Good is subjective. The lighting used in the Atlas scene looks harsh an unrealistic to me, as if the sun had been replaced with a nuclear-powered spotlight. I prefer the original flame effects to the particle system in the Ouroborus video.
It really freaking does. I'm slowly working on making it look a little more "Sun"-like, but it's one of a ton of things on my checklist lol.
...and yeah, I'm aware the crystal and fire look completely awful. I didn't have a very good grasp on UE4s transparancy system, or particle effects at the time of the video. I'd seriously only gotten my hands on the engine a few days earlier lol.
As for a video flythrough of Atlas Park...I haven't done one. I'm sure I will at some point...however, at the moment the "beauty shots" are set up to kind of hide the giant holes of stuff missing from the zone.
CodeWalker's right. A lot of the meshes start out as OpenGL captures. The UV mapping of the objects is totally lost, sadly. So I have to do all of that from scratch.
Some of the meshes are built from scratch, I scratch built more of the meshes early on. Started doing that less to save on time. Occasionally, I end up having to re-build a mesh because for some reason, It's just not working out.
"Not sure how many pictures were UE3, though."
A ton of them, most of the development time has been spent in UE3. All the posts in the last couple months have been Unreal Engine 4, Everything since the Ouroboros video.
"I'd also be interested to see the scene with dynamically changing time of day."
It's partially implemented, Just enough to make sure I knew how to do it in the new engine (It was one of the first things I set up in UE3, Just never really showed it off.). Lightmapping isn't required, and in fact is a process I personally dislike. UE4 does support dynamic lighting, which is what I'm using in Revival.