

To use them, just create a shadeless material for your model and then add the image as a texture mapped to the materials normal co-ordinates. Here are the seven matcap images used for the renders above. You can mess around with the world settings and material settings on the sphere to get all sorts of results though. just a sphere with a basic three point lighting rig and some planes for ray traced reflections. blend file from BlendSwap, see after the jump for the matcap images themselves.Īs you can see it’s a pretty simple blend file. blend and a few of the matcaps I generated for anyone interested in doing some sculpting in blender, or just showing off the results. It was a fairly quick process and the results work rather well as matcap images for my sculpts. So I thought it would be simple enough to build my own matcap generator in blender that I could use to generate whatever material I liked and render it as a matcap style sphere. zmt format, which if you dont have zbrush are difficult if not impossible to export to something you can use in blender. Whilst zbrush central has some great ones that are well worth checking out, these all come in a rather unhelpful.

Whilst doing some sculpting today I found myself casting around for some nice matcap images to apply to my sculpt. Alternatively if you’re using them in blender, just set the “size” option in the texture mapping options to 0.98 in each direction blend download to fix an issue with the rendered matcap images not aliasing correctly when used as matcaps, but to get the most out of the matcap images at the bottom you may want to crop the outer few pixels from the outside of the image.
