Modeling in 3Ds Max is harder to master compared with other types of programs like Adobe's Creative Cloud Suite. After learning about the interface and features of 3Ds Max for around a year, I favor the edit tab of the program. This is where all the customization comes into play after you have created (or added in) 'primitives' or 'shapes' that will be used to create more complicated objects you'll animate or model in the viewport. Before you can make the more advanced edits with attributes such as modifiers you must convert the primitive to an editable poly, mesh, spline, or whatever else is offered.The modifier list is where most attributes of a model is formed. Things like the twist modifier then has parameters you can set for the named modifier to work. An example is that with the twist modifier you can change the angle your object will be twisted at, what axis the object will be twisted, then control how detailed the twist is through the bias parameter. The same will be done with multiple other primitive if you're making a twisted pencil for example. You will first have to select the appropriate modifier, with different parameters, and edit for a proper shape of the object. The primitives will then have to be merged through 'attach' in the edit tab or under the "Compound Objects>Boolean" parameter. Once shaped together you should open the material editor by pressing the 'M' key. You should start with a standard texture and diffuse with a 'bitmap' or image of the texture and display of your pencil. Through a different material you can manually change the color of parts of your pencil after some previous adjustments. Although theses instructions were somewhat simplified it can be more complicated to make a more realistic pencil with more materials for the end result.
Summary
3Ds Max is not beginner friendly
Models are made through complicated steps
The edit tab is essential to making a proper model