moving on.. were gonna create a little house in each piece of software and walk though the Modeling and Texturing. Max first, cause I said so..
Heres what were trying to create :
I know its a lot to take on for a tutorial but hey, I'm hardcore, what can I say?
1.) Alright start a new scene in max and lets make a cube. In the create window on the right side of max click on the Box Button.
2.) Max makes you draw out its primitives first by width then by height. So click somewhere in the perspective window and draw your little box. Should look like this when you are done. (P.S. right click like mad once you are done with your box to deactivate the create box tool)
Note: Max and Maya both use Q.W.E.R for their tool options. Q is select, W is move, E is rotate and R is scale. In Maya T is will activate the last tool used. like if you are extruding from a face and accidentally click W to translate it (clicking W will switch back to world coordinates) you can just hit T and the normal centric manipulator will come back

Max doesn't have this feature, actually, as far as I know they don't have specialized manipulators so I guess its no big deal.
3.) Covert your box to an editable poly by right clicking the object.. go down to "Covert to" and select editable poly.
we can now edit this object on a component level.
4.) From the right click marking menu select "Polygon" this will allow us to select individual faces. Now scale down the bottom face a bit to match our concept

also, hit F4 to view the wireframe on our box.
5.) Next, from the right click marking menu go into edges. Were going to add some geometry in there to cut out our windows and door. Looking at the concept we want our windows to align where the top of the door is and come down halfway to the ground. Simple enough!
First select a vertical edge and in the modify window select Ring:
6.) in the same window hit the connect option box and set it to 2:
7.) repete steps 5 and 6 on the horizontal edges to shape the door and windows. Should look like this when you are done
Note: If you need to move the edges around but dont want to mess up the overall shape there is a constraint option:
Just set it to edges and it will allow you to move that edge along the surface.
8.) alrighty Now its time for the roof! First we need our upside down V shape. There are a million ways to get a perfect triangle at the top of this thing but were gonna use a modifier just so say we did.
- First add another split though the middle of the mesh using "edge > ring > connect" like before:
-Now select all the verts on the top of our box and were going to assign a FFDBox Modifier to them. We do this by selecting the dropdown menu that says (Modifier list) and selecting FFDbox from the menu:
-Next we need to change the settings so that there is only spans in our FFdbox across the width. Select the SET NUMVER OF POINTS button and set it accordingly:
good work!!
9.) right click your FFDbox and select control points. Now select the center control points and translate them up. If your other verts are bowing try turning the Tension of the FFDbox to 50. It should look like this:
