» Fri Feb 18, 2011 11:20 pm
Doesn't even need a poll.
The issue lies with the work done on specular maps, and a lack of strong and well defined diffuse textures. Rather than having a specular with a good balance between texture noise and overall shading levels, they generally just have a really "smooth" specular map, and it creates that horrible phong you see in most games. I think the game would also benefit from cubemaps that cause specular maps to partially reflect the surroundings.
They also need to implement a system like in the Unreal Engine wherein you can apply a "detail texture" to an object or model that blends itself with the diffuse texture, makes everything look very high detail.