Here, we need to set the center of our toaster to the center of the toaster model.Â When we created the box, 3DSMax expects its pivot point to be the base of the model.Â That is not the case here, so we need to reset the pivot to the center.Â Under the "Hierarchy" tab on your command panel, click "Affect Pivot Only" and then click "Center to Object".Â
One of the qualities of many inorganic objects is that they're perfectly symmetrical; so let's take advantage of that fact and only work on half the model.
Apply a "symmetry" modifier to your object, from the modifier rollout and adjust the settings so that it mirrors the side you are working on to the side you're not working on.Â As a word of caution, be sure to pick which side will be your focused side, and stick with it.Â
Within the side of choice (mine is the right side), go ahead and make another connection and chamfering.Â This will dictate where the toast slot will be located on the toaster.Â We extend the edges all the way around the toaster because if we did not, there is a possibility that the veritable 'end' of the area of detail will create an artifact with T-smooth.
Here you can see that I've selected the polygon inside the toast slot and I've used the "extrude" function on it.Â You can find Extrude just above "bevel" under the "Edit Polygons" rollout.Â I'm extruding it inward a small distance first because mesh-smooth would give strange artifacts if it were deeper at this point.Â We do this for the same reason we gave our box edges during the "Building Basics" section.