For what it's worth, LDView uses the following:
It uses RGB for ambient and diffuse. Its standard lighting uses .2, .2, .2 for the ambient term, and its diffuse lighting uses .7, .7, .7. I also enable GL_SEPARATE_SPECULAR_COLOR in order to have correct specular on textured sections.
I did spend some time fiddling with the numbers looking for values that looked good, but I'll freely admit that it's highly likely that better numbers exist.
Code:
| Specular | Shininess
==========================================
Standard | .5, .5, .5 | 64
Transparent | .75, .75, .75 | 128
Rubber | .075, .075, .075 | 15
It uses RGB for ambient and diffuse. Its standard lighting uses .2, .2, .2 for the ambient term, and its diffuse lighting uses .7, .7, .7. I also enable GL_SEPARATE_SPECULAR_COLOR in order to have correct specular on textured sections.
I did spend some time fiddling with the numbers looking for values that looked good, but I'll freely admit that it's highly likely that better numbers exist.