The poly count has gone up a bit due to the arse
...Sounds like she's getting fat? :)
Anyways, this kind of light / lightmap blending is the only way to make lightmapped enviroments and realtime lighted characters match. This technique was used for example in the Max Payne, more or less.
I suggested ages ago a method where I would use cubemap lighting the same way as it would result smoother and better lighting (color gradients) and has direction too (from the enviroment to the character), so it's way better than plain point light. But Blitz3D still has no cubemap support so I can't do that at least for now.