Thanks for the comments.
It can be a little tricky unifying work that comes in from multiple sources (especially outsourced work as they may have different workflows and different ways of doing things than we're used to). The areas around Dyrford were actually the first ones made for the project. The Temple of Skaen was literally the first area that I made that was not just a test scene. As the project went along, we got faster and more experienced at making these areas and that allowed the designers more leeway when it came to how they laid out the areas and what exactly they could expect of the final results.
Not every area has had a paintover pass. Because of the sheer number of areas in the game and the very, very small art team, we were not able to paint over every area. Our goal was to make areas look as good as they could in the base render under the assumption that we would not be able to paint over them and then we made sort of executive decisions in terms of which areas we thought would benefit most from a paintover. Most of the areas that have been seen have either not had a pass or only had very minor tweaks.
Because of the real-time lighting situation, we actually can be fairly limited in what we can do with a paintover. My favorite IE games, visually, are absolutely IWD and IWD2. Those games still look great and I reference their artwork frequently. A lot of that work, however, was done in a paintover and they were capable of painting things that we cannot. We need to be aware of height and normal information in addition to just the render itself. This can make editing these scenes after the fact even more difficult and time-consuming than it would be otherwise.
All of us enjoy working in 2d and it's fun to get a chance to do a pass on areas, but we just don't have the time and manpower to devote to giving every area a paintover.
-Sean