so im gonna be starting to make some tutorials soon
before that you should look up some informations
you probably noticed that in my work it is often hard to distinguish if im using a zbrush model or just painined it all in photoshop
reason for that is simple.
my realism rendering is greatly based on 3 d rendering processes.
by this i mean as i learned 3d i became aware of the stuff we usually visually take for granted.
qualities of material, importance of reflectivity, ambient occlusion, and subsurface scattering.
to any 3d artist these are everyday terms, while 2d artists usually paint them without often even being aware of wheat they are really doing
for instance , a 3d artist will at any given point use 2 types of shadows. cast shadows from a direct lightsource, and ambient occlusion shadows which naturally appear more intensively the closer planes of an object are together.
i can get into this and make it a long discussion , but easier way is to google some ambient occlusion images and examine them hard
its not a hard thing to figure out.
then once you did ta proper ambient occlusion on your painting, you proceed to cast direct light shadows.
then there is reflectivity. at any given point you are drawing characters or objects in an environment. important reminder is that environment exists even beyond the visible frame of the picture
and it reflects all over your character, amount of reflection of course dictated by the reflective nature of the surface.
look up hdri on google
and then there are material qualities one of the usually overseen ones and simply drawn from a reference without even realizing it, is subsurface scattering. it is a quality you will find in different materials, among which are basically all organics. google subsurface scattering.
after you get informed on this you will understand my videos even better once we get to spamming them