Although I have already uploaded these Matcaps at the beginning of the thread, I put them back separately.
The captures on the model are made using the .exr file directly.
I have corrected some white points that appeared in both files because of using the radial blur.
Without removing the original version, I upload a new version with some radial blurs, so that the colors are more homogeneous. The appearance of the smoothing on a complex model varies little, I have simplified it so that the volume is more understanding. I started with materials with many lines to analyze the surface, but over time I think that it is better sculpted with them the simpler they are.
What is your opinion? What version do you like more?
I put the last pair on the line.
I have corrected the contrast of the previous ones, which was bad in the Color Management Look.
I have also ordered the Google Drive, because it accumulates several tests.
I will delete some previous post, so as not to duplicate the information.
Here I finish.
To finish, I upload one of the first Matcaps I made, which he uses as a mixture of others. At first I do not like its simplicity, nor how Filmic corrected the color of the .jpg, but now that I can load the .exr I like it more and I find it clean.
Since I’ve only seen one other anisotropic mapcap here so far, I made another one.
I used the hdri “Subway Entrance” form HDRI Heaven for lighting, so it’s tecnically not 100% my own work but, it should be fine as the hdri is also CC0.
JPEG (Don’t use this in blender because the filmic view transform will be applied twice. (Once already in image and once in viewport.). Use the EXR instead):
Now that the Matcaps can be formatted .erx I think it is convenient to update the mc17 that Blender has by default, which is usually used in hard modeling.
I think the miniatures of the Matcaps should also be shown with Filmic. I also do not understand why the Matcaps are obscured when activating the Dyntopo in Sculp Mode.
Nice!! But maybe the darks are too dark? Like Wazou said, we should avoid almost perfect whites and blacks.
But at least on my pc, when using your matcap on blender it was lighter than your screenshot… strange.
“Dynamic range” of this matcap exactly same as in zBrush. May be just little little brighter is ok, or it will looks like dull original blender clay
Are you sure you set Gamma 1 and Exposure 0 in your settings?
Made this with sculpting in mind. It don’t look so great on a simple ball but for complex shapes like the character in this image it will show finer details well - his skin/lips for example.