This kind of angle is how most people would see the gargoyle. The expression looks really strong from below and it allows people to see the organs clearly too. They don't obstruct the view to the face.
Also, the less interesting back of the head is facing the wall and the interesting features are facing the viewers/ players.
I chose to go for an aluminum texture because the thin parts need to be able to support the heavier parts and aluminum is both strong and light. I imagine the lungs, head and heart to be mostly hollow so that they're not too heavy and cheaper to produce. If you bashed them, the sound would echo inside.
I wanted the colours to represent that of the human but to also feel like they could be made out of aluminum.
Metal sculptures are rarely painted so each organ would be cast from dyed aluminum and then welded together.
The model would be protected from rain above by the wall and from vandalism by it's height.
The main source of weathering would be from the water going through the gargoyle.
You can see in this closeup how the water has seined and eroded parts of the face over time.
I like the way it trickles down the creases in the face like real tears would.
The idea is that the water would also flow down inside the trachea, through the lungs and into the heart via the pulmonary artery.
The heart would then fill up with water and overflow from the hole in the vena cava.
The water has stained the metal on the heart too.
The Zbrush material I chose was 'MatCap White Cavity'. I like the way it exaggerates the creases, making the facial expression look even more pronounced. Also, it looks very metallic and nice to touch.
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