Tabletop Simulator

Tabletop Simulator

Saught's Desert Assets/Models/Objects/Props
21 Comments
Lemmy 19 Mar @ 4:26pm 
Is this model set scaled to 32mm?
Ticklemaster13 10 Jul, 2024 @ 3:22pm 
Bro I actually love you. You're doing the lord's work man.
Lecourbe 13 May, 2023 @ 3:58am 
Mount&Blade props
What's ur mission in E-on sea 10 Aug, 2021 @ 8:19am 
Oh, got it. Making a bundle with tons of stuff could be a demanding job, though.

You see, I'm not really sure about when and why it happens, but sometimes when I try to place my tiles in certain location, it just get blocked. I'm sure I lock every single tiny objects around, but it did happen for about 2-4 times last week, especially when it comes to multilevel buildings 、buildings with yard or some else. Anyway, I'm trying some other ways recently, and sincerely thanks again.:praisesun:
Saught  [author] 9 Aug, 2021 @ 11:49am 
@undie18 Just to clarify, I didn't actually "create" anything myself, just ported them to certain formats to adapt them for TTS.

I'm having trouble understanding what you mean by "air models", maybe you can clarify? If you're having trouble with colliders you'll need to lock the item.
What's ur mission in E-on sea 8 Aug, 2021 @ 10:16pm 
HELLO saught. I've used your mods in my trpg maps for a long period. I have to say, the models&objects you've created are really marvellous, especially desert series&city series! Thanks for those creation. However, there's always a problem puzzles me: Why the "air models" exist in some house/ground objects? How can I remove them? Looking forward to reply.:praisesun:
feydras 26 Nov, 2020 @ 2:59pm 
These are amazing and exactly what I was looking for to help bring Katapesh to life! Now, just trying not to feel too overwhelmed.
Ðrim 16 Aug, 2020 @ 5:53am 
I see! Bummer, well hope you can get around that :) Keep up the good work.
Saught  [author] 15 Aug, 2020 @ 8:26pm 
@Ðrim There are some "asian aesthetic" buildings from the same game that these assets are from but unfortunately most, if not all, of the other "setting decorations" get corrupted when converting from .vdf to .mdl and I can't even open them in Blender. I haven't looked into that specific folder of assets too much due to the frustration but I know there were *some* buildings that were fine. I'll take another look at it though.
Ðrim 15 Aug, 2020 @ 5:59pm 
Just found your mods and omg thank you so much! Any chance for a Jungle/Asian mod down the line?
sinnamonrolliepollie 14 Aug, 2020 @ 9:41am 
Thank you!
Joe Midnight 18 Jul, 2020 @ 12:55am 
Your a life saver. Was trying to find sand for a beach and was going nuts! Thanks so much.
Count_Drakin 3 Jul, 2020 @ 8:36am 
This is fantastic! Thank you so much!
Kendo353 21 Jun, 2020 @ 7:38pm 
lol.. wut? thanks a lot. ton of useful stuff.
El Pijurro 19 Jun, 2020 @ 4:36pm 
thank you, my man
Saught  [author] 19 Jun, 2020 @ 7:30am 
@coopermickey03 I didn't make any of the meshes or textures myself, but I spent about 6 or 7 days converting this stuff. I didn't know what I was doing at first, but once you figure out a workflow with whatever extraction tools you need it can be pretty quick. Majority of my time was spent manually fixing colliders & z-fighting(?) faces.

Focusing on a single model, it would probably take me about 5 or so minutes from converting, reassigning materials & renaming the files (to stay organized), importing into Unity and setting up the materials, compiling the AssetBundles and then importing into TTS & renaming.

It's much faster to do a full folder though as most of the objects would share textures, which means less fiddling with materials. Maybe like 20 minutes for something like all the House_02 buildings.

Most important thing is keeping organized (naming schemes & file structures) to easily reference back things though. That takes up extra time.
coopermickey03 18 Jun, 2020 @ 10:15pm 
Thank you ! Outstanding work. Let me ask what time does it take to create an asset like this?
Furt 17 Jun, 2020 @ 5:22am 
Great work - thank you.
Ill Queen Hydra 16 Jun, 2020 @ 10:15pm 
Thank you!
Saught  [author] 16 Jun, 2020 @ 1:07am 
@Baryonyx I've been messing with the legacy diffuse shader (and legacy transparent cutout diffuse) for only a few minutes now and I think it already looks better than the complicated mess of what I've been doing lol. I'll definitely try that out for future stuff, thanks so much.

I'm still very new to using Blender/Unity (started in April); I've been watching videos on the displacement method recently but haven't played with it much. I really appreciate your tips :)
I *have* been testing the BlenderGIS method (which also utilizes subdividing and a displacement modifier) but the Google2020 watermarks on the texture really kill it for me and I'm not great at texturing myself. (Though sand isn't hard)
There's also ANT Landscape which might be even more "simple" but the plethora of options that has is overwhelming until I can learn more about it.

Terrain, I just need to practice I guess, but I'm so envious of everyone on the workshop who has made any since "flat" is a little boring.
Baryonyx 15 Jun, 2020 @ 11:09am 
Thanks a lot for all of these cool assets. And thanks for the shout out too.

About the light issue: I also don't like that grey sheen that models get with the standard unity shader, so I started using the legacy diffuse shader for most of my recent imports. It doesn't allow any extra maps, but at least it gives a clean look.
And making terrain is quite easy. In Blender, create a plane unwrap it, subdivide it a few times (depending on what level of detail you are looking for), apply a displacement modifier with a cloud texture. Then pull the outermost edges down and create other shapes you need, hills, valleys, craters, etc. Also enable proportional editing to make modeling easier.