRO MAX