The crepuscular rays are too strong. Some other ideas to add interest would maybe be some stones in the waterfall to break up it's uniformity and maybe some subtle ground fog.
Nice. I'd probably tune down the contrast on the stone wall texture and maybe optimize the geometry on the terrain. And make sure the light shafts are additive. Looks really good though.
ta for the video Han :D Nothing's absolutely set in stone here, just playing with landmarks. Need to make some more rocks, maybe some more islands in the background.
yeah I'm using lightmass, I'll try not using it, though I was lead to believe lightmass forms the corner stone of the Unreal lighting pocedure :/ Thanks for the quick reply btw ;)
A good example is the Mossy rock smart material. I load that up but the stone component will not transfer to the other folders. The moss component will transfer however. Here's was i'm talking about.
You should find lots of rock/stone/wood/grass textures in the Substance Database: http://www.allegorithmic.com/products/database. All substances come with the sbsar and the sbs (source) file.
A game opens 4 locations to solve different number of quests. But to solve it you will have to move within all of them. This concept demonstrates one of the location with flying mystic stones.
really nice. But your stone on the floor doesn't look like its tiling properly. They could maybe be a bit bigger also and mabye try to add a parallax occlusion map ?