You should first scale and rotate, and then translate:
Vector3 objPos = new Vector3(0, -50, 0);
Vector3 camPos = objPos - Vector3.One * cameraDistance;
Matrix view =
Matrix.CreateScale(0.01f, 0.01f, 0.01f) *
Matrix.CreateRotationY(MathHelper.ToRadians(cameraRotation_model)) *
Matrix.CreateRotationX(MathHelper.ToRadians(cameraArc)) *
Matrix.CreateTranslation(objPos) *
Matrix.CreateLookAt(camPos, obsPos, Vector3.Up);
EDITED: Because camera was placed where object was not.