I am by no means an expert on the topic of jewelry (or 3D, for that matter), but a couple quick searches shows that what you currently have is very close to a simple plain gold ring:
I’d say it’s a good job if that’s what you’re going for, but the lion shaped rings you show as reference seem to slowly get thicker from the starting point to the lion’s head.
All of this is probably pretty obvious, and I’m just ranting for nothing, but hey, I just felt like trying to help.
It’s looking pretty good. Maybe a little thick on the bottom. Otherwise, I would decrease the sharpness of the inside edge or the ring as most modern rings have a smooth edge, though not all are “comfort band” styles, they’re just typically smoother.
While there have been some good comments on the geometry, I was just noticing that the material appears to have some diffuse mixed in there with a constant factor.
This will contribute to the ‘off’ feeling. Try just using a tinted glossy shader, no diffuse elements. If you want to try a layered look, try mixing 2 tinted glossy shaders with different roughness (both fairly low).
you can manually scale it back to make it look flat make sure you are in ortographic view and add a subtle bevel on the edge you don’t want it to be sharp as if the owner will slash his hand skin open.
Dimensions are a very important factor in creating jewelry, even for just a render. I try not to make my shanks any thicker than 1.5mm to maybe 2mm for the the lower section where it would make contact with the other fingers. Here’s an example of the shank thickness from a project that I’m working on right now.
Like I said before , the ring is for an animation.
So there will definitely be reflections.
I guess I’ll see the actual realism of the ring once the rest of the scene is more accomplished.
Yes haha okay animation I’ve done those as well. I typically use a studio HDRi environment with an open cube and a few emission planes for directional lighting for my renders and animations for my jewelry pieces.