For blender internal it s as easy as making a material shadeless and mapping the matcap texture with normal mapping.
Red mat cap texture.
Another advantage the red matcap has over the stripes is that you can keep it enabled while modeling without going blind.
It s great for hair shines or shiny but anime styled metal.
This library gives you one unique location to view download and add textures to your creations.
In the video i show how to add a mesh to a sculpt directly in scul.
Welcome to this curated collection of textures and image resources.
Median matcaps are applied by adding the texture multiplied by the albedo colour.
The original method for displaying glsl matcap pre 2 66 still work in 2 66 if you want to add your own glsl matcaps was to add a material to a model make it shadeless then in the texture panel for that material load the matcap file then set the texture coordinates to normals instead of the default generated.
Below are my personal 3 favorite matcaps from.
Welcome to pixologic s texture library.
This library gives you one unique location to view download and begin sculpting with that unique matcap look that only zbrush can give you.
So find your favorite mirrorball image and save it.
Pixologic has created a library full of amazing matcap materials from zbrush artists who wish to share their work with the zbrush community.
Luckily all the 2 79 matcap images are available to download here on github.
The blender fast sculpt addon is updated now with new features for blender 2 82 sculpting.
A white matcap on a red surface will be red.
Welcome to pixologic s matcap library.
This collection is an on going project as with each movie we create a number of textures based on our own resources photographs scans etc made completely from scratch or contributed by the community.
A white matcap on a red surface will be white.
See what zbrush can do with your textures.
For cycles you need to stack some nodes to get the correct mapping.
The vector transform gives invalid output.
The red arrow and circle around it let you see the surface angle you re defining as you create a normal.
Matcap gives you feedback as you go along.
The lightball that appears whenever you define a normal shows how the cumulative effect of all of the normals will look on a sphere.
It s great for skin and glassy objects.
While all this mostly makes sense to me i just can t find any of these settings anywhere.
When the intensity is raised the matcap becomes brighter.
In versions 2 76rc3 and earlier this doesn t work when open shading language and cpu rendering is enabled.