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I was talking with a couple people this evening while I was working some on a personal art project in ZBrush that has me sculpting a lot of stone / concrete assets and the topic came up of preferences for matcaps. I mostly just use 99% of the time the default matcap gray but have a couple others I'll pull up that are pretty much the same thing but maybe just pick up edges with a lil more pronouncement.
Was curious though, what matcaps are people using for environment work in general? Any favorites?
Was curious though, what matcaps are people using for environment work in general? Any favorites?
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- Offline / Send MessageWhiteCavity and/or Basic, since most of the other material tend to disperse the cracks and such.
- Offline / Send Messagefg_grey_metal (by someone else... Not sure who): https://dl.dropbox.com/u/30185090/fg_grey_metal.ZMT
And one I made myself: https://dl.dropbox.com/u/30185090/GrainyMonteCarlo.ZMT
fg_Grey is by far my favorite, though. It's beautiful, and is fairly accurate. - Offline / Send MessageRed Wax
I did not know that people still use that!! xD
Matcap_Grey or skin shade4 - Offline / Send Message
- Offline / Send MessageMatcap White Cavity for all your sculpting needs.
That metal shader looks nice, but I'm not sure I'd use it while I was scultping. - Offline / Send MessageI think its best not to get stuck on one matcap alone, altho gray is a majority default. switching to different detail depth and light orientated matcaps can show bits you've missed out or need to work on. Some more extreme cavity based ones are good for checking areas altho at the same time to use as a default may not always be an accurate representation of normal height, being that they often amplify the detail.
- Offline / Send Messagecross post from your Facebook post:
RS Grey Resin for the block. I switch for other stages like polypainting and presentation. I try to stay consistent with the material I use while sculpting so that I can guarantee that I get consistency across my sculpts. Some materials have deep or shallow cavity detail that will translate into digging too much into the sculpt or not enough.
- BoBo - Offline / Send Messagewe try not use mat caps at all, as they incorrectly represent any depth or detail information in your sculpt. the cavity materials exaggerate detail and your normal maps will suffer and seem flat compared to your sculpt. we only use basic materials for sculpting as its the closest representation of the final product. in the end you don't want something that is going to make your work seem better in a an application nobody is going to see it in besides your team, you want to work on model that looks as close as possible to the final product.
- Offline / Send Messagecross post from your Facebook post:
RS Grey Resin for the block. I switch for other stages like polypainting and presentation. I try to stay consistent with the material I use while sculpting so that I can guarantee that I get consistency across my sculpts. Some materials have deep or shallow cavity detail that will translate into digging too much into the sculpt or not enough.
- BoBo
Where can one find that Matcap? I've tried searching past threads and Pixologics matcap library to no avail. - Offline / Send MessageLook up Ralf Stumpf matcaps. He has several good ones.
- BoBo - Offline / Send MessageI try to use the gray default one, it gives the best preview of what the normals will actually result in.
- Offline / Send MessageJust to be clear, when you guys say Grey/Gray you mean the BasicMat, right? Not BumpView...
- Offline / Send MessageYup. I have no interest of making a 'pretty' sculpt and fool myself : D The results are what matters ^^