Next, apply a shell modifier to the flanged footing. This will give it some thickness for realism, and you don't even have to mess with the default settings (unless you really want to). Use your trusty symmetry modifier on the footing (since it's a separate object from the toaster) and alter the settings so that the footing is on the front and back of the toaster.
I used the "align” tool (alt + a) to make my alteration precise, but this action is up to you.
Here I threw in one more detail for kicks. You can select an edge along the breadth of your toaster to create a seam. A seam is the gap in the two major pieces that were assembled at the factory to build the toaster. This gap can easily be simulated in 3d and can really add to the object's credibility.
Use the "Extrude” tool on these edges, which will blast the selection inward and create a pretty realistic looking seam. Adjust the settings so that the seam isn't too deep nor is the gap very wide. Seams aren't too noticeable, but just enough to be believable.
Note that seams don't interact well with mesh-smoothing so there's one more thing we have to do…
Think of it as a ravine that's been carved into your geometry. Select the two sides of the ravine (one edge for each side) and use the "loop” button in your sub-object selection rollout; or hit alt + L. This will select both sides of the ravine which makes life much easier.
Then, set the "Crease” to 1.0, which will instruct 3DSMax to create a hard edge here. This is important since if 3DSM smoothes this edge it will wreck the whole effect. Luckily, we're keen on our subdivision modeling and know just what to do in this situation.