This scene was built in Maya 2010 and rendered using mental Ray. Lighting was achieved using an image applied to Mental Ray's Image based lighting node then rendered with Mental Ray Final Gather. Images were comped in Photoshop using ambient occlusion. Some textures are Maya procedural textures.
Poly and Vert counts are totals for all geometry in the scene at lowest subdivision levels.
The scene contains a control curve under which, all geometry is parented. The curve contains a custom attribute called SMOOTH, which has settings from 0 to 2 should there be the need to smooth the model, use this setting do add subdivisions to all geomety.
Renders were done with this attribute set to Smooth 1.
The above information applies to the Maya file. 3dsMax file contains only the geometry. No lighting or materials have been setup for the Max scene.