This tutorial consists of two parts. The first part includes modelling techniques, lighting and camera placement.
The second part presents information on texturing and rendering the scene.
I worked on 3DS MAX Release 4.2, for texturing I used Photoshop.
I started creating the scene by sketching down some ideas.
From all the drawings I picked the best one and went from there.
My next step was to collect all information about my object from the real world.
Modelling
The first piece I modelled was the "window ledge":
From the 'Standard Primitives' I picked the box. After creating it, I converted the box into an "Editable Poly". In the "Modification"-panel, under "Selection/Face", I select the frontside of my "parapet". Using "MeshSmooth" I subdivide it.
Afterwards I moved some points and edges. Now the box started to look more friendly...
Scratches
In 'Front View', I selected polygons in the areas where I wanted scratched. I subdivided them once, using "Tessellate", not "MeshSmooth"!
Then I moved some points and edges, as shown on the picture below.
I selected all the edges I needed and chamfered them. Collapsing some points I got rid of those that were not essential for the scratches. After selecting the polygons inside my scratches, I extruded them to just a bit to the inside of the "parapet". - If your scratch doesn't look good, just tessellate the polygons around it.
I repeated all steps of creating 'scratches' until I had a sattisfying result:
Metal rail and Screws
A standard cylinders and two spheres connected, using 'Boolean' operation, became a rail. The screws are just primitive cylinders again, but I changed the amount of sides to six and unchecked the 'Smooth'-option.
The 'Metal plate' was formed out of a plain box,converted into an 'Editable Poly', that and using 'Extrude' and 'MeshSmooth', was brought into shape.