T2 was colorful in a realistic way, it was still rather muted in comparison to...say...an Unreal game. I'm not saying we should go T3 drab...which really, now that I think about it, is drab textures clashing with almost pastel colored lighting...but rather we should desaturate our textures for the sake of D3. If you were to make a stained wood texture that's the exact same color as one in T2, it'd come out looking more plastic and rendery than it would in Dark. It's mainly because of the lighting, and undersaturating helps combat that. Actually Blackthief's holiday pic is a good example of that, he's doing his diffuse textures with a palette that'd fit easily in T2. It'd look great in T2, but in D3 it almost has a cel shaded quality to it. You have to tone down colors because of the way D3's renderer works.