Modeling
Parametric vs. editable geometry
3ds Max modeling splits into parametric objects (primitives, splines, modifiers) and editable geometry (Editable Poly, Editable Mesh, Editable Spline). Converting collapses the creation parameters into editable sub-object levels. A frequent exam trap: modifiers can be reordered or disabled in the stack, but once collapsed, that history is lost.
Polygon modeling concepts
Candidates must know sub-object levels (Vertex, Edge, Border, Polygon, Element) and operations such as extrude, bevel, inset, bridge, connect, chamfer, and target weld. Understand that border is an open edge loop, that element is a disconnected polygon island, and that smoothing groups and normals affect shading rather than geometry. TurboSmooth and MeshSmooth subdivide using different algorithms and catmull-clark vs. NURMS behavior.
Modifier stack rules
Modifiers evaluate bottom-to-top; the order matters. A Bend applied after a Taper produces a different result than the reverse. Symmetry mirrors across a gizmo and can weld the seam. Shell adds thickness with inner/outer amounts. UVW Map modifiers should generally sit late in the stack so mapping survives deformation.
Splines and compound objects
Splines support vertex types (Corner, Bezier, Smooth), rendering/thickness settings, and modifiers like Extrude, Lathe, and Sweep. Loft and Boolean are compound objects; ProBoolean differs from legacy Boolean in its handling of multiple operands and result quality.
Worked example
To make a hollow tube: create a cylinder, convert to Editable Poly, select the top polygon, use Inset then Extrude with a negative height, or apply a Shell modifier with the desired thickness. Shell is faster but less controllable at the cap edges.
Rule of thumb
Keep the stack live and non-destructive until the shape is final; collapse only when you need to optimize or export.