For me, the ability to manipulate edges has always been one of the
most compelling reasons to use max as a modeling tool. Starting
with a single triangle I can literally model anything using vertex
transforms and manipulating edges, and not create another single tri
-
angle. Dividing edges gives you the ability to add additional
triangles and vertices to refine your mesh and add detail where nec
-
essary. Turning edges allows you to make sure the surface of your
model is nice and convex instead of concave. This simple ideology
of making all edges align correctly so the surfaces of your mesh
have volume is key to building ...
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