In this final lesson, you will assign a material identification number to each polygon in the model. You can then use these ID numbers to assign materials to specific parts of the model.
Set up the lesson:
Check the default Material ID:

Selection rollout, activate
+A to select all the polygons in the Tower object. 

At this point, if you were to assign a material to the Tower object, all its polygons would receive the same material, because they all have the same material ID number.
Assign a new Material ID to the glazing:
+click the polygons that represent the glazing in the cylinder, as shown in the next illustration. Start your selection by clicking outside the tower and dragging right, across all the glazing polygons. Starting your selection outside the tower ensures that all glazing polygons on the other side of the Tower object are also selected.

+click all the glazing in the lower floors, using the same selection technique described in the previous step. Be sure to include the glazing polygons in the bottom cylinder. The result is shown in the next illustration. 

Now you can assign the Tower object two different materials.
Apply materials to the tower:
Select ID spinner, type 1, then click Select ID. 
All the material 1 polygons are now selected.


3ds Max applies the Concrete material to all polygons that have ID 1 assigned to them.
3ds Max applies the Glass material to all polygons that have ID 2 assigned to them.
Render the scene:
Your rendered image should look something like this:

Save your work:
This tutorial introduced you to the concept of Boolean operations and how they can be used to produce complex shapes from simple geometry. You also learned some polygon editing techniques, and how to apply materials to multiple surfaces by assigning material ID numbers to different sets of polygons.