@julienayheva At first glance, it doesn't look like a real life object since there's a lot of weird shading, shapes, and proportions that aren't found in most modern printers. If you're recreating a 3D model, you'll have to rely on the render/screenshot shading, however strange it may seem due to incomplete smoothing…
@iacdxb Start by blocking out the shapes to determine how many segments the arch will need to match the intersections with the vertical gussets. This dumpster looks like it's mostly welded plate and square tubing. The individual parts could be modeled separately or combined into simplified sub-assemblies. Since there's a…
@hututuzhang The distortion is caused by reducing the loops instead of carrying them across the shape. While it is generally possible to manually compensate for this type of shape distortion, some broader context is also required. Catmull-Clark subdivision smooths by averaging the existing vertices. This recursive…
ned the reason they are explaining it the way they are is because what you expect is a pipe dream and not realistic. You have just said you want is every possible thing that professional artists must make choices about throughout their day to day. You just want a perfect pipeline where programs know what you want before…
@KungFuCactus Edit: I thought you used max. Oh well, this is how I would do it in max.. For ease of modificatioin you can do displacement with a heightmap, or even bake the heightmap into the normals, but if you're like me you want to model it in because you want to model it in. In that case, you can get away with some…