I have seen a Video with 3ds Max Patch Grids. The combination from smooth and hard edges and a really good and the overview fantastic.
http://www.ronenbekerman.com/modeling-3d-sand-dunes-3ds-max/
Has maya a usable toolset to create a similar workflow?
The hard ridges at the top of the dunes looking impossible to archive in maya.
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another similar aproach would be using the sculpt geo tool to pinch the sharp edges if your mesh is dense enough
Max also has "Substance materials" (I think Maya does too?) which are preset materials with modifiable parameters one of them is "Desert Sand", this has various paramters that you can tweak, wave height, width ect... Each of the substance materials have output nodes that feed into a standard material diffuse, bump spec, displacement ect...
You can also do something similar just with a sub-divided plane and soft select, but passerby's idea seems worth exploring, could be the closes thing to working with patches.
I also remember this old thread where we talked about doing similar stuff in slightly different ways, it might be worth checking out.
http://www.polycount.com/forum/showthread.php?p=1216404#post1216404
Computer generated decimation is in my opinion one of the most underdeveloped technologies.
Max2012 and Maya2014 both have some great retopo tools, where you can paint quads over the surface of another object while it live snaps to the surface. They both also have a quad mesher function that will make a new quaded model over the surface of another model. Great for that sort of thing, faster than trying to patch model a bunch of spline handles, plus the sculpting tools let you do so much more than just make smooth arcs and gentle dune hills.