i like the bluish rock texture you got going on, the grass seems a little low rez, how bout some more shots of the level, preferably without lensflare covering up 1/3 of the image
whats the level gameplay like? hard to tell in these shots, do you have a top down gameplay flow diagram? or are you just making a sexy level for the folio
Those pillars that carry the cables of the bridge do not fit the style of the large columns below.
In the last shot you showed us, the bridge itself looks way to even for the eye and then suddenly it falls down. I suggest that you either make it look torn apart to fit the 'ruin' style of the overgrown thingy in the foreground or you adjust it so that it is entirely even, though I suggest that you go with the first idea.
Regarding that ruin thing/the foreground in general:
At the moment, the environment looks way to repetitive. There are a few spots in which this is directly noticable.
That thing on the left side: All the same archways (well... the same goes for the archways on the right.) Add geometry to them, take a look at that necris levels that shipped with the udk and watch how the epic guys did that, try to hide the tiling textures somehow since you'll be able to see the ruin from quite a distance as you mentioned that it's a large map.
Same for the stones.
The stone in the far left of the picture you posted first has a large seam, rotate it so nobody sees it.
The level in general looks empty, I dunno maybe fill it with something, you got a giant empty room in that ruin.
For the archways on the right side, try rotate them a bit so it looks like the ground couldnt carry them anymore and the somehow sunk a bit into the ground.
I don't know if it's just me and/or my monitor, but everything just looks really dark with very similar values. I'm having a hard time making much of anything out at a casual glance.
The first shot you posted looks really cool lighting wise, but I think you need to get more bounced light into this level.
Replies
Those pillars that carry the cables of the bridge do not fit the style of the large columns below.
In the last shot you showed us, the bridge itself looks way to even for the eye and then suddenly it falls down. I suggest that you either make it look torn apart to fit the 'ruin' style of the overgrown thingy in the foreground or you adjust it so that it is entirely even, though I suggest that you go with the first idea.
Regarding that ruin thing/the foreground in general:
At the moment, the environment looks way to repetitive. There are a few spots in which this is directly noticable.
That thing on the left side: All the same archways (well... the same goes for the archways on the right.) Add geometry to them, take a look at that necris levels that shipped with the udk and watch how the epic guys did that, try to hide the tiling textures somehow since you'll be able to see the ruin from quite a distance as you mentioned that it's a large map.
Same for the stones.
The stone in the far left of the picture you posted first has a large seam, rotate it so nobody sees it.
The level in general looks empty, I dunno maybe fill it with something, you got a giant empty room in that ruin.
For the archways on the right side, try rotate them a bit so it looks like the ground couldnt carry them anymore and the somehow sunk a bit into the ground.
Well. Those are just my two cents, hope it helps.
The first shot you posted looks really cool lighting wise, but I think you need to get more bounced light into this level.