I think this already has interesting lighting that can be expanded upon. 1. Unless you are going for white background, I would suggest to always start with mapping rough colors for the background. Even if it is just one blob for blue sky and green blob for grass. Reason is the background color affects how we experience color of the main subject. If you color the main subject first and then proceed with coloring background you will be struggling finding fitting colors. 2. For 3D rendering I would suggest practicing shading base shapes like spheres, boxes and cylinders (there are practice images for that on internet). Everything can be broken down to those shapes - if you know how to shade them, you will have a decent idea how to shade more complex forms like humans. When shading always decide what will your main light and if applies additional light sources. To enhance 3d feel I would add rim light (see blue and purple outlines on the character form). 3. Shading clothing is its own topic (there is a roadmap for it on Artword) but in short you need to figure out where the tension point is and how gravity, motion and material quality affect the fabric. The folds can be considered modified cylinders and cones while shading. She seems to be having loose clothing so I would go for bigger and longer folds expanding towards bottom of the outfit, her shoulders, hands and elbows being main tension points. You have a good start, you got it! | Artwod Feedback