hi glenn, yes i like the weathered look too, it makes the whole look more real than the superclean statue i did first. it was well worth the effort
thanks for looking 
thank you michalis for checking out my blog
yes, michalis, you see all the points that bother me too
… i learn from this for next time. if i do again a zsphere body, i would change the topology first (maybe just add and push around a few points in blender, and then back to zbrush for further modeling)… i was not aware that the big polygons in the beginning would cause problems when texturing. for the modeling it was kind of ok, as i not needed too much detail there… sculpting the head was easiest, because of the good basemesh i made …
ok, thanks for the info how to get one map for several subtools. it is nice to reduce the number of maps some. … and, yes, this is how i did in blender, make one material for the head, tweak it until i like it, and then duplicate it via that button, thanks anyway, as i am still need to learn so much in blender (its doing still tricks with me with the palettes…lol… i know this is some newbie problem)
hi kenny. yes, the gargoyle is exported to blender. there i made materials with the textures i had painted in zbrush, and set the scene with the slanted roof. i used cycles for rendering, not the internal blender renderer. well, the setup is very basic, camera is made like a real camera, with focal length, lens and aperture. light is only one plane emitting a slightly tinted light, placed over and in front of the gargoyle, and to the left of the camera. well, what else, rendered lots of passes, more than 600… that takes some time on my small machine, but i like to wait when i can look forward to a nice render
… i hope this helps, if you have specific questions, please ask 