Tabletop Simulator

Tabletop Simulator

Tabletop Workshop
Create and import your own content, discover new and exciting games, and take your tabletop gaming experience to a whole new level.
Learn More
If I can export a voxel model as an .obj, mtl, and .png trio, could I hypothetically get the game to accept the model and the pallet?
I can also export as a .ply and .vox.

Are there any other voxel heads out there in TTS? I find working with voxels to be infinitely less miserable than trying to finagle with Blender. And with better looking results as well, especially if it's a sprite to voxel model adaptation.

I'm working on designing a Balatro tabletop game and I've had to already figure out how to do card modifiers lol. But, on top of that, I wanna include stuff like the booster packs (as reskinned bags).

If there's a reason this wouldn't work, please let me know if there's any other way to do this. I really, really, really, really, really don't want to use blender after spending a whole day on it and getting a scuffed model and really ugly texture mapping. Send god.
< >
Showing 1-10 of 10 comments
Update, I messed around with this, and it worked. Like, 90%. One of the colors on the model was wrong and replaced with purple. Not sure why but like, it's really close enough.

I'm just going to voxelize stuff for my project now.
If that program you are using can export models as .obj and create a UV-mapped png texture, then it should be easy to get that into the game. Can you put up a screenshot of how the model looks like in the program and in the game? That could make it easier to figure out why there is purple. Purple usually means there is missing information.
I don't have a means of posting the screenshots here I now realize
You could host them on Imgur or post them as "artwork" via steam and them link them here.

But you will need some sort of UV map, otherwise the game won't be able to understand how to color the object. Even something as simple as just having the palette as texture and then unwrapping all the faces to just lie within their color would suffice, but it needs that or it won't work.
Idk it works. I just tested it with more of my models, and there's no issues. I've been told that the game gets the data from the OBJ file itself. I imagine that has to be the case. No issues no antics. It works just fine.

Maybe the version of the model I originally tested with was saved with a mistake I made?
Trust me, it doesn't work like that. There must be a UV map in place, otherwise the game wouldn't know where to put what kind of color. If you rotate the color palette file (I suppose it to be a square or rectangle or something of that sort) 90 degrees, your model will end up all weirdly colored. That is because there is information in the model file that tells the game to look for the info on how to color it in a specific section of a texture file. That is how a UV map works. And if you put the model in and the texture file and it looks fine, that means there must be a UV map in place.
If that is true then the UV map must be in the files of the model itself. Because I'm not putting in the mtl.
Yes, the obj saves the UV map, the .mtl saves info about materials. That is essentially just advanced info about textures, including settings such as glossyness and all that.
Fair enough.
< >
Showing 1-10 of 10 comments
Per page: 1530 50