The kitchen cabinets you will create in this tutorial are based on the dimensions provided in the next diagram. In North America, the standard for kitchen cabinet height and width is inches, in increments of three. This diagram therefore uses feet and inches rather than metric units of measure.

Line diagram showing kitchen cabinet dimensions
The diagram includes variable dimensions to account for varying cabinet width and height.
Possible cabinet width starts at 9 inches and increases incrementally by 3 inches to a total of 36 inches per cabinet.
The height of wall cabinets can be as little as 12 inches, increasing by 3 inches up to 30 inches, with one more dimension possible at 39 inches.
The standard height of a base cabinet is 34.5 inches, plus 1.5 inches for the countertop.
For most structures, 93 inches is the maximum height from the top of a variable-sized wall cabinet to the floor.
With the diagram as a guide, you will use modeling tools from the ribbon to create a group of cabinets of various sizes.
To start, you will build a base cabinet 18 inches wide.
Set up the lesson:
The scene contains no geometry, but its units have been set up to use U.S. Standard feet and fractional inches measured in 1/32 of an inch. The scene also contains materials for the cabinets.
By default, a minimized version of the Graphite Modeling ribbon displays directly below the main toolbar.


The Polygon Modeling tab displays with deactivated tools, since no polygon model exists in the scene.
Create the left cabinet board:
+W to maximize it. 
As soon as you type in the values, they are converted to inches and fractions of 1/32 inch, based on the unit setup specified in the scene file.

The center of the box is now at the center of the world coordinates.

Move/Rotate/Scale group, click to turn on Affect Object Only. 
Now, if you move the object, its geometry moves but its pivot point remains unchanged at the center of the world.
. 
Box with pivot point repositioned to center of world coordinates (0,0,0)
The back face of the box and the pivot point are now both at the center of the world. The cabinet you are about to create from this object will now be much easier to manipulate.
Add polygon edges:
Next, you’ll add edges to your object. These edges will create the polygon faces you will need for extrusions later in the modeling.
Convert To Editable Poly. 
The ribbon updates to display a range of polygon-editing tools.
Polygon Modeling panel, activate 

Loops panel, click 
This connects all selected edges by drawing a loop around them through their midpoints.

Loop created from selected edges
. This moves the new connecting edges closer to the floor.

Polygon Modeling panel, activate 

Polygons panel,
+click 
(When you
+click one of these tools, 3ds Max displays the caddy controls for that tool.)


Now you need to add more detail to the side of the box so you can later connect this panel to the rest of the model.
Add detail to the left board:
You continue by adding an edge toward the rear of the box to allow for the inclusion of a back panel to the cabinet that is 0.75 inches thick.
Polygon Modeling panel, activate
Edit panel, click 
Now, as you position your cursor near an edge, a green virtual loop displays. This helps you visualize the placement of the loop.

3ds Max creates a loop perpendicular to the edge you clicked. This method is a fast way to create and position a loop on a model.
Based on the diagram, you want the loop to be positioned 0.75 inches from the back edge of the box.

Edit panel, click 
This value represents the height of the toe space created by the extrusion in step 7, plus the thickness of the cabinet floor board you will soon create.
Edit panel, activate 
This value represents the height of the base cabinet, less the 0.75-inch thickness of the four-inch support boards you will soon create.
Edit panel, activate 
This represents the width of the support board, plus the thickness of the rear cabinet board.

This represents the width of the support board, less the length of the side cabinet board.
Now you have all the subdivisions required to build upon this cabinet component.
Create the opposite side of the cabinet:
Polygon Modeling panel, click
Object group, choose Copy, and then click OK. The width of the cabinet you are building is 18 inches, measured from the outside left of the cabinet to the outside right. Therefore, the value of 17.25 represents the full 18 inches, less half the width of the left and half the width of the right cabinet boards (which combined, equal 0.75 inches).
Geometry panel, click 
This combines both boards into a single object.
Create the counter supports:
Polygon Modeling panel, activate
+click the two polygons at the upper-right corner of the panel on the right. This is where the front counter support will be attached. 
+click to select these as well. 
Polygons panel, click 
3ds Max connects the selected polygons to one another.

Front support created from selected polygons
+Z to undo the view change. 
+click to select this polygon as well. (Once again, don’t select the small polygon at the very rear of the cabinet.) 
3ds Max creates the rear counter support.

Create the back of the cabinet:

Modify Selection panel
drop-down portion, click 
When Step mode is active, selecting two sub-objects (in this case, polygons) also selects the polygons along the shortest path between the two sub-objects.
+click the inside bottom-left polygon. 
+click to select the corresponding vertical polygons on the opposite side of the back of the cabinet. 

Back panel created from selected polygons
+Z a number of times to undo your view changes). Create the bottom shelf and base board:

+click to select the corresponding polygon on the other side of the cabinet. 3ds Max selects a loop of polygons that runs around the inside of the bottom of the cabinet.

+click to deselect the polygon on the inside of the back cabinet board. 
3ds Max creates the bottom shelf.

The only task that remains to complete the cabinet body is the base board or “kick plate.”
+click to select the left and right polygons at the base of the cabinet. 
Polygons panel,
+click 
+click the inside faces of the left and right polygon extrusions you just created. 
Polygons panel, click 
Next, you will remove a number of edges that, while important to this point for polygon creation, are no longer needed.
Remove excess edges:
Polygon Modeling panel, click to activate 
Any edge you now select, will also select all the other edges in the loop it is part of.

Loops panel,
+click 
By
+clicking, you are removing both the loop, and any vertices created by the loop.
+click 
Left side of cabinet with all extra edges removed




+click the edges on each side of the kick plate, then
+click 

Polygon Modeling panel, click Reposition the pivot point:
Now you will move the pivot point from its current position at the bottom-left corner of the cabinet to the bottom midpoint of its backboard. By doing this, you will make it easier to attach the cabinet to its required position in a scene.
Move/Rotate/Scale group, click Affect Pivot Only to turn it on.
Align Position (World) group, make sure X Position is on and Y Position and Z Position are off. In the Current Object group, choose Pivot Point and in the Target Object group, choose Center, then click OK. 

transform fields, right-click the X spinner arrows to move the cabinet back to the world origin coordinates (0,0,0). Create a shelf:
The Width is based on the full width of the cabinet (18 inches), less the 3/4 inch width of each side board, less another 1/8 inch space to provide room to remove the shelf, if needed.
Align Position (World) group, turn on X Position, Y Position, and Z Position. In the Current Object and Target Object groups, choose Center, then click OK. 

Polygon Modeling panel, click Modify Mode. 
When active, Modify Mode makes the entire array of Graphite Modeling Tools available.
This makes the shelf and the cabinet both part of a single object.
Assign material IDs:
Now you will assign material IDs to the cabinet polygons so they can receive different types of materials.

Polygon Modeling panel, activate
+A to select all the polygons in the cabinet.
Properties panel
drop-down portion, click 
3ds Max opens a Set ID dialog.
. 
+click to select the polygons that face forward, as shown in the next illustration. 
Properties panel
drop-down portion, click
. 

The front faces of the cabinet change color. They are assigned a different material ID number than the rest of the cabinet, and so they receive a different sub-material.
Polygon Modeling panel, click