Regarding texturing: I'm afraid I don't know much about how it's done using 3ds, since I'm only familiar with Blender. However, I can give you the general idea of how I would do it, hoping it can provide some guideline:
1- Have lots of "fun" with UV unwrapping
2- Find a nice tileable texture of concrete (such as those from
http://cgtextures.com/). I recommend a texture which, during the "tiled preview", can feel as seamless as possible between tiles. Use that in the diffuse shader.
3- Get the concrete texture through a brightness enhancement node and use that as an input for the glossy.
4- Use the concrete texture as a base for a diffuse/glossy map (lighter: more glossy, darker: more diffuse). You'll probably have to manipulate the concrete texture a bit to get the right amounts of diffuse/glossy (in Blender I would use a color ramp node in order to cap min an max of the glossy/diffuse ratio).
5- In mapping the texture to your objects, scale it down considerably, so that the "tiled" look of the texture almost disappears
6- Export your UV of your object as an image (the image I'd expect is a white image with black lines corresponding to the edges of your mesh). Use that image as a bumpmap (you'll get the idea of many concrete slabs adjusted together).
7- Use many large scale procedurals (3ds must have these, right?) to create large scale non-uniformity in your textures. In Blender, I would multiply the texture image by a procedural before plugging it to the diffuse shader, and multiply my diffuse/glossy map by the same procedural before connecting it to the "Fac" input of the Mix shader (i.e. the input which controls how diffuse/glossy shaders are combined).
I hope that helps. Take it like a cooking recipe, you can always add your own spices to adjust it to your taste.
One last comment though: I think it is very important you get that texture right. I believe it's worth spending a lot of time experimenting, since in the end almost your whole scene will be using one texture (or one texture and derivatives). Unless you intend to hand the texturing job to SpooX