The first house, which we will call Facade1, is based on a single photograph, adjusted in the way described in Some Pointers: Preparing a Photo Before You Use It to Build a Model. In this lesson, you take several steps to set up the scene and the modifier stack, so that modeling will go more easily when you add detail to the façade.
The house begins as a simple plane.
If necessary, set up optimal bitmap display:
The default viewport driver is the Nitrous driver. If you are not sure which driver 3ds Max currently uses, choose Customize
Preferences, go to the Viewports tab, and look at the Display Drivers group. If a Nitrous driver is active, you don't need to optimize bitmap display.
If you do use a legacy viewport driver, follow these steps.
Set up the scene:
The scene contains a plane to model the pavement, a Daylight system with a sky, a bitmap for the background sky, and a few cameras that are hidden.
Make sure Use Real-World Texture Coordinates is turned off:
Preferences. 

The dimensions of the scene will actually be close to the real-world dimensions, but 3ds Max doesn’t need to enforce that: This option would just add complications to your work.
View the reference/texture bitmap, and note its dimensions:
View Image File. In the View File dialog, navigate to the
\sceneassets\images
folder, and highlight
fac1.jpg.
In the lower-left corner of the View File dialog, a status line shows the dimensions of the image, which are 1200 x 1533 pixels. This will become the aspect ratio of the façade.


Construct the plane that will become the façade:
These dimensions roughly correspond to the aspect ratio of the photo: 1533:1200 pixels, or 0.78.
(After you convert the plane to an Editable Poly surface, you will subdivide it by using the polygon tools.)

Pivot moved to the base of the plane
Setting the Z axis to 0.0 aligns the façade with the Ground object. Setting X and Y to 0.0 simply makes navigation easier, while you are editing the plane.
Convert To Editable Poly. Texture the plane:
mental ray, then drag the Arch & Design entry to the active View (the large panel labeled View1 in the center of the Editor). 
3ds Max displays the Arch & Design material node in the active View.



Standard, and drag the Bitmap entry into the active View. 3ds Max opens a file dialog.

When Sequence is on, 3ds Max attempts to create an IFL animation, and you should open only the single image.
3ds Max adds a Bitmap node to the active View.



Shaded plane in Front viewport
Save your work:
You are almost ready to add detail to the façade. But first, you need to set up 3ds Max so it displays the façade texture consistently, without distortion, and so it clearly highlights selected polygons.
Set up the scene:
The goal of the steps in this section is to be able to edit the Facade1 poly surface without distorting the texture projected onto it. Editable Poly objects have a toggle, Edit Geometry rollout
Preserve UVs, that does a good job of preserving the projection in most cases.

Moving an edge while Preserve UVs is off

Moving an edge while Preserve UVs is on
The stack setup used in this section has these advantages: It works for surfaces other than Editable Poly, and it preserves the projection when you use 3D methods to shape the roofline, later in this tutorial.
Add a UVW Map modifier:

The UVW Map modifier has no visible effect: It merely provides more explicit mapping control than the implicit mapping provided by the Facade1 object’s texture coordinates.

Add a Poly Select modifier:


Turning on Show End Result for all three levels of the stack causes the viewports to always display the full bitmap in its final placement, even while you edit the underlying geometry.

For the edits you are doing in this tutorial, it is safe to click Yes and proceed with your work. You also have the choice of turning on Do Not Show This Message Again before you click Yes: That disables display of this warning, but it does so not only for this tutorial, but for all future 3ds Max sessions. The choice is up to you, but for the remainder of this tutorial, we won’t mention the warning dialog again.
Now you have set up the stack so you can see the undistorted bitmap projection, even while you edit the geometry of Facade1.

Stack setup for editing a poly surface with a bitmap
Show End Result must be on for all three levels.
One further adjustment corrects for the situation that highlighted polys are hard to see with the default color scheme.
Change the color of selected faces:

This color is the color of highlighted polygons.

In the next lesson, you will turn Facade1 into a three-dimensional façade.
Save your work: