Edge and planar face control in 3ds Max

Published on January 06, 2026 | Translated from Spanish
Close-up view of a polygonal mesh in 3ds Max showing proper edge insertion and vertex welding.

The Art of Taming Geometry

Every 3D artist has at some point struggled with a mesh that refuses to behave. Vertices that won't weld, faces that triangulate grotesquely, and edges that rebel. 😅 Mastering the polygon workflow is essential for creating clean models, ready for subdivision or animation. The key is not to fight the software, but to understand the right tools and apply them with judgment. This knowledge separates a professional model from a problematic jumble of faces.

Essential Tools for Clean Modeling

The first tip, and perhaps the most important, is to always use the Editable Poly modifier. Unlike its cousin, Editable Mesh, this tool offers much more modern and precise control over geometry. It allows for smooth work with edge loops and prevents the creation of duplicate vertices, which are the nightmare of symmetry. 🔧

Clean topology is the foundation of any model that aspires to be animated or rendered with quality.

When it comes to welding vertices, the Weld command is the main ally. By selecting the vertices and adjusting the Threshold, a perfect weld is achieved. If they resist, it's not a time for brute force, but to check that the distance value is appropriate.

Solutions to Common Problems

One of the most frequent headaches is controlling planar faces. When a surface that should be perfectly flat triangulates strangely, it's usually due to vertices slightly out of plane. The solution lies in the Polygon: Make Planar or Preserve Planar options, which flatten the selection automatically. 📐

This proactive approach, where topology is planned from the initial blocking, avoids most vertex and triangulated face problems during deformation phases. 💡

A Robust Workflow

To avoid headaches, it is recommended to follow a logical order in the modeling process.

  1. Base Modeling: Create the primary shapes with clean quad topology.
  2. Edge Insertion: Add definition where needed with clean cuts.
  3. Cleanup: Use Weld to merge vertices and Make Planar to flatten faces.
  4. Subdivision: Apply the subdivision modifier to test the final result.

In the end, if vertices resist welding with Weld, you can always resort to the trick of applying a Chamfer to hide the problem... although modeling purists might frown. 😉 The choice is the artist's.