Been a bit busy today, but I'm on it now lol. Anyway, about this "user view", maybe I'm looking in the wrong place, but I dont even have a "user view" mode. All I have are the standard orthographic, side, front, top etc', and perspective. Is this something thats only in Max 2012? If so, I have 2011, so its not an option for me.
When I click "viewport clipping" however, that does solve the problem. I just have to move the lower (minimum distance limit I guess) slider and its all good.
Anyway, in terms of perspective view modelling, thats what I've ALWAYS used right from the beginning lol, and I've made a LOT of models upto now! So maybe I'll have to revise my methods a bit and try something else and things will become easier. I noticed something strange last night while trying to model my first human head (probably in the worst, most cumbersome way possible), which seemed to be that ONE of the viewports was lying to me. When I looked at the head from a high-rear angle (persp view), it seemed that the whole head was tapering outward toward the top (but not as in the standard "perpective effect", it was more of a fisheye type effect, as in very curvy), but looking at it from the the 'top' and 'front' views revealed that the two sides of the head WERE infact straight, as they should've been at that stage.
Does anybody know why this happens, and how to still model with a 3D viewport, without being lied to by the perspective view? I can post images of what I mean if necessary, because I'm finding it hard to explain, but the effect is obvious when you see it. Never noticed it before though.
Finally, to Perna, can you take me through how to create a custom viewport with unique settings like FOV as you mentioned (I didn't even know realtime FOV was possible in the viewport)!