The Delete Mesh modifier works well for removing geometry without having to delete. I often use the delete mesh modifier in conjunction with the Edit Poly Modifier or Mesh Select Modifier.
So…. I do not have to much to say about the bend modifier. It pretty much bends geometry. I tend to use it when i need to model organic object and need to deform and area of a model in a very particular way. Once you get into the sub-objects it’s a pretty handy modifier.
Since I model with splines I tend to use the surface modifier often. This modifier is also useful when importing splines from other CAD applications such as Rhino or Autocad. Working with clean curves then applying a surface give you more control as well as cleaner geometry.
The CrossSection modifier creates a “skin” across multiple splines. It works by connecting the vertices of 3D splines to form a skin. The resulting object is another spline object that can be used with the Surface modifier to create a patch surface. These two modifiers, when used together, are sometimes referred to collectively as “Surface Tools.”
In this 3ds Max video tutorial we cover the Shell modifier, one of my favorite 3ds Max Modifiers, especially for architectural modeling. I do the majority of my 3d modeling with splines, and the shell modifier is a perfect compliment. I begin with splines then apply an extrude to build working surfaces that I can then apply modeling operations on such as cutting out windows or doorway. Then, once the Shell is applied all the edges clean up really well. Another aspect of the Shell Modifier that i use often is the ability to select full areas of the new geometry such as “edged” or “outer faces” this is very useful in conjunction with a modifier like Delete Mesh.
The Lattice modifier converts the segments or edges of a shape or object into cylindrical struts with optional joint polyhedra at the vertices.
The Mirror modifier provides a parametric method of mirroring an object or a sub-object selection. You can apply the Mirror modifier to any type of geometry, and you can animate the mirror effect by animating the modifier’s gizmo.
Patch Deform is a great tool for mapping geometry on a surface or the distribution of component on a surface. The only catch is that the distribution geometry has to come from a surface originally made as a Patch. In the video explain some of the work arounds for using the modifier on multiple objects as well as moving your deformed geometry to the distribution object.
Displace is often used to make terrains or to add finer texture to 3d models with out having to model in extra texture. What I have found is that it can also be used in a very controlled way to manipulate geometries. With the use of procedural texture maps or bitmaps one can can make large scale manipulation to geometry with minimal effort. I tend to use this techniques if I need to quickly iterate design options on a facade.
Cap Holes is a great modifier for modeling as well as making images. One way I use it often is in conjunction with a slice modifier, it’s a good way to do section perspective renderings or drawings.
The Affect Region modifier is a surface modeling tool, primarily used with vertex sub-object selections while surface modeling. With Affect Region, transforming a selection of vertices can also transform vertices in the region that surrounds the selection. This can help you form a bubble or indentation in the surface of an object.
The Bevel modifier extrudes shapes into 3D objects and applies a flat or round bevel to the edges. A common use for this modifier is to create 3D text and logos, but you can apply it to any shape.
This Tutorial covers how to use proxy objects to keep an active selection set.
Using the Morpher modifier to create a bi-directional blend between two conditions. In this case we build a modular panel system in which one can quickly test different patterns.
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