Several things tip me off that this is a computer generated image (computer graphics). The sky is mostly just one shade (or at best a gradient) of green… wait…green? Are you sure that’s a realistic sky color on earth?
Are you using a skybox or some method to texture the sky? Occasionally you have perfectly clear skies, but clouds might lend to the realism. There’s a color shift near the horizon where it leans towards white. I see that in yours but I’m not sure if its dramatic enough. For some reason, yours doesn’t look quite right to me; compare the actual photo of an actual sky for the color shift near the horizon to see what I mean. (Keep in mind that “real” photo is distorted. They used a fish-eye lens to photograph that.)
It looks to me like there might be some bump mapping on the sand, but I can barely see it to the point where I might even be imagining that I can see it. Maybe the bump mapping needs to be more distinct. That could be a lighting issue.
The shadowing on the sand looks completely wrong to me. Towards the top left the sand is bright and I’m assuming this is the color of the sand when it is in direct sun light. In the foreground, the sand is darker. Why? I would guess that it is in shadow if its darker, but the shadow of what? Oasis trees? Then compare the shadows of the trees actually seen. Their shadows are almost pitch black. Their shadow have extremely well defined edges suggesting that the light source is very direct. Yet, the barely perceptible “shadow” of the foreground sand has very soft edges and is only a few shades darker than the sand in “direct sunlight”. Its as if the sand around the pond is lit up by a different source than the trees and the best guess of what’s shadowing it I can come up with is a cloud. But the sky looks completely clear. And if that were the case, the trees would be lit and shadowed by the same sky/sun/cloud and they would also cast very soft shadows that were also not dark at all. The lighting creating the shadows just doesn’t make any logical sense.
I would say it either needs to be all bright with deep dark distinctive shadows, or it needs to be cloudy with very soft shadows that are not that much darker than the area in “direct sunlight” because the “direct” sunlight is not direct at all but obscured by clouds and made diffuse. To understand that, I would study the difference between direct and diffuse lighting.
The plants in the foreground appear to be almost a silhouette. Why? If that were the case, what’s in front of them should be extremely brilliantly lit, and its not.
The water looks to be too much of a mirror. I still haven’t figured out how to perfect that one myself. But I see no color of the water and just a perfect reflection of the sky. It’s like a pool of mercury. I did a water shader once and this is what I started with. But I added refraction or whatever its called. When you look at the water from a certain angle it should not reflect but become transparent. In reality, you would see the sediment and stuff floating in the solution. If the water is shallow, like near the edges of the pond presumably, the water would be fairly clear unless there’s an extreme amount of gunk in the water (gunk, that’s a technical term).
The deeper the water, the more sediment and the more light that is blocked by the sediment. Usually its green algae in a pond like this. The algae colors and darkens the water. I’ve been 50 feet under water where it is pitch dark at high noon on a sunny day because of the stuff in the water, mostly algae. That’s fairly typical for a lake. (I used to scuba dive.) But near the shore where the water is only a few inches deep the light penetrates well and its more transparent. I’m not sure I’ve seen a shader out there that completely simulates all that. The water shader is probably going to compromise somewhere, but here it looks like a pool of mercury.
I’m thinking the edges of the pond don’t look right. That might be that they should be more transparent. I would have to look at a similar situation in the real world or an actual photo of it because I’m not sure exactly what’s not right. But the edges of the pond look too sharp and the ripples in the water there look too high. I’m betting the water needs to be more transparent near the edges. I’m betting you would need to write a completely different water shader to really get it “right”.
The tree trunks look a little too “cartoony” (another technical term)
to me. That’s probably a need for bump mapping or normal mapping. Also, are they in direct sunlight or not? They appear to be lit by a very diffuse source like they’re in the shade of a cloud, but then they cast shadows as if they are in harsh direct sunlight.
Getting lighting right is certainly an art. And its often going to be a series of compromises in a game. You may have to get into writing your own shaders to really get great results. But even then, a lot of it is going to be developing your artistic “eye” of your mind. I’m not a great visual artist, but I think what I just said indicates how I analyze an image when I look at it, comparing it to reality and using my experience as a photographer and painter with my knowledge of professional lighting. Art is an art, but its also a science that can be studied.