There is a lot to fix here, so i'll start with lighting
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1. Remove the light source on the left creating the bright spot on the wall
2. I'm assuming there's a window on the right so add a spotlight outside of it looking into the room to brighten up the natural light direction. Make sure the light geometry is set to sphere or rectangle
3. Add a light source like a spotlight/ghost light above her but not directly above to act as more of a ceiling light.
This is how you would setup your spotlight by the window
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Here is a the difference of having an additional light source by the window has. I removed all lights from the scene other than the spotlight by the window and the hdri.
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This is the room without the light
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I set my light to 2mil lumens for the example but you will have to play around with it for each environment.
Next you want to add a light for your character, but it needs to blend well with the scene and not create bright spots like you had in your render. Add a spot light or a point light above the girl slightly to the left of her since you already have light from the window hitting the right side.
This is how close I set my point light to my character
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This is the lighting you would get without any environment lights like lamps, ceiling lights, etc. now add in your regular environment lights, so in my case i would just make the ceiling lights emissive again
This is what it looks light with all the lighting put together
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She's well lit all around yet still slightly brighter on the right to show where the sunlight is coming in.
A final touch I would put on this example render is depth of field. It makes your characters pop out of the scene and blurs the background. When it comes to DoF, the lower your f/stop is, the more blurred the render is. I tend to go for a 15,16 f/stop value.
This is the final product with all the lighting and DoF (Ignore the pose clipping)
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Next I want to mention the characters pose and expression.
There are a ton of great pose and expression sets that you can find on here, because your character is asian and im sure the base character is asian, I would look up the character name and see if there are specific poses for that character. Regular g8 poses and expressions will work on her if shes genesis 8 but since her facial structure is different from most g8 females, the expressions may come out a little weird and distorted.
At the moment, she looks like she's a balloon just gently resting on the surface of the couch. the way shes sitting without her legs or her back resting on the couch would put a lot more pressure where she's sitting since all the pressure is on a small point, you can make it look more natural with more of her touching the couch, like have her legs resting on it, or have her leaning back a little bit on the back cushions. You can also get squish morphs for her glutes which will make it look like shes actually sitting on it.
She also has no shadow on the couch which makes her stand out more, but once you add in better lighting that should be fixed.
The main thing is to fix the lighting and posing and it should be fine, but if you want to take it a step further than I would suggest replacing the couch material with a leather shader or a fabric shader because at the moment it doesnt look very realistic, it looks very meh and stands out in the render. It needs some sort of physical texture like a rough fabric or a glossy leather.
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Aside from that, you could add some plants in the pots at the back to create some color contrast inside the room, and maybe add a little more gloss to the floor if it looks a little too bland with the new lighting.
One more thing that just popped into my head is addressing her shirt, the nipples poking through a little is a nice touch but the shirt fabric makes it look very sharp, go into the shirt parameters and turn the smoothing iterations up a bit and it will smoothe the fabric around the nipples making the cloth look like its resting more naturally
You can see the setting on the bottom right like in my screenshot
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