Yep, max for modelling & UV mapping.
Building something like the ravenstar shouldn't really be a challenge for any half decent modelling app, and some might even be better suited to it than Max - Maya is used more frequently in the games industry these days for example.
I've never used anim8or, but looking at its specs it seems like it has some fairly capable modelling features, a better app than i had previously assumed.
Importantly, it has subdivision surfaces which lets you smooth a faceted surface into smaller, finer facets - this was the main technique used to make the smooth organic surfaces of the ravenstar. basically if you took a box and applied subd's then you'd end up with a sphere. When applied to more complex shapes its a powerful, easy to use feature.
Then its a process of hand optimisation to make the mesh as light as possible and still look smooth - subd's will generally leave you with higher triangle counts than you really need to describe a low poly surface.
Does Anim8or have a UV unwrapper? i see no mention of it on the wiki. It's essential for low poly models (and pretty any other application) to be able to manipulate the uv coordinates for a given surface. Another tool that is handy which animator may not support is texture baking, so you can 'bake' for example, ambient occlusion or lighting into your texture maps - quickly adding accurate shading and illumination to your textures.
Otherwise if you're looking for freeware then you might want to try blender. It has more features than anim8or, a slightly less irritating name, uv unwrapping, sub'ds and some nice renderers. I don't know any professional artists or studios that use anim8or but I do know a couple who use blender. Though it does have a somewhat daunting interface it's very powerful and has some nice freeware renderers available.