The Edit panel provides a variety of tools for modifying polygon-based objects, including transform constraints, edge and loop creation, and editing texture coordinates.

Edit panel on minimized ribbon

Edit panel on maximized ribbon
Without Preserve UVs, there is always a direct correspondence between an object's geometry and its UV mapping. For example, if you map an object and then move vertices, the texture moves along with the sub-objects, whether you want it to or not. If you turn on Preserve UVs, you can perform minor editing tasks without changing the mapping.

Original object with texture map (left); Scaled vertices with Preserve UVs off (center); Scaled vertices with Preserve UVs on (right)
+clicking the Preserve UVs button. When on, you can adjust the UVW mapping on your model directly in the viewport using a paintbrush-like tool by dragging over the vertices of the model to pull the texture vertices around. When active, the UV Tweak Options panel opens on the ribbon. You can use these settings to adjust the brush strength and other parameters.
By tweaking UVs with this tool you can quickly adjust areas of stretching in the UVW mapping without the need to add any modifiers. Use the spinner to choose the desired mapping channel and then start the tool. When finished tweaking, right-click to exit the tool.
To revert to untweaked UVs, paint with the
key held down. Other keyboard alternatives are covered in the UV Tweak Options topic.

Drag a vertex to adjust the UVs
When working with Tweak, it’s useful to have a material applied to the model that enables you to easily spot stretching in the mapping. A checker map is suitable for this purpose.
For example, if you extrude a polygon, and want to apply the same extrusion to several others, select the others, and then click Repeat Last.

You can apply a spline extrusion of a single polygon (left) repeatedly to other single polygons (1) or to multiple polygon selections, contiguous (2) or not (3).
Keyboard
; (semicolon) (3ds Max mode)
Keyboard
G (Maya mode: See Interaction Mode Preferences.)
To stop slicing, right-click in the viewport, or click QuickSlice again to turn it off.

With Quickslice on, you can draw a line across your mesh in any viewport, including Perspective and Camera views. The mesh is sliced interactively as you move the line endpoint.
Place edge loops by clicking. Turn on, then click anywhere to insert an edge loop automatically, perpendicular to the edge closest to where you click. Continue clicking edges or right-click to exit.
Additional features include the ability to slide edges or edge loops in different ways. Following are the different functions of the tool, which depend on which keyboard keys are pressed:
Click to insert an edge loop and adjust the new loop to the flow of the surrounding surface.
Click to select an edge loop and automatically activate the Edge sub-object level.
Drag a selected edge loop to slide the edge loop between its bounding loops.
+
Same as
but also straightens out the loop (if necessary) when you start to drag.
+
Click to remove an edge loop.
+drag does not work as expected in Maya mode. In Maya mode,
+drag orbits a viewport (Perspective views only). Applies smoothing via the NURMS method and opens the Use NURMS Panel. As implemented in Edit/Editable Poly, NURMS is an easy-to-use, procedural mesh-smoothing method that gives you overall control over smoothing parameters.
You control the degree of smoothing with the main Iteration setting, and, optionally the Iteration setting in the Render group as well.
While cutting, the mouse cursor icon changes to show the type of sub-object it’s over, to which the cut will be made when you click. The following illustration shows the three different cursor icons.

Top: Cutting to a vertex
Center: Cutting to an edge
Bottom: Cutting to a polygon
Cut is available at the object level and all sub-object levels.
(the middle mouse button).
while scrolling the mouse wheel or dragging with
.
+
and drag forward and back with
. When on, you can paint connections interactively between edges and vertices.
Paint Connect offers a variety of operational modes, depending on which key or keys are pressed:
Drag to paint connections between edges in the middle of the edges.
Drag to select and connect vertices.
Click to remove a vertex.
+
Click to remove an edge loop.
+
Click to remove an edge.
+
Drag to paint a double connection (two parallel edges) between edges.
+click does not work as expected in Maya mode. In Maya mode,
+drag orbits a viewport (Perspective views only). When on, using Paint Connect automatically repositions new edges to fit the shape of the surrounding mesh.

When set to Edge, moving a vertex will slide it along one of the existing edges, depending on the direction of the transformation. If set to Face, the vertex moves only on the polygon’s surface.