01 / YOUR ENVIRONMENT Forest
Choose a setting
Choose terrain and scenery tools for your setting.
🌲 Forest
▦ Urban
▤ Trench
☀ Desert
◈ Sci-fi
♨ Volcanic
≈ Swamp
❄ Winter
≋ Coastal
◈ Cave
✦ Fantasy
◉ All tools
Environment
Forest & woodland
Urban & ruins
Trench & battlefield
Desert & badlands
Sci-fi & industrial
Volcanic & ashlands
Swamp & wetlands
Snow & winter
Coastal & harbour
Fantasy & dungeon
All favourites
Cave / cavern
01 / Starting point
Design a miniature base Select a common profile, then adjust every measurement. All dimensions are in millimetres.
Infantry 32 mm round
Small / RPG 25.4 mm round
Character 40 mm round
Cavalry 75 × 42 mm pill
Rank & flank 25 mm square
Monster 60 mm round
Skirmish 28.5 mm round
RPG Large 50.8 mm round
Game presets ▾
Game profile (editable starting point)
Custom / no game
Base footprint within game
Choose a game above
40 game systems · 171 editable starting footprints. Check model-specific rules before printing.
Entire base Topper / insert
Generate the whole base including sides and optional magnet recess.
Advanced settings active. Use Advanced → Return to simple controls to close them.
Scene Builder Terrain composition, layers & scenery
Base Terrain Scenery Print
Common miniature base
Custom size 25 mm round 32 mm round
40 mm round 60 mm round 25 mm square
75 × 42 mm oval
Footprint
Round Square Oval / ellipse Pill / stadium Rounded rectangle Rectangle Hexagon
Edge profile
Bevel / chamfer Straight wall Stepped lip Raised rim
Topper is a separate, flat-backed printed insert. Measure the actual usable top of your existing base. Default inset is a starting estimate, not a guaranteed fit.
Movement tray — recessed sockets
Build a single solid tray with shallow captive sockets for round or square unit bases. Fits are approximate and must be test printed.
Use selected game/base dimensions for sockets
Socket shape
Round Square / rectangular Oval / elliptical Hexagonal
Stagger alternate rowsOffset every second row by half a socket pitch.
Edit the layout to create gaps for characters or terrain. Socket fit is not manufacturer certified. Modules may be exported separately if the full tray does not fit your bed.
Choose a procedural material, then paint directly on the base.
Choose procedural material 47 procedural materials
☆
All procedural materials ★ Favourites Recently used
Choose a brush, then paint the area. Stones, boards and other details are generated as STL geometry.
Active brush: Grass
Paint selected material
Neighbouring materials
Independent — no interaction Subtle — light accumulation Natural — react to neighbours Strong — more overlap
Unpainted ground (procedural)
Paint the surface
Freehand brush Outline region Edit region Rectangle
Each procedural region retains independent editable geometry settings.
Select Edit region, then click a polygon to select or drag its vertices. Brush marks stay paintable.
Change selected to chosen material Mirror region Duplicate Delete
Selected terrain variation
Modern / maintained Medieval / aged Damaged / broken Overgrown / vegetation in cracks Heavily weathered / ruined
Variation and local weathering change the selected material’s actual STL relief, including chips, fractures, erosion and crack deposits. They do not change the mesh colours alone.
Painted-region edge
Defined concrete / plate edge Soft soil / grass transitions Irregular, weathered boundary
Choose Natural to fill actual cobblestone/paving joints, partly bury and tilt individual units, carry broken fragments into soil, grow moss in grout and erode shorelines. Two engineered materials retain clean joints. For organic transitions select Irregular, weathered boundary; Defined creates a deliberate straight dividing edge. Each painted area stores a snapshot of its geometry settings, so two regions of the same material can have different unit sizes, joint widths, heights and weathering. Settings are also retained as new-brush defaults for each material. Large-details-only mode keeps the large region heights and water recesses but omits their fine surface patterns.
Layered ground deposits
Deposit material
None Moss in crevices Accumulated soil Settling snow Ash deposits Loose gravel Leaf litter
Terrain regions
One texture throughout Automatic regions Manual painted regions Automatic + manual overrides
Automatic terrain palette
↻ Generate new region layout
Painter display
Generated physical detail Terrain region boundaries Relief height map
✎ Open terrain editor ↶ Undo Clear painted regions
Paint strokes and polygon regions define real STL geometry.
Close polygon region Cancel polygon
Choose Outline region under Editor Tool, then click 3+ points on the top-down base and close the shape. Brush painting remains available for irregular areas.
Sculpted 3D detail from terrain brushes
Generate raised 3D material featuresGrass clumps, fallen leaves, roots, coral, loose stones, bones and crystals follow painted regions and fuse into the base.
A feature preview is available in the 2D terrain editor. Full volumetric detail is generated in the exported STL.
Features are attached to the base, not loose shells. For FDM, branches are deliberately thicker; they are still not guaranteed support-free. Terrain-paste mode removes these small details.
Draw separate physical terrain regions on the base: steel plates are raised, concrete has cast-slab seams, and water is recessed. All regions become one printable STL surface; on-screen colours are guides only.
Sculpt ground & place scenery
Select a tool, then paint or click directly on the top-down layout. Everything is fused into the exported watertight base surface.
Editor tool
↖ Select / move · brush off Brush: designate terrain generator Advanced scenery (select below) Polygon: terrain generator Rectangle: terrain generator Edit polygon vertices / move region Raise ground Lower ground
Smooth terrain Erode / carve grooves Flatten ground Terrace / form steps Raise steep ridge
Place angular boulder Place rounded stone
Place broken brick Place paving slab
Place arched root (3D) Place crystal cluster Place tree stump
Place bone Place skull Place mushroom Place metal scrap
Place timber crate
Place barrel Place bush / shrub
Place thick-leaved plant Place dead branches Place fallen timber log Place supplies sack
Place large fern
Place compact grouped rocks Place compact debris pile
Position flying support / socket
Paint exclusion · brush Trace exclusion · closed outline Clear area for miniature foot Make blind mounting peg socket Select / move scenery
Advanced Scenery — optional larger structures
Manual placement only. Full walkways, walls, stairs and barricades are hidden from the main miniature-basing tool list and are never auto-scattered.
Large object tool
Standalone arch Full masonry wall Ruined wall Wall with arched opening Wall corner
Fluted column Broken column Long fence Broken fence
Barricade Timber walkway Stone steps Projecting beam
Place in 2D editor
2D layer & masking controls
+ Layer Show / hide Remove
↑ Layer ↓ Layer Rename
2D object snap grid
Off — free positioning 0.5 mm 1 mm 2 mm 5 mm
Clear protected zones ↷ Redo
Paint protected regions in plan view to prevent automatic scenery and later material/sculpt brush effects. Layers affect STL geometry, can be hidden, and are saved in the project JSON. Add scenery with the 2D layout only; the 3D viewport is inspection-only. It contains no object editing controls.
The shared brush diameter and feathering are under Surface . Sculpting works independently of the selected material regions. Erosion adds seeded small gullies; smoothing reduces existing height variation.
✎ Open terrain editor ↶ Undo
Clear sculpting Clear scenery
Miniature foot and mounting areas
Clear mounting areas
0 mounting areas
Above-ground scenery visibility
Toggle categories independently without deleting placed objects. Hidden objects are excluded from the 3D preview and exported STL.
Structures (Advanced + small walls)
Plants and wood
Rocks and loose scatter
Selected scenic object
Duplicate selected New object variation Delete selected
0 sculpting marks
Flying base support
Choose a blind socket for a separate acrylic or printed flight rod, or an integrated printed stem. Place its centre in the 2D editor with the Flying support tool. The socket is a real hole, not a coloured mark.
Flying support construction No flying mount Blind socket for a separate stem Integrated stem and rounded tip
Integral tip diameter (mm)
60 mm flying base starting profile Choose position in 2D
Flying mount at X 0, Y 0 mm (disabled). Check your model's manufacturer-specific dimensions and test fit before printing.
Automatic scenic scatter
Scenery collection
Rocks and pebbles Rubble, bricks and paving Roots and rocks Broken paving and masonry Mixed scenery Graveyard / bones Crystals Wreckage Mushrooms and stumps Arches and crystals Beams and scrap Walls and ruins Shrubs and deadwood Crates and barrels
Scene detail density Sparse — a focal detail Balanced — space for the miniature Rich — dense edge scatter
Auto-size to base Keep hand-placed scenery
Reserve miniature mounting area in the centre
Scenery respects centre clearance, marked mounting areas and the base edge. Counts scale with base area and the chosen density.
Context-aware scenery placementGroup scenery according to ground materials, relief, and foot-clearance regions
↻ Generate scenic layout New seed
0 placed items. Click objects with the Move tool to drag; Delete removes the selected item.
With volumetric scenery enabled, arches, roots, beams and mushroom caps have genuine undersides and overhangs. They are fused to the terrain into one closed mesh. Thin features may need printing supports; check your slicer.
Manage multiple bases / variations
Print process — separate profiles
Primary print process
Resin / MSLA — retain intricate undercuts FDM — minimise overhangs and supports
Detail-preserving overhang handling
Original details — no added braces Preserve details + minimal integral braces Preserve details + reinforced braces
The original skulls, roots, arches, mushroom caps and masonry are always preserved. Optional fused braces reduce some bridging without replacing the shape with a cone. Unsupported undersides may still require slicer supports: the designer will report them.
How much ground detail to print?
Surface output
Full sculpted surface details Large details only — add terrain paste later
Excludes printed ground grain, material seams, microscopic damage and smaller scenic objects. Retains deliberately large sculpted forms and major rocks, ruins or roots. Painted material regions remain saved for reference.
Magnet pocketRecess accessed from underneath
Bases are solid in resin and FDM profiles. Optional underside magnet pockets remain available for complete bases.
Volumetric scenery (3D undercuts)Boolean-unioned watertight 3D objects; slower than relief-only mode. Turn off to use the original heightfield engine.
Local volumetric sampling — large features
Uniform resolution grid (comparison) Adaptive — recommended Adaptive High — extra local detail
Adds real volumetric sample points near larger rocks, arches, roots, scenic structures and painted structural regions. The remainder uses the selected mesh resolution. Full STL geometry only; not just triangle subdivision.
Mesh resolution
Standard High Ultra
Adds printable rivet heads, concrete fractures, stone chips and surface facets on both resin and FDM. No detail is automatically stripped when switching print process.