Looks better this way! Are there cement dividers running along the outside edge of the material (aka along the edge of the cube)? You might want to readjust so there are. Also, just like Aeseeberg04 mentioned, that plastic bit inside would look great.
It looks like your model doesn't have bevels. Look at the fine edges on SonicBlue's example, there are small rounded bevels around the rim of the cap and also the canister. These help catch the light and reduce that knife-edge hardness seen on your model.
Oke idid now and added some more support loops to my mesh. but i got another issue http://gyazo.com/38f231c2194615ea6bd3c2006be20744 without there a edge loop. But if i add a edge loop there to fix it i get this. http://gyazo.com/40e7078ac213b968651a2da155622377.
The problem you're running into is happening because you are trying to chamfer poles, that's where more than 4 edges connect together. 3DS Max likes to chamfer loops, with only 4 edges or less. So you have to take steps.
use shape Square, don't have any grout initially, have high luminance variation, and use edge detect. Simple example here (combined two tile generated shapes, but not necessary), Edge detect will give you consistent grout.
I do this sometimes. The last time I was trying to snap one vert to another and it would only pop to a spot on the home edge. As I said out loud "It's like its constrained to the edge for some stupid reason" it dawned on me...
Tried that. Doesn't work. See how it deletes the edge loops on the edges of the mesh, that's what I'm talking about. No matter what I do it deletes them and adds odd lines on other parts of the mesh that the blend isn't even touching.
well I do alot of strip modeling in Maya, it would probably go faster if I could be arsed to make a hotkey for extrude edge... but after the first extrude edge I just have to hit 'g' to repeat the last command.
It's very soft. Try working in many different edge types. Use a small brush to harden some edges and then let them soften and taper again. Try to avoid having every direction change be the exact same sharpness. Vary it up.
Maya also likes to unmerge uvs when you import a model (incase you didn't already know). So I find standard practice is import model>merge uvs>select all edges>soften edge. Yay for productivity.