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.
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 to add subdivisions to geomety. All edges have been softened.
Renders were done with this attribute set to Smooth 1.
The model was also exported in FBX, OBJ formats and imported into 3dsMax9. The Max file is not set up for rendering. Some textures were created with Maya procedural textures and will need to be recreated in Max.