I combined two projects together; the roman helmet and the skull from ‘bronze age queen’. My main goal for this render was to create convincing materials for (wet) mud and grime. Besides the two cards (‘A’ and ‘C’) all was created using a combination of material nodes and geo nodes for extra detail (debris, smudges and pebbles). Some post processing using the compositor and Photoshop.
Certainly, to my eye, “this looks entirely like a real object.” Marked by pieces of paper by the archaeologists who found it. The helmet is also entirely convincing. As for the animation, “yes, this is obviously real footage, taken in a museum.” (Complete with crowd noises.)
And: as for “lots of areas to improve,” there does come a point in every project that’s affectionately known as: “FISI!” (xxx it, ship it) The point where you shrink-wrap the thing and place it on the loading dock. “It’s done.” (Until, of course, it isn’t … one more tweak …)
You’re absolutely right, I try not to obsess too much about details and just call it a day. But you still know that what could have done better. Most of the time I try to incorporate that in the next project.