I'm asking because one render shows something similar to what you get when you import meshes generated in Maya via FBX.
Maya's y-axis is Max z-axis and FBX correctly converts the general geometry but NOT explicit normals. They look correctly in Max until you do a Reset XForm, that's where it gets visible, and it looks similar to your first render, the normals look off.
If these come from Maya, try to:
- apply Edit Normal modifier
- in subobject mode select all normals (CTRL + A), press 'Reset'
See if this helps. If not, you may have to do a ResetXForm on the mesh first. Make sure to detach it from any hierarchy first or the object may be offset.