Ancient Chinese Coin - Material Showcase

Here's a simple material made using basic rigid body simulation and a few tweaks that make it tileable and all baked into PBR maps.
I first created the coin itself and dropped a bunch to a floor in Blender and then baked the animation. After that, I duplicated the result and retouched it to make it tileable.
The result was all baked on a plane in Blender with some minor adjustments made in Substance Designer.

Hope y'all enjoy it!

2x Tiled Sphere.

I first sculpted the coin in ZBrush. Always gather references!

I first sculpted the coin in ZBrush. Always gather references!

Always looking at reference, I quickly textured the coin in Substance Painter. I made two versions of it with slightly different wear/rust.

Always looking at reference, I quickly textured the coin in Substance Painter. I made two versions of it with slightly different wear/rust.

The rigid body simulation is very simple, it's supposed to be a fairly light object and that's about it. I did increase the "Steps per Second" to increase accuracy and added a thin sensitivity margin to avoid clipping,

The rigid body simulation is very simple, it's supposed to be a fairly light object and that's about it. I did increase the "Steps per Second" to increase accuracy and added a thin sensitivity margin to avoid clipping,

I baked the result and duplicated it all around so I could make changes to have it tile properly. It was a fairly effortless process.

I baked the result and duplicated it all around so I could make changes to have it tile properly. It was a fairly effortless process.

Tiling is noticeable but not too shabby given the proper context.

Tiling is noticeable but not too shabby given the proper context.

Rendered in Eevee.

Rendered in Eevee.