Here is a set of two hand modeled parquets.
Modeling Process :
Single planks were modeled to represent the pattern. It is mostly consisting of boxes for each plank, and depending on the desired effect you can set more or less space between planks, or bevel edges. Then we dupplicate the boards using the great Clone modifier [http://www.itoosoft.com/freeplugins/clone.php].
Once the geometry is ready, the next step is to convert it to an Editable Poly. Then we run a script to randomise material ids on each different element of the mesh. One simple tool that is doing the job well can be found on scriptspot.com here : [http://www.scriptspot.com/3ds-max/scripts/tags/random-elements-material-id].
Instead you could also apply a MaterialByElement-modifier to your geometry to randomize the material-IDs of your boards -as always there are different methods to achieve the desired result.