Yeah, I opened blender and the wasp file just as it came out from the zip downloaded from the website.
Sounds like something.
But yeah, the original file is borked, you need to change those settings yourself.
Ok, check this.
System not allow me upload more than two matcaps to this poll.
(update original post).
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.
Here’s a matcap made for modeling with cavity, shadows, wireframe visibility, and custom colors in mind.
In use:
File: https://www.dropbox.com/s/2szf0jr9li95am7/Matcap_Ultrasoft.exr?dl=0
This one was made with hard surface modeling in mind:
By itself:
Mixed with colors and cavity:
In use with flat surfaces:
File: https://www.dropbox.com/s/d8oywyvrafvdoms/Matcap_MetalAF.exr?dl=0
My shot at the obligatory sculpting wax:
File: https://www.dropbox.com/s/mkznt9f7kvodf9d/Matcap_DefaultWax.exr?dl=0
Some black or dark gray would be good for previewing weapons.
My posts above are being marked as spam just because they have OneDrive links to the MatCaps?
Edit: thanks to whoever fixed that.
@zebus3d Here’s a very dark grey with rim lighting.
Download:
I wonder if it’s at all possible to replicate the iconic ZBrush look via a matcap?
Not sure exactly what’s happening, but surface seems more shiny the sharper it is, and concave surfaces feel… dry? While I’m not a ZBrush user, I’ve always found it visually appealing.
Fun fact: The red wax matcap is the most hated zbrush material of all times among zbrush users (hence my username ). In fact, many users asked for it’s removal as the default zbrush matcap, and in answer to that, pixologic had to release a feature that allowed you to change the default matcap with another of your choice.
And no, this look is not easily achievable in blender, because the material system in zbrush has some special features, like, this matcap actually uses two images to achieve this look, one for the convex areas and one for the concave areas, and the effect of this is controlled by cavity detection/cavity transition and other features in the matcap material options.
But hey, the blender devs are genius, they can make a similar matcap material system, or even better, if they wanted to.
Hm this is really easy to do! You literally just take the 2 images, compare surface normals to blend the 2 images.
(as node material)
If I had the time to get familiar with blender code I could probably do it in a few hours.
Haha didnt knew that.
Nice, thanks!
Grabed spheres from maya viewport, this one is linear
!
You probably shouldn’t be grabbing stuff from Maya
Just make sure it is:
Your own creation
CC 0 - Public Domain
512x512
16bit EXR
I’m afraid it’s way more complex than that…