You can import your own 3D models into Tabletop Simulator with our Custom Model importer! You can choose from a few different materials to give the right sounds, as well as change the specular intensity, color and sharpness and much more!
- Click on Host -> Chest -> Custom. Then choose Model.
- Import files for the Model/Mesh and optionally, the Diffuse, Normals and Colliders. You can also upload the files to a webhost and input the URLs manually.
- Choose what type your object is. In our example, we chose Figurine so that the object is always straightened up when picked up.
- Next choose the Material tab.
- Choose what material your object is made out of. This will determine the sound and shader of your object.
- Go through each section to tweak the options even further if you want more control.
- Press IMPORT to see your custom object in game.
- Right click on the object and choose Custom if you wish to make any changes.
- Meshes/models must be in .obj format.
- Image files must be .jpg or .png, use .jpg to conserve ram when possible.
- Triangulate all your meshes/models to avoid holes.
- Make sure the normals on your mesh are facing the right direction.
- Set the origin point of the model to the center of mass for best physics.
- Object type controls the special properties of the objects. Mouse over each to find out more.
- Don’t go crazy with poly counts, use a normal map to add fine detail.
- Keep the vertices below 25k for best results, as any higher your objects may not import and/or crash your game.
- If you want more control over your models, then you might want to look into our AssetBundles.
- If you do not specify a custom mesh collider .obj, then the game will calculate a box collider to fit your object.
- Custom mesh collider is just a way for you to have a collider that isn’t a box.
- Only use a custom mesh collider if a box collider will not work, due to performance.
- Box colliders are much more optimized in the physics engine.
- It’s best to use a simplified version of your model with less than 255 triangles. (As simple as possible)
- If your model is already sufficiently low poly enough you can use the same for the Custom Mesh Collider.
Non-Convex / Concave Colliders
- Non-convex colliders allow collisions to work like the Chinese Checkers board which has indents and is concave.
- Convex colliders will fill in any indents or holes in the mesh due to how it calculates the collider.
- The problem with non-convex colliders it only works properly on locked object.
- If you need concave colliders and also need the object to move then you must use compound colliders.
- Compound colliders are multiple meshes inside one .obj file that create multiple colliders on a singular object.
- Compound colliders allow you make concave shapes and get around the fact that you can’t have non-convex colliders that move.
- Break you mesh into multiple convex shapes then export them in a single .obj file to create compound colliders.
- Non-convex should be set to false when using compound colliders.