For this tutorial,  we are using Lightwave 7.5 and optionally Vue, 
but the principles apply to almost any modeling program.

Pick out the basic shapes and stack them up (about the same way I used to play with blocks).


Next depends on the modeling program you use.   I just copy only the points I need to somewhere else,  and connect them as a single polygon.

Use a smooth shift forward of about six inches to make our cutout into a 3D object.



 

From an angle the shape looks like this.

Now we make an array of our sections.   We want to have enough sections so it will bend smoothly.   I used 48 in this case.

Let's slap on a texture to see how it looks.

 

The texture went on the "Default" material because there is only that material in our model. We will be adding others, so we are going to give this surface a unique name.   In polygon mode (shortcut ctrl-H) select the object then use the "Change Surface" command ("q") and give it a name in the dialog box.

In Lightwave there are a lot of ways to control the appearance of the texture, but we are going to be exporting this one out. We will create a UV map that other applications can understand.



This is a squiggle for the columns.   It's just the points from some half circles strung together.

Now we could do another smooth shift and get the whole column,  but let's have some fun instead.   Both Bryce and Vue have deadended internal objects (OBP & VOB),  the only 3D things you can export are terrains.   So I'm thinking how can I turn this to my advantage.   For this example we are going to use Vue,  but it's the same in principle for other programs.   Here is a standard terrain,  just created and ready for us to replace with our greyscale image.

Here's our image in the preview mode,  looks good to go.   When you are doing an image,  white is the highest elevation and black is the lowest.

Here is our finished column,  after applying a texture.   We can export it in any of the supported formats to our modeling program.

Now whichever way we made the column,  we are set to clone 16 more to complete the set.   Set the cloner to rotate each column 11.25 degrees (because 180 / 16 = 11.25),  and they will swing through with the base always facing the center of the circle.   I know 17 columns seems odd,  but I wanted 8 on each side of the center.



The deck is just a half circle, so just set your UV scale to the size of the tile and it should just fill things in.