Wow, a year later, I get back to the verdigris:
Updated 1.51 Verdigris Idol:

This type of verdigris, like the Rusted Golden Idol effect, is more of a painted texture, and less of a material. In Pix’s version, three different materials are used. The effect is painted on in 2.5D, just like in Pix’s Rusted Golden Idol zscript.
STEP 1:
[img]http://www2.zbrushcentral.com/zbc_uploads/user_image-1034465924lzx.jpg[/img]
Start with a black/green base. Basically paint the entire object black or black/green. Use the simple brush and a low specular modified Basic Material and ZAdd OFF. Keep if off for the next step too. I used the same material Pixolator used for the first pass of rust, but I removed the noise and color bump. Select a slightly lighter green and splatter or dab it on in spots. Then change to the smudge brush, freehand stroke, ZAdd off, and modify the Color Blend in the Smudge Tool, and the RGB Intensity and draw size to get the smears looking right for the scale or size of object. Brush down the object in the paths that water is likely to flow. Verdigris is, after all, corrosion induced by moisture. Switch back to the simple brush, a splatter-type alpha, the Drag Rect or Spray Brush Stroke, and another slightly-lighter green (still relatively dark). Put a little of this color in and then switch back to the smudge tool and blend the new color in.
This may be good enough for the average Verdigris effect. You could stop here.
STEP 2:
[img]http://www2.zbrushcentral.com/zbc_uploads/user_image-1034465941xxz.jpg[/img]
Verdigris can also develop white powdering encrustations, which also disolve in rain and create greenish white smears. Use a splatter-alpha, like #23, or even just a single dot alpha, the Simple Brush, the Spray Stroke with Color set .01 or 0, Flow .1, and maybe a higher placement for more randomness. NO ZAdd yet. Set the color to white. Test Draw size, and spray a few specks here and there. Switch to the smudge tool again, and smear the specks down until you mainly just have whitish smears and no specks left.
STEP 3:
[img]http://www2.zbrushcentral.com/zbc_uploads/user_image-1034465959kkc.jpg[/img]
Now use a Basic material with color bump and noise. I used Pixolator’s second rust material. These materials will exist in your Material pallette after running the Rusted Golden Idol zscript. Use dot or splater-alpha, a Brush tool that will give you ‘3D’ effects, the Spray Brush stroke, and now use Zadd. Select a white color. The object is to add some white nodules of powder.
Now the verdigris is complete, but for an idol on which some sort of animal sacrifice may have been performed, we should add some more ‘stuff’. For ‘mud’ or ‘dirt’ or some other type of corrosion, use the same brush/material setup we just used for the white encrustations, and select other colors. Apply ‘randomly’.
For blood splatters, use alpha 23, the spray brush or drag rect stroke, and the simple brush with ZAdd OFF. Select a very dark red color, and add some random spots, speckles, etc. Switch to the smudge brush and smear half or more of the blood spots into the surface, creating smears down the sides in the likely paths that blood would flow. Leave some spots un-smeared.
:qu: I have my own question now: I used a color-bump material on the 'floor'. How can I add blood spots to the floor without affecting the bump of the material? The color of the spots creates a strong bump effect, and it makes it look like the blood ate into the surface of the floor. :qu: