As you push open the heavy oak door, it groans on rusted hinges, revealing a narrow spiral staircase winding downward into darkness. Each step echoes off cold stone walls, the air growing damp and thick with the scent of mold and ancient dust. At the bottom, find yourself in a forgotten chamber, lit only by the faint glow of your torch. At the far end of the room rests an iron-bound chest. You approach cautiously. The lock is old, its mechanism complex but brittle with age. You break the lock and slowly lift the creaking lid. Inside, a glimmering hoard of gold coins.
This set includes several useful items to draw on for treasure related game needs. The pieces come in several levels of detail, mainly reflecting how round the coin edges are. The textures included are compelling and tileable, making them useful for other models as well. Since they are tileable, they can be repeated over the same surface giving greater detail. Also, there are no images or lines in the textures, a common practice to fake highlights like ridges and indentations. This modeler takes no shortcuts. I just use the object and texture files for an open world dark fantasy OpenGL game, so this review will reflect that.
The four folders in the set include: gold coin piles in three sizes. a massive pile of gold coins, a treasure chest with gold coins, and a table with gold coins. The various sized gold coin piles come in handy for seeding forests and castles with reward. The three pile folder includes three pile sizes each with three levels of detail. Increasing the detail greatly increases the file size, so it's nice having the options. For example, the lowest level of detail for the smallest pile results in 287397 vertices for six-sided coins. The next level of detail uses 719268 vertices for higher sided coins. The highest level of detail uses a hefty 2353968 for smooth round edged coins. That's just for the small pile. Modelling each individual coin for a pile is resource intense and thus not seen much, but results in a realistic and complex piece without the artifacts that transparency and texturing shortcuts give. The metal texture included for the piles here and the other folders is a rich compelling gold in varying shades with bits of yellow. If you want silver coins, you can use common image processing software to convert the texture to black and white.
The very large gold pile folder produces an astonishing complex pile, although naturally at considerable resource cost. The six-sided very large pile comes in at 865002 vertices, the higher sided at 2581920 vertices, and I couldn't determine the vertex count of the highest detail very large pile as it was to large for my software to accept.
The treasure chest folder includes detailed wooden chest with metal bands, rivets, and ring handles surround by a hundreds of coins. Three distinct texture tints for the wood are available for the chest. The three levels of detail reflect the number of sides on the coins as with the coin pile models. The chest can be rendered with or without the coins. I render the chest without the surrounding coins until a player character opens it, then with coins.
The table/bench and coins folder includes a table object with complex constructions details including wood, metal, and rope. Rope ties together wooden boards at the table base and metal rivets detail the table edges. Three distinct texture tints for the wood are available for the table. Four levels of detail are available for this piece depending on roundness of the coins edges and whether the rope and metal detail are included. The table can be rendered by itself saving considerable on the vertex count over having the coins included. The table can be resized as a bench or desk. The original size I use as a desk, scaling the vertices up 1.25x for a table and down .5x for a bench.
This set is a fine example of the compelling and breathtakingly detailed gothic natural object work of Enterables.
Very nice models and textures.
Nice model with good details
Nicely detailed chest, table & 'loot' (they'll work for close up shots or as a hero assets).Very useful for a range of game styles/genres.
Well made objects. I was able to import them into Character Creator without issue.