1 - BPR Shadow: shadows achieved by the Best Render Preview - 100% Normal
2 - BPR AO: Ambient Occlusion achieved by the Best Render Preview - Multiply 100%
3 - BPR Render: basic render obtained by the Best Render Preview - Screen 100%
4 - Right Light: render obtained using the basic material and keeping the light on that point from the right - 100% Screen
5 - Color: the model has been colored with spot color. This serves a dual purpose, to have the base color for each of the colored areas’ surface and to select them quickly with the magic wand - Hard Light 100%
6 - Right Light (copy): used to accentuate the lighting, it is changed by two adjustment levels (levels for contrast and Hue/Saturation to give a color, in this case a yellow/orange) - 43% Screen
7 - Left Light: render obtained using the basic material and keeping the light on that point from the left/rear, this light is changed by adjustment of two levels (levels for contrast and Hue/Saturation to give a color, in this case a cyan/blue) - 100% Screen
8 - MatCap Metal01: metallic effect - Hard Light 80%
9 - Matcap Metal02: metallic effect - Hard Light 80%
10 - Fake SSS: a fake Sub Surface Scattering MatCap made by me starting with the red wax default matcap, replacing textures with a simple concentric gradient from red (outside) to black (inside) and slightly modified in some parameters, nothing that anyone can get in 5 minutes - 100% Screen
11 - Backlight: Outline MatCap suitably modified with a custom texture, serves to accentuate the light coming from behind - 60% Screen
12 - Details: MatCap Framer01, serves to accentuate the fine details and give more contrast to the image - Overlay 100%
13 - alpha channel
14 - depht: used in some control channels to accentuate the depth of the image
Of course, there are a number of levels on which I paint, using custom brushes in Photoshop, some fine details, such as the weave of the fabric, dirt, spots and pores of the skin, hair, abrasions on the metal parts, etc. etc.
I could make these details directly in ZBrush, but I noticed that results are much better in PS.
Also painting directly in PS give me more control.
Many levels have linked adjustment layers to accentuate, soften or color the same levels.
The decorations on the red robe were added in post/prod. directly in Photoshop.
At the end of the day, the process is not particularly complex, the longest part of the work is done the model in Zbrush. Compositing in Photoshop takes me away from 1 to 2 hours, not more.
Hope this is clear, excuse for errors in my english.
Bye bye