Making a sink with Paint Deformation in 3ds Max

Here is one case where a user wanted a simple way to create a sink like
you might find in a kitchen:
1. Make a plane the right size, and give it lots of subdivisions as
2. Convert it to an editable poly.
3. Go to the “Paint Deformation” rollout and change “Push/Pull” to -10.
Change “Brush Size to “10”.
4. Select the Z “Transform axis”.
5. Click “Push/Pull”.
6. Carefully trace inside the sink, and even distance from the edge,
until the sink is uniform. Do this in the “Top” view, but keep you eye
on the side views.
7. Next, give the sink some thickness with the “Shell” modifier. Set
“Outer Amount” to .5 (in my world scale, which is always feet/inches,
as I do real-scale work mostly).
8. Create a small spline to define how the edge of the sink should
look. It is blocky without this. Make it a small arc, and place it
anywhere out of the way. One trick I’ll mention here is to keep your
splines in a spline “area” by creating a spline rectangle way off to
the side, and put all your splines within that area. This way they are
easy to find later.
9. Still under “Shell” “Parameters”, check “Bevel Edges” and click
“Bevel Spline:” to select your arc spline. Modify the spline to suit
your vision for the edge.
10. Create a cylinder the diameter of your drain, and at least as tall
as your sink is thick. Center it with the sink with the “Align” tool in
the X and Y axes.
11. Position the cylinder where the drain hole is needed.
12. Subtract the cylinder from the sink:
13. Select the sink. Select: Create -> Compound -> Boolean.
14. Under “Operation”, ensure “Subtraction (A-B)” is checked.
15. Click “Pick Operand B”.
16. Select our cylinder. It goes away, the sink now has a nice drain!

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