There are 2 normal strategies you could employ here, but neither are very taxing. One approach makes the base out of low geo subdivided topology and uses a cloner to clone ridges onto it. This is better for shots where the camera doesn't get too close, and the ridges are especially sharp and defined where they meet the lid... or you can go the proper modelling approach where you build as it is in the real world, from a single part. I will guide you more towards the latter, as proper modelling is usually the preferable way and this sort of thing is often seen in close-up.
Its actually a very simple object to make IF you start with the right primitives and the right amount of rotational segments in them, which should be a lot more than you would normally start with....
So you need to find out how many ridges there are ( I usually count the number in say a quarter of it, then x4). Then we need to notice that the spacing between the ridges is roughly equivalent to 2 ridge widths, so we need to account for that too. If we say there are 18 ridges in a quarter of the lid, then we need to x3 that to allow for inter ridge spacing, and then x4 it to get the total segment number we need. So start off with a disc (or cylinder) primitive with 216 radial segments and none vertically.
Now would be a good time to decide if you want to model all of it, or use either regular or radial symmetry to save yourself some time. I would save the maximum time by deleting all but 3 polygons (a ridge and a single ridge space either side of it) and then array that with 71 copies to get the final shape.
That way I only have to model a single ridge, and the array will auto handle the rest of them for me.
Is that enough of a push in the right direction, or do you need some additional steps ? I may have time to make you some step-by-steps later if that would be useful...
CBR