well the normals soften/harden operation that armada posted about has the same effect in maya as smoothing groups do in max. the smoothing command in maya adds loads of polygons.
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You should be able to use "smoothing groups" so that hard edges don't show as hard edges without any additional polygons being necessary.
I have no clue how to do that in Maya though; only ever did it in 3D Studio MAX and that was a good many years ago.
//-------------------------------------------------------------------------
// Arcadia Xebec by Elessaria (Ported from PotBS by Rider88)
// <SWS - Willemstad Builders' Trials Winter 09 S/N 108> (WBT2H) - lateen "LCS"
//-------------------------------------------------------------------------
makeref(refShip,ShipsTypes[n]);
n++;
refShip.Name = "XebekVML1";
refShip.SName = "Xebec1";
refShip.id = refShip.Name;
refShip.Class = 5;
refShip.Walk = "XebekVML";
refShip.Cannon = CANNON_TYPE_CARRONADE_LBS18;
refShip.MaxCaliber = 9;
refShip.Weight = Tonnes2CWT(300);
refShip.Capacity = 2000;
refShip.CannonsQuantity = 30;
// NK cannon qtys 05-04-18 -->
refShip.Cannons.Borts.cannonf.qty = 2;
refShip.Cannons.Borts.cannonb.qty = 2;
// NK <--
refShip.MaxCrew = 170;
refShip.MinCrew = 30;
refShip.Price = 85000;
refShip.HP = 3000;
refShip.SP = 200;
refShip.BigPicTexName = "SHIPS3"; //Armada
// KK -->
refShip.BI.Tex = 10;
refShip.BI.Pic = 10;
refShip.QDeck = "ShipDeck5";
refShip.CannonsDeck = 0;
refShip.CargoHold = 1;
refShip.Cabin = "Cabin_small";
refShip.Flags.Mast0.Flag1 = FLAG_ENSIGN;
refShip.Flags.Mast3.Flag1 = FLAG_ENSIGN;
// <-- KK
//Period
refShip.period.0 = 0.0; //
refShip.period.1 = 0.0; //
refShip.period.2 = 0.0; //
refShip.period.3 = 0.1; //
refShip.period.4 = 0.2; //
refShip.period.5 = 0.1; //
//Nation
refShip.england = 0.0; //
refShip.france = 0.0; //
refShip.holland = 0.0; //
refShip.portugal = 0.0; //
refShip.pirate = 0.1; //
refShip.spain = 0.0; //
refShip.america = 0.0; //
refShip.CanBuy = true;
refShip.CanEncounter = true;
// refShip.Model = "Xebec"; // KK
refShip.Type.Trade = false;
refShip.Type.War = true;
refShip.WaterLine = 0.0;
refShip.SpeedDependWeight = 0.3;
refShip.SubSeaDependWeight = 0.3;
if (!bArcadeMode){
refShip.SpeedRate = 12.5;
refShip.TurnRate = 90;
refShip.InertiaAccelerationX = 4; refShip.InertiaBrakingX = 0.4;
refShip.InertiaAccelerationY = 2.4; refShip.InertiaBrakingY = 0.5;
refShip.InertiaAccelerationZ = 2.5; refShip.InertiaBrakingZ = 2.0;
}else{
refShip.SpeedRate = 14.0;
refShip.TurnRate = 55;
refShip.InertiaAccelerationX = 0.2; refShip.InertiaBrakingX = 2.0;
refShip.InertiaAccelerationY = 15; refShip.InertiaBrakingY = 10;
refShip.InertiaAccelerationZ = 9.0; refShip.InertiaBrakingZ = 6.0;
}