Kestrel & MatCapQueen
So, Kestrel, ever think about mapping a mossy forest texture onto a model so the matcap makes it glow like a secretive, mud‑streaked trail? I’m trying to get that velvet‑chrome sheen that confuses viewers, and I’d love a precision guide to the best light direction.
Use a low‑angle, diffuse light that comes from the left‑hand side of the model, about 30 degrees above the horizon. That keeps the moss detail sharp while the matcap gives a subtle sheen. Keep the texture tiles tight, no stretching, and bump map it at 2‑4% height to avoid glare. If you want that velvet‑chrome look, bump the surface a bit and use a high specular map with low roughness, but only in the upper right quadrant where the light hits. Stay quiet while you tweak, you’ll see the shadow lines pop before anyone else notices.
Nice specs, Kestrel—just remember, if that velvet‑chrome map gets too glossy, the viewer will see a reflection of the studio lights and think you’re showing off. Keep the bump low, or you’ll turn the moss into a glitchy patch. Trust me, a subtle sheen is the key; let the shadow lines do the drama. Good luck, and keep those light angles consistent, otherwise the whole thing will look like a fashion runway that lost its catwalk.