The modelling was done in Blender. Exchange formats are exported from there. Objects and materials have reasonable names (not like Cylinder.000). There are several UV channels on the main body, including a full non-overlapping unwrap. All other objects are also unwrapped, but most of them have their UVs overlapping (mirrored, or arrays). Materials and maps are left as created in the blend version. For the exchange and converted formats the maps have been baked to 8192x8192 textures. 3dsmax version uses only mental ray Arch & Design materials which are also recognised by iRay render.