subdivision surfaces – 3ds max Modeling And in order to do some real editing to this, we’ll actually need to convert to editable poly. So with OpenSubdiv still turned off, I can right-click and convert to, convert to Editable Poly, and since the subdiv modifier was not active, the object got baked in that state and now it’s an editable object. So let’s re-add the OpenSubdiv modifier and see what we can do here to clean up this geometry. Go into the Editable Poly and enable Show End Result, and we’re just going to use the Cut tool. It’s easiest to use the Cut tool if we can see the vertices, so we can go into Vertex, Sub-Object Mode, and grab the Cut tool. And we can access the Cut tool from the Modify panel or from the Modeling Ribbon, I’m just choosing to do it from the Modify panel, and we’ve got the Cut tool down here.
Click on Cut, and then just orienting the views so that we kind of know which way the axes are pointing so we can make our cuts appropriately. I’m just going to cut across here. And as we do that, we can see that the topology is changing. And once I’ve got one edge cut, then I can right-click and do another one. Right-click to exit. And I’m just chopping through, trying to make some quadrilaterals here instead of those triangles. And after just a few cuts, we can see that we’ve substantially improve the topology here. I can exit out of Cut, exit out of Sub-Object Mode as well, go up to the top of the OpenSubdiv modifier and disable Isoline Display. And we can see that there’s a huge difference in the quality of the topology on the top where I actually went to the trouble of using the Cut tool to chop everything up into quadrilaterals. And that is a best practice working with subdivision services. Try to avoid any polygon with more than four sides or triangles, if you can possibly help it. And those are some basic concepts around subdivision surfaces.