ZBrushCentral

Capturing and changing a MatCap Texture

MatCap012.jpg

  1. To add your new texture to the MatCap, simply click on the little texture icon in the material modifiers and choose the texture from the popup.

A further note about twin sphere textures:

If you want to capture these exactly then the MatCap modifiers need setting for each sphere separately. For the left sphere, set Intensity A to 1, Intensity B to 0, Cavity Detection to 0 and Cavity transition to -1. For the right sphere, set Intensity A to 0, Intensity B to 1, Cavity Detection to 0 and Cavity transition to 1. You might also want to reduce Obj Shadow to 0 in the Render:Preview Shadows submenu.*

*Thanks to Svengali for pointing out how to adjust the sliders for twin spheres.

I hope you find this tutorial useful. The MatCap shown in the images - adapted from the default RedWax - is in the zip file.

Attachments

MatCap001.jpg

MatCap002.jpg

MatCap003.jpg

MatCap004.jpg

MatCap007.jpg

MatCap008.jpg

MatCap009.jpg

MatCap010.jpg

MatCap011.jpg

cool, there are so many ways to get matcaps :slight_smile:

Thanks marcus_civis for the great info.

Hey, I have a question and thought that you would be the one to know,
I’m trying to track down a tutorial that I saw several months ago,where a material was applied to a model,
then zapplinked to photoshop where the shading information layer was duplicated and then the two shaded layers were flattened. This was repeated for each of the views of the model. This actually baked the material into the model so on the return back to zbrush a texture map of the material was created.

Do you recall ever seeing this thread… cause I’m not doing something right and would like to review the steps,
If you have the time,thanks :smiley:

Thank you for your time and effort on this… -peace be with you.

thank you,

so many ways to cap a mat
:+1:small_orange_diamond:+1:small_orange_diamond:+1: