Hello , I have a question ... how would you do to create a realistic Pile of gold coins in zbrush ? to create a realistic hill of gold coins with massive size that looks realistic in 3d for each coinand not just picking several coins and layering on a normal map ...
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But, if the pile is rather far away you can simply make via texture (spotlight)
For a game, same thing except you could get away with a good normal map, and hide the hard edges with detail meshes. You could add a parallax map, but that would be overkill because the coins are so small.
What are you using this for? And how close does the camera get?
Now depending on what 3d application you are using(Maya for me),i would set up a nParticle system in a shaped container,then spawn the desired amount of particles and have the particle instances replaced by a mesh of your choice,in this case a cold coin.Setup gravity/drag etc,to try and mimic real world behavior,and then convert them to meshes,then retopo and bake(or if you really insist keep the high res,depending on what you are using it for tbh)
This is the eternal problem - either you go the sculpted/baked/normalmap/displacement route - in which case there is always a danger that it will look a little flat and unnatural from certain angles and when examined closely. Or you go the mesh/geometry route in which case you will end up with something very high poly and expensive to render.
What decides this really is the context in which it is being used, whcih we don't know. What else is going on around the coins in your scene? How closely will the user interact with the coins? What angles will they be viewed from and for how long?. Say this were for a game (for example) if your coins were part of a unplayable cutscene, needed to be shown close up in a scene that could be well optimized in other aspects then maybe going the high-poly route is worth it... However if they appear as part of a large complex landscape in open gameplay where the player is fighting off dragons and orcs, then its probably not worth bothering with high poly - it would be disproportionally expensive to render for something that the player may never really stop to look at once.
The player woudl get quite close to the coins and possibly wade among them , or climb hills of gold coins ... Its just an idea I was toying with but wanted to first explore the best approach to take , usually I see that most people make just a flat surface of coins normal map and apply on the 3d floor with hills but since it woudl look flat and unrealistic for high hills seen from sides I tought the best woudl be make some modular hills baked out of a real 3d coins hill .
but wondering how to do it with zbrush , or eventually 3dsmax , but there anytime I have something high poly my 3dsmax freezes , while zbrush doesn't .
of course I would have then to bake it .
I know something similar was used in Zelda Wind Waker for the water the boat interacted with compared to the geometry of the ocean as a whole. Well, I think the water geometry that pretty much stayed with the boat was a little higher resolution as well allowing it to be animated a little better, but I think you get the overall concept....
maybe, if you do it right, you could simulate your "wading" effect
I only wanted to know how to model a hill of gold that looks realistic from all sides and not just a normal map flat texture , the modding I do for skyrim I do mostly to face those design problemsand find a way to portray them to make more experience as well as having fun ...
So since I want to make a 3d pile of coins to bake them after , 2hats the best solution to generate that amound of gold stuff ?
If you are trying to recreate a realistic scene and what you are trying to do isn't realistic, I think you need to adjust your expectations, not only of what the engine can do but what is realistically acceptable in a scenario like the one you are proposing.
For modeling I personally would do what others have suggested use Max to scatter some fairly large coins on the surface. I'd use a few techniques.
1) Use Particle FX to spawn coins on the surface of a mesh, its a crazy simple particle set up, people use it all the time for leaves on trees.
2) Use object paint to paint/scatter coins over the surface of a mesh.
3) Use physics to drop coin meshes onto a surface, this is a very standard practice for creating piles of rubble. Then retopo the pile (probably with paint quads turned on) to help preserve the features that normally go flat, optimize the retopo so it fits in the budget and place them in the scene.
4) Create some specific meshes that are piles of coins (maybe stacked coins as 'hero meshes' or just hilly piles with well defined silhouettes to cover areas that might look flat. Maybe create some other props like golden statues, chests, candelabras that kind of stuff and place them where things are flat.
http://www.youtube.com/watch?v=h4whEGL7eC0
MassFX was added to max2012 and higher, it replaces Reactor.
Neil Blevins rubble pile tutorial (using reactor in max2011 and lower)
http://www.neilblevins.com/cg_education/piles_of_rubble/piles_of_rubble.htm
Neil is a Technical Director at Pixar and they used similar techniques for the piles of rubble in Walle
Particle Effects
http://www.crydev.net/viewtopic.php?f=291&t=76317
To place a group of meshes over the surface of another mesh. You can use vertex paint or any kind of map to define where things go and how dense things are. White = high density, gray = medium density, black = no density.
Object paint
http://www.youtube.com/watch?v=ZwHJgfdOFDw
Autodesk's intro to object paint, it was included in max 2011+.
Neil Blevins has a really good object painter script available on his site for older version of max, it works in newer versions also and in quite a few ways trumps the one that is included in max.
Its not flat after the displacement. I can't see there being any difference in the result other than the extra effort that would be wasted