For competitive reasons I'd be wise to follow your directions and change the things around
like you say, but I won't say that I completely agree with you regardless.
I find the lighting to be very natural, and not really misdirecting at all. Yes, the foreground
is bright, but I don't find it brighter than the area surrounding the middle ship, which I
constructed plank-by-plank for a more pleasing outcome. I did fool around at one point
with having a silhouetted character very close to the camera, but a lack of good unit
models and the mere weirdness of silhouetted characters I opted to omit that idea.
I still don't find the foreground completely dull and unpleasing, though.
It'd be hard to add more fog without screwing the background, as the normal fog affects
everything and would make the background even dimmer, and using cloud/glow models is
also hard when working so close to the camera, as they weirdly disappear at random.
I don't know if I'll look into that, but I might. And about the trees, I might agree slightly
when it comes to the green leaves on the right side, they're a bit too colorful, but I'm
not sure I can find another tree model with the same level of detail that'd fit so close to
the camera to change it out with. And in relation to the combination of living and dead
trees and brushes, well, it's blight and blight only affects those areas where the blight
is. So I guess it's justifiable in that regard.
Also, there is a mix of living and dead trees on both sides, there's the fir tree on the left
and the leaf tree on the right, then there's the dead tree on the right, right in front of
the camera and the two dead ones on the left side, one below and one on top of the
arch. I find the mix to be... Natural. Thanks for the pointers, though, I might look into
some changes.