How will the shadows/lighting work in the final product? The environment is gorgeous, but the conflict between the apparent lighting of the scene and the way the character models are illuminated makes the latter seem out of place.
The character models only have one shadow cast from the scene's directional light. Per-character point light shadows (especially multiple point light shadows) would get computationally expensive very fast. The characters are lit using dynamic lights placed in scene, but real-time lighting is never going to perfectly match the pre-rendered lighting of the scene.
Yeah... umm... <sigh> I hate to do this, but you've asked us, so here I go:
You've stayed very true to the concept art, and that I love. Still, in my probably not so humble opinion, the final in-game render is somehow lacking in the shadows department. It seems all tad to bright, and that takes a bit of mystery from that particular scene
The stronger/less diffuse our environment shadows are, the more difficult it becomes to place characters in the scene and not have them stick out. We tended toward relatively diffuse shadows in the IWD games for that reason as well.