Tabletop Simulator

Tabletop Simulator

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Ëchø Feb 23, 2020 @ 6:18am
Custom Model Certain parts transparent need help
So i will start by saying i am new to blender and managed to figure out how to get the model rigged and textures, the issue is when i port it over to tabletop simulator i can only see certain parts of the model while others are transparent and i have been trying to look all over for an answer and have come to find nothing that is helping me at all. If anyone knows the issue or can help me fix it that will be really good because i have spent my past couple days trying to get this right atleast once. I will provide the picture of the model and issue below. Also if you explain the situation be aware that i am new to this and have little to no idea about most of the stuff you will likely say or attempt to direct me to. But i have understood a good amount so far just was an FYI incase.

This is what it looks like on tabletop and Blender: https://imgur.com/a/04fWrHp

If you can help me i would really appretiate it because i am making these for my friends D&D campaign and i really want people to be able to use these cool models if i can get them to work correctly. Thanks for reading :)
Last edited by Ëchø; Feb 23, 2020 @ 6:20am
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Showing 1-6 of 6 comments
Psyrek Feb 23, 2020 @ 6:43am 
What you are experiencing is that some of your normals are facing the wrong direction. Most game engines will cull faces that are not facing the camera. This process is also known as Backface Culling. The direction of the face is determined by it's normal. Blender by default, will render faces regardless of it's normal direction. That is why it looks correct in Blender and not in TTS.

A solution to this is to recalculate the normals of your model.

Open your model in Blender.
Select your object.
Change it to edit mode with 'Tab'.
Select all vertices with 'A'.
Recalculate the normals with 'Ctrl + Shift + N'.
Export your model again.

If you still have issues, add me as a friend and I can help you better there.
Last edited by Psyrek; Feb 23, 2020 @ 6:45am
Ëchø Feb 23, 2020 @ 6:51am 
I did it but it kinda just started to lose more parts, i assume i have still done something wrong but i followed what you said though.
ulia  [developer] Feb 23, 2020 @ 7:29am 
Assuming 2.8X, overlays tab, enable face orientation. If everything is blue your normals are fine, if anything is red, try to recalculate normals or manually flip them. Psyrek already went over what normals and backface culling is so I'll skip the explanation for this. Since you're using objs and not assetbundles you will need to triangulate which you can do by ticking the "Triangulate Faces" checkbox under geometry in the obj export window.
Ëchø Feb 23, 2020 @ 9:00am 
It's done, and now i have to do the texturing for it. Thank yall for the help it's really appretiated and honestly a lot sooner than i expected. I will be making more bretonnian models over time as i learn so hopefully we can have some 3D chads rolling around.
Halphasten Sep 5, 2021 @ 4:41am 
Just for the record, if someone still have this issue after checking normal, it can be because TTS doesn't load n-gone (face withe more than 4 edge). You have to convert your n-gone in tris or quads (see here : http://iamlukeb.com/how-to-quickly-easily-convert-ngons-to-quads-tris-blender-3d/)
Rynareen Mar 26, 2023 @ 8:20pm 
Take my points @Halphasten!! Incredible! is so helpful!
Last edited by Rynareen; Mar 26, 2023 @ 8:21pm
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Date Posted: Feb 23, 2020 @ 6:18am
Posts: 6