Hey everyone I have been working on my final major project for my Masters in Game arts. Here is how the scene look right now with some of the references i have been using.
I am open to any critiques that you guys may have upon the scene. Thank you!!
the scene is mostly inspired from the amazing concept art from
Marina Ortega Lorente
Artwork: https://www.artstation.com/artwork/6NbxBx 
This being the main concept art, I made some initial block out

After which I started sketching out the modular pieces which I used for making the modular pieces for the wooden structures.


I wanted to make the wood parts of this so I can more easily make the modular parts

With this low poly I was able to sculpt out some high poly with medium details (without wood grain since I will add those later in texturing part) in zbrush.



Replies
I also made some of the tress and grass in Speedtree
I was able to setup a pcg folliage setup in unreal engine to layout the scene.
One thing I'll say though is, a lot of the image devolves into a kind of medium frequency noise pattern, between the water texture, the foliage growing on the tree trunk, and the dappled sunlight.
I'd recommend lessening the water texture's intensity, normalizing the foliage on the dead tree, and removing a fair bit of dappling, and leaving some higher frequency dappling to draw the eye more, instead of now which kind of makes the whole image read as fuzzy or bumpy.
A few of those tweaks will really make the final result shine, in my eye-- maybe worth addressing, if you aren't sick of working on this project yet! (I know I usually am by this stage)
Just an example from google, but this kind of higher frequency dappling:
As for how to lessen the existing dappling, that may be harder to do, if it's actually cast by trees that are in the shot. If they're off-camera it may be easier.