Hi everyone,
This is one of my sculpting studies based on Michelangelo’s David. I started this project in Mudbox, but later converted the sculpt to ZBrush, as Mudbox was running very slowly on my computer (not sure why).
I completed the entire sculpting process in ZBrush and rendered multiple passes — including occlusion, final gather, and subsurface scattering — in Maya/Mental Ray. Traditional cast drawings were my main reference for lighting and rendering.
I didn’t extract a displacement map; instead, I used the Decimation Master plugin in ZBrush. Later, I composited all the render passes in Photoshop, added some dirt textures, and applied various filters such as lens blur, sharpen, color adjustment, and exposure.
I hope you like it. Enjoy!
P.S.: The ZBrush sculpt has approximately 4.5 million active points. I mostly used the Move, Clay, and Flatten brushes, along with many reference images of David.

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