Yea, I really never learned about nodes, but I know they can create some pretty realistic effects. I'll have to look into it on the blenderwiki.
Quote: "1. Try to get more balance between the background's and the 3D layer's colours."
You mean the tile? I just added that to kinda match up with the background, the color is off and it's easy to tell where they don't line up(above the right headlight).
Quote: "2. Add a very soft bloom. Very soft means that it is not meant to look like the kitschy effect used in some of the modern games."
I'm not sure how to put bloom in a render, maybe it's in the nodes too...
Quote: "3. Add very soft noise."
I can probably change that, I use Ambient Occlusion in all the renders (except the first pic with HDRI, I forgot lol...), and I have it set at 8 to reduce the noise. Maybe a setting of 5 or 6 will create a little more noise?(and faster renders) Otherwise, I'm not really sure how to add "soft" noise.
Quote: "I do not understand of lighting, but a good lights arrangement uses to do wonders to a scene."
Yea, I have quite a few lights in this scene (6 I believe, you can tell by how many shadows there are) but I turned off a few of them once I got the HDRI up, it was causing some strange specularity issues in some places. Maybe I can just move them to a better spot in the scene and get some better results as far as specularity...It's looking kind of dull at the moment.
Also, I was thinking of *possibly* baking the final render to make a UVmap and then modelling a low-poly version to post here for the community. Is that a good idea or would I be wasting my time?
EDIT:More on the "noise" effect...I believe the first few test renders in this thread have an AO(Ambient Occlusion) setting of 6. Is that the kind of noise you are talking about?