In this lesson, you will create another reference object and apply additional polygon editing techniques that will cloak the building in a metallic shell.
Set up the lesson:
You will start by temporarily deactivating the modifiers on the glazing object, so you can work with the polygons of the shell object more easily.
Create a metallic shell for the building:


Clone. In the Clone Options dialog
Object group, choose Reference and change the name of the object to Building 1 - Metallic Shell. Click OK. 
to remove the polygons. You now need to remove additional polygons to create the window pattern on the building exterior.
Create openings for the front and back of the building shell:
+Z repeatedly to undo viewport changes until you can see the entire building again. 
Show The ViewCube. If you need to, click
(Zoom Extents) so you can see the whole building.
You will be selecting faces on both the front and back of the building, and this is more reliable in Orthographic views. (In a Perspective view, the Perspective projection can cause selection to choose back faces that are out of alignment with the front.)

While Ignore Backfacing is off, selecting a face on the front of the building also selects the corresponding face on the back.
+W to maximize the viewport.
+click+drag to select a 5x15 grid of polygons in the upper portion of the model, leaving one row of polygons unselected at each edge of the building. 
This selects polygons on both the front and back faces of the model.
+click to remove each corner polygon from the selection, as shown in the illustration. This removes the selected polygons on the front and back faces of the model. 
+click+drag to select the remaining polygons, as shown in the next illustration. Use the
+click technique to remove polygons from the corners of the window patterns, and the archway of the entrance. 
to delete all of the selected polygons on the front and back of the building. 
Next, you will remove polygons from the sides of the building, using a slightly different pattern.
Create openings for the sides of the building shell:
If you need to, click
(Zoom Extents) so you can see the whole building.

to delete the polygons.
+Z until the viewport shows a perspective view again. 
Next, you will edit the building edges to make them rounded.
Chamfer the corners of the shell:

+click to select the four vertical edges at each corner of the building. 

3ds Max displays the caddy controls for the Chamfer tool.


Give thickness to the shell, and inspect the result:
This gives the metallic shell a thickness of two meters.
Now, let’s look at the building with the modifiers applied.
+W to view all four viewports again. 
The modeling phase of the building is now complete. Next, you will add materials to the building exterior.
Apply materials to the building:

Slate Material Editor. (The View, initially labeled View1, is the large window in the center of the Slate Material Editor where materials and maps appear as nodes that you can wire together in various ways.)

3ds Max asks whether to make this a copy or an instance. Choose Instance, then click OK.
3ds Max applies the glazing material to the glazing. In the Scene Materials section of the Browser panel, now you can see a Glass entry, and the object name.

. This removes the Glass material from the active material view, but doesn’t remove it from the scene.
Once again, leave Instance chosen and then click OK.

Dragging from a material’s output socket
... and in the viewport, drop the wire on the metal shell object.

... and dropping onto an object
Dragging and dropping is another way to assign a material.

The Mullions material is a matte gray, not shiny like the metallic shell.
Render the building:
Your scene should look something like this:

Save your work:
You can use this scene file as your starting point in the next tutorial, Modeling Buildings Using Boolean Operations.
This tutorial demonstrated how easy it is to quickly visualize architectural concepts using 3ds Max. You learned how to build an organically-themed architectural model from simple geometric objects by adding Twist, Taper, and FFD modifiers. You also saw how basic polygon editing techniques can be used to create detailed elements such as mullions, and to round off building corners.