Post processing has been done, namely burning and blurring some of the texture in the background, increasing contrast, a Gaussian pass to eliminate jaggies, a saturation increase of about 10%, and some manual hue variations on the wizard’s clothes. This was created in Blender 2.31a (a slightly older unofficial binary where you could still alter the softness for raytracing lamps - glad I kept it ).
Here’s an alternate render - less saturation, some more postprocessed texturing, details. Someone over at cgtalk actually thought the first render was a digital painting I had to postprocess the additional details because I apprently didn’t save the cavern texture settings properly (they were mostly procedurl), so now I have to redo all that again :-? oh well, all in a day’s blend…
@ner: Thanks. I used the sharpen and saturation brushes on it to lift the blue/purple hues from the procedural texture assigned to his clothes. I added a brown strap across his top in postprocessing though.
thorwil: Thanks. When I lowered red levels it didn’t look so good. He’s at the entrace of a cave said to be filled with dangers, or something like that Mischief is probably what he’s up to
Thanks for checking this out, and happy new year to all of you.