It’s been a long while since I have posted here - so, it’s about time to change that.
All modeling and texturing done in Blender (using the customized build for Vray), rendered in Vray 3.4. Rendertime was around 22 hours at full resolution of 4000x5600.
Materials were mostly made in Substance Designer, others based on image textures from textures.com.
The girl is based on a mesh from MakeHuman and then refined using sculpting within Blender. Her hair is done using multiple particle systems, although I am not really satisfied with the final outcome. All of the cloth in this image is based on simple cloth simulation and then refined using some sculpting. Again, this is a difficult thing for me so it was another learning experience.
Ivy was generated using the Ivy generator script in Blender. I then fine tuned the leaves and materials manually. The walls and bricks are all placed using the awesome Random Object Array script (https://cgcookiemarkets.com/all-products/random-object-array/) and are real geometry - no displacement used anywhere. I tried to mimic the workflow that tools like Railclone for 3dsmax seem to offer - I have never used them, but I think ROA definitely helped me a lot to achieve somewhat efficient workflows for what I had in mind.
Post processing done in Photoshop and the GIMP (film emulation using G’MIC).
The griffon mesh is based on scanned data and available on sketchfab: https://sketchfab.com/models/24cea165ed4347f28d7bd6162952ec2a
Some of the architectural frescos and ornaments come from dikart.ru
You can view a larger version and find more of my “philosophical” thoughts about the image at deviantart
Let me know what you think, I’d be very glad to get some feedback here