This tutorial is meant for the users of 3d Studio Max 5.0 and it shows how todo create the Glass shown on the picture below.
Modeling and texturing the glass-200612321_img1.jpg

Let start by making the base of the Glass. Chose gengon (create - Extended primitive - Gengon) and input the height, Radius and the number of sides. In this case we Will use height 18 milímetros, Radius 72 and 8 sides.
Modeling and texturing the glass-200612321_img2.jpg

To make units show in millimetres, you should configure metric:millimetres in customize - Units setup.

To se Edges of the created object and not just the wireframe, right click the viewport (perspective) and set the Smooth + highlights and edged Faces options in the submenú, todo model this object we must make it editable, so right click the object, in the submenú choose convert to: convert to Edit Poly.
Modeling and texturing the glass-200612322_img4.jpg

The next step Will be creating of the surfaces that Will be pulled out. While the object is selected on the right side of the interfaz click on the modify button. It opens the modify panel. In the sub-object selection list of Editable Poly select vertex.
Modeling and texturing the glass-200612322_img5.jpg

For speding up the process you could use the option sub-objects: vertex in submenú that opens with the rightclick on the viewport. I think this only works in 3ds Max versión 4.0 and later. This can really save time because you dont have todo scroll the panel.
We Will use option chamfer for making the poly that we want todo pull out. In the previous step we have the option sub-object: vertex turned on. Rightclick the viewport and choose chamfer. You can find this option in edit vértices menú at the modify panel on the right. Select the vertex in the middle of the top surface of the object.
Modeling and texturing the glass-200612323_img6.jpg

When the mouse pointer changes you can spread the vertex on the existing Edges of the object by holding the rightmouse button. Spread it until it looks like on the picture.
Modeling and texturing the glass-200612323_img7.jpg

Next is the extrusión of the polygon. Rightclick the viewport and in the submenú choose sub-objects:polygon. Turn on the ignore backfacing option in the selection menú of the modify panel. It prevents unwanted selection of the polygon and other sub-objects that are on the opposite side. Holding the Control key, select the Polygons as shown on the picture.
Modeling and texturing the glass-200612324_img8.jpg

The selected Polygons Will be marked with the red color. By pressing f2 key you can change the bien how the selected Polygons are shown. By pressing f3 key you change wireframe view todo Smooth and vice versa. By pressing f4 key you toggle show Edges.

Rightclick opens the submenú in which you click on the extrude icon (the same you can achieve thru edit Polygons in modify panel). The new menú opens in which you can set extrude level, let it be 100 mm. Press ok.
Modeling and texturing the glass-200612324_img9.jpg

The top Edge of the Glass is todo wide. On already sen manner choose sub-object: Edge and using the Control key select inner Edges of the top of the object.
Modeling and texturing the glass-200612325_img10.jpg

Rightclick the viewport and choose scale (or click on the select and uniform scale icon on the top of the interfaz). Enlarge the Edges so they look like on the picture.
Modeling and texturing the glass-200612325_img11.jpg

In this phase it would be useful todo make the material transparent. Pressing the key opens the material editor. Material is standard, Diffuse color set as you want, and opacity todo 50. Specular level set todo 75, and glossines set todo 30. Drag the material on the object.
Modeling and texturing the glass-200612325_img12.jpg

Now on the object we apply Mesh Smooth modifier. At the modify pannel click on the modifier list and pick Mesh Smooth. In the subdivisión amount part of the menú set iterations todo 2.
Modeling and texturing the glass-200612326_img13.jpg

Now we got a round Glass, not the 8 angle that we wanted. That is because the surface that is created by the Mesh Smooth modifier tangents the surfaces that we created in the process of modeling. So, it is neded todo detail dome of the surfaces. And this are the Edges that we want todo still remain as Edges, we are back on the basic elemens of our Glass. Chose Edge in the Editable Poly of modify panel. Select the inner Edges as shown on the picture.
Modeling and texturing the glass-200612326_img14.jpg

Rightclick the viewport, click on the chamfer icon, and set the chamfer amount todo 4,5 mm. Now select all the Edges, except the ones we used chamfer on and ones on the bottom of the Glass. The again use the chamfer icon, and for the amount set 0.2 mm.
Modeling and texturing the glass-200612327_img15.jpg

Modeling and texturing the glass-200612327_img15.jpg

Select the two vertex in the top viewport and choose scale transform, open scale transform type-in with the rightclick, and set ofest screen todo 500 and press enter.
Modeling and texturing the glass-200612327_img16.jpg

Select the two vertex on the right (inside vertex of the Glass) and do the same except set the value todo 1000 instead of 500. Do this for all of the eight inside Edges.

On the outside surface of bottom of the Glass there a Little round Gap. Select the center vertex of the bottom and make a chamfer as on the picture.
Modeling and texturing the glass-200612328_img17.jpg

Select the new polygon and choose extrude. Set the extrude value todo -0.5 mm.
Modeling and texturing the glass-200612328_img18.jpg

The Glass is done, maybe the rendered image looks like the Glass has todo Little segments, so set the iterations todo 3 in Mesh Smooth modifier panel, image is rendered with Brazil r/s with the following settings:
Brazil: image sampling min samples=0, max samples=3
Brazil: luma server Sky light on, light yellow.

Brazil: Photon map server, global and caustic set todo on.

The rest all set todo default values, for the Glass material i used Brazil Glass, and for the environment i used kitchen, HDR.