Sure! I'll even share the MAX file.
So, the basics are: Build a mesh, duplicate that mesh, push it out a bit, turn it inside out, and make it slightly darker than the original.
Then for the materials, you should grab this plugin -
http://www.ddag.org/products.html F-Edge. It provides really nicely controlled edge smoothing in scanline 3dsmax.
So the basic workflow for the materials is to use a mapped Gradient ramp using a bitmap gradient.
I've actually got it a bit wrong here - for the gradient to ramp correctly, the bright side should be on the right, not left - but since I'm lazy, I just added an inverting output node to fix it.
So here's what the controlling composite map, under that output node looks like!
Layer 1 is a simple gradient that's mapped using UVs on the text - it goes bottom to top, and front to back on the text model. The second is the highlight edge 0 it uses the f-edge material to call out the hard edges of the text with bright corners, and then is masked by an angle blend to only appear on the bottom of the text. The top is the dither - it's a 1-1 screen-mapped texture that is just a tiled classic dithering pattern. This is blended in very gently at 10%.
There you go! That's basically how I made these:
and as promised, here's the max file, with everything you need in 2015 format!
http://www.hedfiles.net/StartDemo.zipEnjoy!