Hi!!
I am new to populating a scene with a lot of small objects and I would like to ask suggestion and guidance from people in polycount on how to go about doing it.
I am trying to create a scene with a lot of gold coins and not sure how to go about doing it. I tried doing mash on a simple gold coin and populating it but I found it creates computer delay and sometimes error from maya. Is there anyway to recreate a scene like this without taking so much computational space?
One that I think about is Ivy generators, but how do I do it with coins instead of leaves.
Replies
If is for movies then with a particle generator you cand do it. Model a mesh and spawn 3d coins particles on that mesh where you want.
if is for games then i think you should do it with a tiling texture and with some coins models here and there for exemple on the stairs you can add some 3d coins.
If you only have a few meshes instanced around the scene, it makes it much more manageable to make your high poly in whatever way you want(mash, physics simulation, manual placement, ect.)
More feedback would be awesome.
1. Underlying tiling coin texture
2. Big piles of baked unique 3d meshes that you place on top of each other.
3. Single smaller piles of coins that is the small detail at the edges of the mound.
So for the instances for the larger baked stacks, and could use foliage tool for smaller piles. This would also be a lot easier if it wasn't going to be interactive — if the player can walk around everywhere you'll have to spend a bit more time making it good from every angle/distance. But if some stuff remains firmly in the background, you can give it less unique attention.
Edit: Just 3D scan real dragon gold piles : P