wow, i must say i really like your images Ragholio, i'd be interested in knowing your process, especially if it involves photoshop
i play with photoshop myself but my current method gives me finished images that look quite cartoonish with the black outlines etc...
but i really like ur realistic method
please enlighten me if u will
Thanks.
I work with mixed media mostly and it can be very technical. I first start of with rough geometry in 3DS Max 2010 including placeholder objects such as raw boxes and cylinders etc. just to get the rough layout and composition. I also pay attention to the properties of the virtual camera, such as apperture width (usually 50mm is great for portraiture) and focal plane. After i've finished modelling everything I light my scene with a few omni lights and some spot lights through windows for some directional shadows etc. Then i'll do some basic texture work with an emphasis on shaders (specularity, bump, rimlight, skin etc.) rather than detailed textures. Then comes the most important and time consuming step; I render everything in layers in very high def (4096x2305). The layers are usually any objects and lights in the Background, Midground (the character) and Foreground. They all must be saved as sperate PNG files (to preserve the transparency channel). I then render a Screen Space Ambient Occlusion pass for each layer as well to add ambient shadow depth.
Next comes Photoshop. I composite everything in their respective layer order. Then i go nuts painting, masking, adding fake highlights, painting more detail into the hair geometry etc (all on an ever growing stack of layers as not to damage the original layers). Each layer is cloned 3 times; the first layer is filtered with an underpainting effect, the 2nd layer is filtered with a cutout effect at 25% and the 3rd layer is left as is but only mixed in at 50% to keep detail. This gives everything a more artistic quality. The final Photoshop stage is fake depth of field and the reason why i have foreground and background layers (this can be done in 3DS Max but the rendering overhead is way too much at 12 hours+ per layer) using the lens blur filter and a mask to control how much of the effect is on different areas of the image. When i'm happy, the image is flattened and reduced to 1920x1080 and saved out as a bitmap.
The next stage is taking the bitmap into Premiere Pro and processing it with an awesome plugin called Magic Bullet Looks. This plugin emulates the photochemical process of anologue film. In this stage i add things like lens reflections, film grain, curves, contrast, bleach bypass etc.
The final stage is back into photoshop for mastering. I clone the original as a new layer, and process it with an effect; lets say crosshatch. Then i mix it back in at about 80% and erase the area around the face and aother important details. Flatten and then export to a jpg and upload it to imageshack and devianart etc.
Long winded I know, but this all take about the same time it used to take me to do pastel chalk paintings when i was in art college 10 years ago.
I hope this gives you some insight into how i work