

We can do that in Tabletop Simulator with Combine (F6). We’ve got something that looks like a single object now, but we need it to behave like a single object as well. If you find it’s not sitting properly on the base, you can make fine rotation and z-axis adjustments with the Move Gizmo. Then use the Move Gizmo (F8) tool (in the above screenshot it’s the selected tool on the left), along with the movement arrows at the center of your model, to precisely move your model so it’s standing on the center of the base.īe sure to check the model from all angles, including top-down, to make sure the model is aligned properly. Using the Grab (F1) tool, pick up the model and place it roughly on the center of the base. Now that we have two objects in Tabletop Simulator, we want to line them so that the model is properly standing on its base. Give the model a quick eyeball to make sure it looks like it’s the correct size for the base.

You can pick it up and move it around with left click. To rotate your model, hover over it and press Rotate Left (q) and Rotate Right (e). In Tabletop Simulator, now properly scaled, oriented, and polished And then go to the Material tab and change it to Cardboard. Again, click Local unless you are doing your second pass through these instructions, in which case select Cloud.įor Type, select Figurine. You won’t be able to miss this this image, as it will be a giant square of textured nonsense. This can be really handy with spindly bits like antennae or long weapons.įor Diffuse/Image, select the jpg file that 3DF Zephyr generated, it should be in your project directory. This lets your model clip through other models so long as the bases aren’t touching. Another option is to select the obj file for your base and not the model itself. Adding a custom mesh collider probably causes TTS to use a bit more memory and processing power, but I’ve never noticed an issue. Or you can select the same obj as you put in Model/Mesh for a much more accurate hitbox. You can leave it blank if you want Tabletop Simulator to give your model a generic hitbox that isn’t too accurate. You won’t be able to use the model in multiplayer games, but once you’ve confirmed it works, then just run through these steps again, selecting Cloud the second time through.įor Collider, you have options. If you get asked whether you want to upload it to Steam Cloud, click Local for now. Credit: PendulinĬlick the folder icon next to the Model/Mesh textbox, and select the obj file you cleaned up in Blender, named something like “-final.obj”. And then click and drag MODEL to the table. At the top of the screen, click Objects > Components > Custom. Now that we have the model for our base, we need to import our own 3D model. You can also right click and hit Save Object to easily create additional copies of the base without loading the mod. You can either follow the rest of the steps in this article inside that mod, or you can copy-paste the base’s model into a clean, empty TTS instance.
#Tabletop simulator battletech mod
Assuming you got your base from a mod in the Steam Workshop, then from the main menu, click Create > Single Player > Workshop > the mod you subscribed to > Load.

RIVETING!Ībove I have a 25mm base for my Umbra Legates. The single most exciting screenshot in this entire series. There are loads of user-created content to pick from, and you’ll find plenty be searching around for things like “ round base models“. If not no worries, 3D models for bases are easy to find all over the internet, and Tabletop Simulator’s Workshop is a great resource for this. If you followed the steps before, then you should have a 3D model of your base in your project directory. Get a Model for the BaseĪs I mentioned last time, there are various ways of getting a 3D model for your base. Welcome to endgame of building your model, and the beginninggame of you being able to use that model in-game.
