Creating Objects¶
The Create tab holds every object type by category, as in Max: Geometry, Shapes, Lights, Cameras, Helpers, Space Warps, Systems. The category buttons sit in a column on the left, the object types in a grid on the right. The same objects are in the 3D Viewport’s Add menu.
Click a type, then drag in a viewport:
Box-like objects: drag the base, move for the height, click.
Round objects: drag the radius, then move for a height or a second radius, click.
Creation goes on until right-click or Esc, so you can make several in a row.
Objects get Max’s names: Box001, Teapot001, TorusKnot001.
Geometry¶
- Standard Primitives
Box, Cone, Sphere, GeoSphere, Cylinder, Tube, Torus, Pyramid, Teapot, Suzanne, Plane, TextPlus.
- Extended Primitives
Hedra, Torus Knot, ChamferBox, ChamferCyl, OilTank, Capsule, Spindle, L-Ext, Gengon, C-Ext, RingWave, Hose, Prism.
Shapes¶
Line, Rectangle, Circle, Ellipse, Arc, Donut, NGon, Star, Text, Helix, Egg, Section, Freehand, and the extended ones: WRectangle, Channel, Angle, Tee, Wide Flange. See Splines.
Parameters¶
The objects stay parametric: their size, segments and options are in the Modify tab until you collapse them (convert to Editable Poly, or press 1–5).
Primitives come with quads: round caps get a quad grid (Quad Cap) and spheres quad poles, unlike Max’s triangle fans. Turn it off per object for Max’s caps.
Files¶
Parametric objects are Geometry Nodes modifiers, so Blender opens and evaluates them unchanged.
See also