Perfect Circular Holes in 3ds Max

There are a few tutorials out there that showcase how to cut holes into geometry within 3ds Max. I’ve adapted these techniques over time and use these principles when cutting any shape into geometry.

Before I go on it is very important to understand the principle of creating quad geometry. Quad based topology refers to geometry that is constructed of polygons that have four edges. The quad rule also applies to vertices. A single vertex should have no more than 4 connected edges. Cylinder and Sphere primitive objects contain vertices with more than 4 edges, often called a pole. If you are interested in avoiding this when creating spherical objects, you can head over to my Quad Topology Sphere tutorial.

Modelling this way will make sure that you can subdivide the geometry using meshsmooth and turbosmoothing modifiers and still maintain very clean geometry.

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