Help Creating Miniatures for Tabletop Simulator
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in New Users
Hello Everyone,
This my first experience using any 3d software and I'm really enjoying it. Unfortunately, I need to do some specific things to get my models ready for tabletop simulator and I'm in way over my head. Here's a list of things that I figured out from the tabletop simulator forums that need to be done.
- It needs to be in .obj format
- It needs to be low poly and under 5k
- It needs one .jpg image for the artwork
- It can have one "weird purple file" in .jpg format that I don't understand but would like to add
I have attached some really nice example miniatures from the free STEAM mod workshop to help illustrate the issue.
I have two questions that I need answered.
- What export settings do I need to use to get what I need?
- How do I check to see if I got the scale right against the example miniatures?
Many thanks in advance for answering my questions and I look forward to meeting some new friends in the community.
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ExampleFiles.zip
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Comments
What is this Tabletop Simulator? If it's a shared world or online game then it will not be permissable to use store content in it, I'm afraid.
Isn't there a license for game content in the store?
Yes, several of them. You would need one for Daz Originals and one for each PA whose content you used, and not all PAs license their products for game use.
http://www.daz3d.com/catalogsearch/result/?q=game+dev+license
I haven't bought anything yet so I'm safe. Not that it matters much since no one but the 8 people I play role playing games sitting in the same room as me are even going to see my miniatures.
I see you both are Admins, could one of you help with my questions?
If it's for use purely on your local system then you wouldn't need a developer license, that's required only for games that are going to be distributed - though it does then apply only to full games, not to content expansions.
Well, speaking for myself I don't even really understand your questions, I am afraid to say. Moderators are volunteers.
But you sre saying low poly, and under 5K I can't remember off hand what the poly count of the Daz 3D figures is, but it is a 6 figure number I seem to recall, even without clothes.
Thanks for clearing the license thing up guys. I wish I could explain what I need better but I any only 30 minutes experience with this stuff. Let's see if I can add some more detail to the question. When I export to .dae format I get the artwork cut up into parts instead of one file for the whole character like my example and I believe that the art is too big as well.
The DAZ humans use several maps for each figure - as do some clothes and many props. The Texture Atlas plug-in, included with DS, will help with this by producing a consolidated single map at a chosen resolution for most figures; unfortunately it won't, I think, work for Genesis 3 Female.
I'm making a lot of dudes anyway since we don't have any girls in our role playing group right now anyway. It looks like I need is what you just suggested plus the decimator plugin. Unfortunately, some of the tutorials have an older version of the software that looks different than what I have. The decimator plug states that you access it from the view->tabs menu but I don't have than menu. Where did it move to? Also, How do I get to the Texture Altas?
If you don't have the Texture Atlas button (see screenshot) handy, here's how you can add it to a tool bar: Window > Workspace > Customize:
In the Actions (left side) scroll down to and expand Texture Atlas, then drag that icon to the Tool Bars tab on the right side, drop it in the Create menu (or wherever you want it.)
Although I haven't tested this on Genesis 3, I believe a workaround to get it to work with Texture Atlas may be to export the object in obj format, checking "Collapse UV Tiles", then re-importing back in before using Texture Atlas. (Explanation: If you open up the UVs in question in a program that does such things, the parts that use different texture maps go marching off the right hand side of the UV map, basically "outside bounds" instead of stacking everything up in the 0-1 space. You therefore need to change the new UDIM UVs to overlapping UVs before it will work in texture atlas.)
Window > Panes > Decimator (assuming you have a paid DS4 serial number or have purchased Decimator and put in the serial number).
Thanks everyone.
I'm going to try to see what I can do this weekend