final renderings
Original picture
The specific steps are as follows:
1. Open the image and press Ctrl+J to copy one layer.
2. Since the final effect of this example is a bit hazy, you can use the blur tool directly to smooth the skin color of the character without retaining the texture. The settings are as follows:
3. Image - Apply image, the mode is color filter, the purpose is to brighten the picture.
The color will then be basically normal.
4. Select the layer copy, Ctrl+Alt+~ to select the highlight, and Ctrl+J to copy.
5. Continue to select the background copy layer, Shift+F7 to invert the selection, and that’s it. Select the dark tone. Ctrl+J to copy.
6. Select the background copy layer, Image-Calculate, select red and gray, check the invert below, calculate until Alpha1, load the selection, return to the RGB channel, Ctrl+J copy This step is to select the midtones of the image.
8. Arrange them in order, name them highlight, midtones, and shadows respectively. Set the blending mode of the highlight layer to Screen, and the blending mode of the other two layers to Normal.
9. Select the dark tone layer and go to Filter - Noise - Reduce Noise on the dark tone layer, mainly for sharpening (USM sharpening is not used here because it will look better if you use Reduce Noise Sharpening. Delicate), press Ctrl+F to repeat.
10. If you feel it is too sharp, you can fade it out, select Edit - Fade in, and set the parameters as shown below:
11. Use Filter-Blur-Gaussian Blur on the midtone layer, and set the parameters as shown below:
12. Go to Filter - Noise - Reduce Noise on the highlight layer, set the parameters as shown below, and press Ctrl+F again to increase the effect.
13. Create a solid color adjustment layer, click the red circle below the Layers panel, and set the blending mode to Soft Light.
14. The parameters of the color value are as shown below:
15. Create an optional color adjustment layer and adjust the neutral color. Set the parameters as shown below:
Finally, add text embellishment, and it’s almost done. The final rendering is as follows: