What would be the best way to model paneling like this?
Divide Surfaces (or BrepFaces) either the normal way (in U/V) or randomly.
For each piece (say the base) get the corner normals (unitized by default) and apply some amplitude (random in a range for instance), Then add normals to corners (a vector added to a point just “shifts” the point) and get a top from the “distorted” corners (or create the sides as well and join with the base and the top thus making “solid” breps - or append and create closed meshes).
BTW: for some rational result is advisable to use some inwards offset (real-life gaps in the panels, that is)
Thank you! It was fairly simple as I assummed.