http://www.zbrushcentral.com/showthread.php?62618-MatCap-Tutorial-by-KOSOVA Alternatively, you can just copy an existing matcap, open the modifiers, and replace the image used
Nevermind, I figured it out. I had to set all of the channels to the same number, and they showed up. This goes for the vertex paint modifier, and even the material.
I'm sorry to tell you, but that's illegal. You have to buy a license from them in order to use their modified content in commercial or non-commercial projects.
-dublicate the object that has the transform you want -select that object than the object you wished had the proper transform values -modify > replace objects.
Just like how I work in Blender with characters. Rigging with the triangulate modifier on the stack for viewing normal maps correctly, and painting weights on the quad mesh.
Possible solution: World postion in a distance node and in the other input the vector position of the other camera that you get into the material by modifying a vector parameter of the Material.
oh and the thing on top of the gun up front, i always assumed they took inspiration from a phalanx cannon and just modified it to be cute. Phalanx Wiki
I'll try to provide something in a minute, but maybe it would be better if you applied 'Edit Normals' modifier to an object and e.g rotate the vertex normals randomly.