Man, it's nice to see this article. Like Shamus I do similar detail hunts, trying to piece together how they handle texture mapping (my knowledge is amatuer hour at best and dated at that). More often I find myself in the ass-end of nowhere?
a) trying to figure out how on earth they justified this level of detail on parts of the map which probably won't ever be seen. I'm delighted / astounded they did it but there must've been some interesting goal-setting meetings on design.
and
b) wondering what their production cycle (or whatever it's properly named) was like to manage bringing together all the assets (models, textures, Q/A, revisions, etc) for something of this scope.
I'm open to any suggestions for how I could find this sort of thing out. It's purely idle curiosity on my part and, I dunno, is there some sort of industry publication around which details this kind of thing? (not to knock the Escapist, but neither it nor other game sites I'm aware of get into the nuts and bolts of things)