3D Battle Maps for Tabletop RPGs

3D battle maps with real walls, real light and a real grid

A flat map tells the players where things are. A 3D map tells them what it is like to be there: the torch at the end of the corridor, the balcony an archer would want, the cover behind a boulder. Tabletop builds that map in a few minutes from a library of realistic pieces that all fit the same grid.

Hollowdeep Cells: stone corridors lit by torches, cells and a vault

A library that fits together

Floors are PBR tiles generated from scanned materials: grass, forest floor, mud, cobbles, flagstones, marble, planks, and more. Walls come in families (stone, stone brick, dungeon, brick, plaster, timber, cave, castle) with matching doorways, archways, windows, parapets and battlements, so a doorway replaces a wall segment and still lines up. Props are photoscans from Poly Haven: furniture, barrels, crates, chests, lanterns, candles, tools, weapons, statues, rocks and cliffs.

The asset shelf with photoscanned props, furniture and lights

Three ways to build

The room tool drags a rectangle and produces a floored, walled room with correct corners as one undo step. The tile brush paints floors and walls cell by cell, snapping walls to grid edges and auto-orienting them. Scene recipes describe a map as high-level operations (fill this rectangle, wall this perimeter, scatter trees here) in JSON, which is how the starter scenes are made and how an AI assistant can build one for you.

  • Seven kits for the room tool
  • Brush sizes, erase, randomised tile rotation for natural ground
  • Import a recipe from File ▸ Import Scene JSON
The tile brush selected, with the brush bar showing floor and wall materials

Lighting is part of the map

Image-based lighting per time of day, a sun with a shadow frustum fitted to the map, soft shadows, bloom on flames, and torch lights you can attach to any lamp. Change the preset from day to dusk to night and the same map becomes three encounters.

Crypt of the Pale Knight: a moonlit graveyard with gravestones and a crypt

It runs on the laptop you have

Rendering is instanced (a 1600-tile floor is one draw call) and quality tiers are picked from the GPU: integrated Intel parts get a lighter path, discrete GPUs get ambient occlusion, MSAA and 4K shadows. Nothing to install; it is a web page.

Questions

Can I import my own 3D map?

Drop any .glb on the window. Large single-mesh maps work; the grid and ruler still apply on top of them.

Are the assets really free to use?

Yes. Surfaces are generated from ambientCG materials, props are Poly Haven scans and characters are KayKit models, all CC0. There are no stylised low-poly packs; the library is realistic only.

How big can a map be?

The starter scenes are 20 to 30 squares a side. Because floors are instanced, a 60 by 60 map is fine on a discrete GPU; the practical limit is the number of lights casting shadows.

Ready to put a map on the table?

Sign up in a minute. Five starter scenes are waiting on the welcome screen.