" the colour edit you did is good...how the hell did you do that? PS?"
Thanks and the color edit in itself isn't the biggest thing, I think everyone knows how to adjust color in PS/GIMP or whatever, the hardest part is to see that it needs adjusting and try to view an image if it was the first time you saw it , I have learned to do this by taking a render in PS and play with the colors/brightness etc preferably using adjustment layers so I can switch them on and off to compare.
If you don't know how I did it :
I used color balance in PS and there you"ll see that the " opposite of yellow is blue, If you view the backrgound of perfecto's render you"ll see it's a clear blue sky and the atmosphere has to reflect on the playground, I actually exaggerated the blue to make the difference more noticeable, it should be a tad less.
"........Trust me I Survey them..no fences. ....."
- This is pretty disturbing, I hope I misread LOL
Sure I realise this is a w.i.p., If you would judge my work on it's first renders you would argue i am the worst charactermodeler there is
I am not sure if you are going for the Pixar look but if you see their renders( obviously they use Renderman-but the same principles apply), you" ll see despite of the cartoonish look and feel, that the separate materials and objects have a realistic feel and look , I like the little bush beside the bench at the front although it feels flattened( colorwise), the little variations in light/shadow/color, makes it look realistic, I would add specular at al the metal especially the merry go round, since it's at the deadcenter of your image( Change the camera angle by going a bit to the left with it and turning it to the right( better composition), Make the transition between the sidewalk to the path up the park smoother , by placing some pebbles at the sidewalk, use fur to simulate grass and set the texturefilter of all your textures to .1 ( is 1.0 default), especially when you use FG this will make your textures look crisper instead of blotchy, also make sure you add a Gamma correct node at each texture connection and set it to .45-.65 ( Linear Workflow).
I would also check your FG settings in general since it's flattening your final render to much( I never use FG when using Directional lights, only with incandessent objects or area lights since a directional light is infinite it tends to render very long when using FG/GI etc)