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In 3ds Max 2011 Essential Training, author Aaron F. Ross demonstrates how to use this top-tier application for digital content creation, widely used in diverse industries such as architecture, industrial design, motion pictures, games and virtual worlds. This course covers modeling with polygons, curves, and subdivision surfaces, defining surface properties with materials and maps, setting up cameras and lights, animating objects, and final output rendering. Exercise files accompany the course.
So I've added a push here, and I could probably do more pushes and make this a little bit prettier. But what I really want to show you now is how to delete parts of a model based upon a selection. Because this doesn't need to have a bottom to it, no one is ever going to see that bottom. It's just wasteful for us to have polygons that no one is ever going to see. To make it a little bit easier to work with, I'm going to isolate this object, so that it's the only thing visible on my screen, just temporarily.
So I've got it selected, and I'll right- click to get my Quad menu, and I'll just choose Isolate Selection from the top right quadrant. And now that object is all by its lonesome. And I can tumble around. Orbit around so you can see. And What I want to do is just delete all the bottom parts of this. So I'll add another Volume Select Modifier, Volume Select. And I'll go into Gizmo mode and move that down.
This time, I want to select by Face. I am going to scale this up a little bit. Next, I guess I need to select by Vertex after all, because it doesn't look like its highlighting faces. So I want to make sure, so I'll select by Vertex. So I've made that selection, all those vertices in the bottom. And you'll notice here Selection Method is set to Replace.
And what that means is it's going to override whatever selection was made on the previous Volume Select Modifier. And then to delete this section here, I'm just going to add a Modifier called DeleteMesh, DeleteMesh. And then, I've just punched a hole. That's good. That's exactly what I want here, because again, no one is ever going to see the bottom of that cushion. And because of, once again, the procedural nature of the Modifier Stack, I can go back to my Volume Select Modifier, and adjust the position or scale of the Gizmo, and more or less of the model will be deleted.
Again, there are other ways to do this. But this is a good illustration of how I can work 100% procedurally within 3ds Max. I can exit out of Isolation mode. Of course, I will continue that process of using Push and DeleteMesh in conjunction with Volume Select for the rest of the cushions on the model.
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