Here is a very simple model I did with ZModeler:

I then added a couple of subtraction meshes and created a boolean mesh:

It looks pretty decent, but the problem is that now the geometry is not great to use a subdivision approach to smooth it and achieve those nice beveled edges. Fortunately, a solution is just a couple of clicks away in Keyshot.
You can send the object to Keyshot (after the boolean is processed), select the object from the scene tab and below, under the Properties of the object, there is a tab called 'Rounded Edges'... You can play with the radius and the angles and get a very nice and smooth result for the edges that create a more realistic effect:

very simple, but very effective! - These type of details will make a huge difference in the presentation of your models. One 'bonus' tip is that you can also smooth normals in Keyshot if you have a low-res mesh.
To smooth normals, right-click the mesh you want form the viewport and click 'Edit geometry' (might not be available depending on your version of Keyshot). From the Pop-up window, select 'Edit normals' then 'Calculate Vertex normals' and click Apply:

That's it for now! I hope you find this tip useful.