RustyBug Offline Upload & Sell: On
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A couple things come to mind.
1st, it looks like the cuff is the most forward plane of focus in your ooc ... and things naturally get softer behind that plane. If you are going to edit to shift the plane of focus by sharpening the eyes (farther back), then I'd reduce the sharpness on the forwardmost plane, so it transitions as "less sharp" toward your newly established sharpness plane (eyes).
The other thing is that your eyes have a very "raccoon eyes" effect on the sharpening you applied to them, as the smoothing on the face > eyes sharpened is very abrupt (face smoothing > fingers also). If you want to make the eyes the sharpest plane by sharpening them, then do so ... working the amount of the other planes slightly less sharp as you move closer to the lens. OTOH, if you want to have them all to be in focus as a greater DOF, so the forward planes are approximately equal to the eye in sharpness ... that's fine, but you likely will want to use less "smoothing" on the face, in that case.
I think the easiest thing to do here (to your OP edit) is to reduce the sharpening on the eyes, and reduce the amount of smoothing on the skin that you have applied, so things don't have such an abrupt transition from sharp > smooth > sharp again. Couple that with some reduction in acuity to the forward most plane / cuff.
I mean, you've got sharp eyes, soft eyebrows, sharp cuffs, some parts of fingers sharp, others soft. Middle finger shows skin detail, in same plane as nose, but nose and cheeks are mushy soft with sharp lips. It's kinda all over the map, and the natural optic should have a progression to it associated with the distance / plane depth. I don't mean to sound overly critical, but I think it warrants a review of how your workflow is making decisions about the transitions between your selective edits ... particularly if your plane of focus isn't where you actually wanted it to be in the ooc.
It's a nice capture, but I think you missed focus, and have gone a bit overzealous in your edits to offset / over-compensate for that. Such adjustments are viable, but they take a bit more tedious care to coordinating the shifts in focal plane draw between amounts, locations and (rate of) transitions in edits.
Hope that makes a bit of sense.
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