Oh. I don't have access to Maya at the moment but if i understood what you did correctly then maybe your normals are the issue.
What you did is not the correct way to create normal maps.
Desaturating the image was (partly, depends on the situation) correct, but the colour level change is where you went all wrong.
Normal maps can be created one of several ways. Easiest is photoshop but it is quicker done with actions. Google "bump map to normal photoshop".
Maya can also create normal maps, but that would not work in here as your model is too low poly. (You need a higher density mesh with all the details and a low poly to transfer said details as a normal map)
Desaturation is used to create bump maps, where a 50% gray is base level white is up and black is down.
I remember your textures, i assumed you used layer effects to create the bevels on the panels etc. That is also wrong (sorry)
Bevel in photoshop or similar software creates natural highlights/shadows to show height/depth, when you desaturate the image you will get white and black edges around your panels/details which will not work correctly as a bump map (and converts just as badly into a normal map). Just convert all those large panels into solid shapes. Keep in mind that the closer it is to white the more up it will seem and closer to black the lower it will seem.
Best practice is to remember to keep your Diffuse texture maps as just colour information with no highlights etc. Use bump/normals and specular maps to deal with the rest.
Sorry if this is way to much info, and it might not even be the real culprit. But your normal maps were definatly created wrong.
Edit - I'm also really bad at explanations...