ZBrush Tip: Custom MatCap Workflow for Stylized ZBrush Shading

December 08, 2025 2 min read

ZBrush Tip: Custom MatCap Workflow for Stylized ZBrush Shading

Create custom MatCaps in ZBrush to lock in a distinctive, stylized look directly in the viewport without complex lighting setups.

  • Start with a safe duplicate:
    • Open the Material palette, pick a MatCap you like (e.g., MatCap Gray), then Save As to create your working copy (.ZMT). This avoids overwriting factory materials.
  • Launch MatCap Maker:
    • Material > Modifiers > MatCap > MatCap Maker. This interface lets you define the diffuse and specular components that give a MatCap its “baked-in” light and highlight behavior.
  • Capture custom highlight and diffuse maps:
    • Use a high-res Document (Document > Double) and place a clean Sphere3D as your reference shape.
    • Paint or composite the desired highlight pattern on the sphere (soft round for plastic, elongated for brushed metal, sharp rim for toon/anime looks).
    • Texture > GrabDoc to capture the current document into a texture. Load that texture into MatCap Maker’s Specular channel. Repeat with a softer version for Diffuse.
  • Shape the style:
    • Specular size and intensity: Tight and bright for glossy, broader and subdued for matte.
    • Anisotropic cues: Stretch the painted highlight to hint brushed or directional materials.
    • Rim emphasis: Add a bright ring near the sphere’s contour to create punchy, toon-friendly edges.
    • Hue separation: Nudge diffuse and specular colors apart for stylized materials (e.g., warm diffuse, cool specular).
  • Refine with Material Modifiers:
    • Tune Cavity and Ambient contribution for extra crispness in creases.
    • Adjust Specular Curve/Strength to balance hotspot visibility across varying surface angles.
  • Assign per-subtool and lock it:
    • With M selected (Material channel), go to Color > FillObject to bind the MatCap to a SubTool. This preserves material choice while you iterate on others.
  • Combine for richer results:
    • Stack look-dev with polypaint and BPR Filters to push contrast, rim boosts, or saturation. For compositing, render passes and blend in post.
  • Performance and pipeline notes:
    • MatCaps are performant and great for look-dev and presentation. Because lighting is baked, they’re non-physical; don’t expect consistency with PBR renderers.
    • For game/film pipelines, use MatCaps for concept and review, then switch to PBR shading when exporting normal/displacement/albedo maps.
  • Organize and reuse:
    • Save your .ZMT to a custom Lightbox Materials folder and version them clearly (e.g., StylizedSkin_v03.zmt).

Pro tips:

  • Build a small library of archetypes: “Toon Hard,” “Soft Clay,” “Pearl Coat,” “Brushed Metal.” Swap fast during reviews.
  • Pair MatCaps with Mask by Cavity or AO-based polypaint to amplify form readability.
  • Export a flat-shaded pass and your MatCap render for easy two-layer compositing boosts.

Looking to standardize licenses or expand your team’s ZBrush seat count? Explore flexible purchasing options and expert advice at NOVEDGE. Their specialists can help you build a curated MatCap and rendering workflow across your studio. For current ZBrush offerings and professional support, visit NOVEDGE.



You can find all the ZBrush products on the NOVEDGE web site at this page.







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