I was given a concept by Simon Kopp from my instructor and was given a week to recreate it and texture it. Other guidelines we had to follow were that the whole thing had to be under 14000 tris, and all textures combined had to fit on a 4096x4096 size map. This was my first attempt at creating an internal environment and my own stylized textures, by using zbrush to get the overall look to the wood and the tiles on the floor and then taking them into photoshop. The screen caps are from unity.
The Concept:

The Results:



Replies
Making your scene more atmospheric can be achieved by using volumetric lights, particles, and interest to items
The environment needs textures that look different to break up the averaged brightness/contrast
Add grime to your textures, the bar was lived in, right?
Same goes for the above
There is a lot more contrast in the concept from the lights - very bright areas around the lamps, much darker areas in corners, and interesting shadows on the ground. Not to mention the volume lights sneaking in from the outside.
I think you can have a more intimate lighting if you make the radii of the lanterns smaller, pump up the moonlight a bit, and add some atmospherics and a few dust particles. Either actual volumetric lighting or just some modeled-in lightshafts. Also, the ceiling (and floor directly below the lanterns) should be quite dark because the top and bottom of the lanterns are solid metal instead of thin translucent leather.