Item Editors
Die Editor
Design a custom die: shape and edge rounding, materials like resin or granite, a model sealed inside, and per-face art and values.
On this page9 sections
The Die Editor designs a custom die. You choose one of the built-in shapes, style it, and decide what every face shows. A 3D preview in the top right updates as you work.
Create one with ▸ in the asset explorer. That writes a design file and opens it:
models/dice/die-1.die.json the design — double-click it to reopen the editor
Nothing else is written until you press Save (the first save is labelled Save & bake).
Name and file name#
The die's name and its slug sit at the top of the editor. Click the name to edit it. The name is what die slots list and what the baked model is called inside.
The slug is the file name Save bakes: <slug>.glb, <slug>.collider.glb and
<slug>.meta.json. It uses lower-case letters, digits and single hyphens. Until you type a slug
of your own it follows the name, so renaming Die 1 to Blood Moon bakes blood-moon.glb.
Changing the slug bakes new files on the next save. The previous ones stay where they are, because dice already on the table and die slots still use them. Delete them in the explorer when nothing uses them. Save is blocked if a file with the new name already exists and is not this die's own last bake.
What Save bakes#
Saving writes the design and three files beside it, named by the slug:
models/dice/die-1.die.json your design
models/dice/die-1.glb the die, with your textures (and any model sealed inside)
models/dice/die-1.collider.glb its collider (not written for a d6)
models/dice/die-1.meta.json makes a placed copy a die: its collider and face values
Your die's flat faces are exactly where the built-in die's are. It is the same size as the built-in die of that shape, rests at the same heights, and reads which face is up the same way. Only its edges and corners change with Edge rounding, and its collider is rebuilt from the same shape, so it stays tight at any rounding. A d6 collides as a box, like the built-in d6. The d4 keeps the built-in d4's centre-of-mass correction, so it is not a loaded die.
To use the die, drag die-1.glb from the explorer onto the table. To make it the look of a
die in the dice picker, drop it on that die under ▸ , or pick the design by name in
that die's Model list. Either way the die also takes the design's shape as its Faces.
Shape#
The shape buttons are d4, d6, d8, d10, d12 and d20. Switching shape keeps your colours, font and other style settings. It also keeps every face the new shape still has. Faces the new shape adds start as numbers, or as pips if every face was pips.
Edge rounding goes from sharp to very round. More rounding makes the flat faces smaller, and numbers and pips stay on the flat part.
Material#
Pick a material type, then a preset, then adjust any setting below it. Picking a preset also sets an ink colour that reads well on it.
| Type | Presets |
|---|---|
| Plastic | Classic, Glossy, Matte, Pearl, Well-loved (scratched) |
| Resin | Swirl, Crystal clear, Galaxy, Smoke, Amber |
| Glass | Clear, Frosted, Sea glass, Smoked, Crackled, Gold-mended |
| Metal | Steel, Gold, Silver, Copper, Brass, Antique bronze, Gunmetal, Hammered, Rusty iron |
| Stone | Granite, Black granite, Grey marble, Green marble, Onyx, Kintsugi porcelain, Raku & gold, Speckled |
| Wood | Oak, Maple, Walnut, Ebony, Painted grain |
| Setting | What it does |
|---|---|
| Body colour | The colour of the die itself. The swatches are quick picks. |
| Opacity | How see-through the body is. Below 100% the die is clear like resin or glass, and a model inside it shows through. Numbers, pips and engraved images always stay solid. |
| Finish | From glossy to matte. |
| Metalness | 0 for plastic, resin, stone or wood; up to 100% for a metal die. |
| Pattern | None, a scanned texture (Granite, Marble, Onyx, Oak), or a generated Speckle, Swirl, Veins or Grain. |
| Pattern colour | The colour of a generated pattern. |
| Pattern size / Texture scale | How large the pattern's features are. |
| Strength / Recolour | A generated pattern's strength. For a scanned texture, how far it is tinted towards the body colour: 0% keeps the scan's own colours, so you can make a red granite or a blue marble. |
Patterns run across faces and over the rounded edges.
Made of and weight#
Made of is what the die is physically made of on the table: Plastic, Resin, Glass, Metal, Stone or Wood. It sets the sound the die makes when it lands, and how much it grips and bounces. Material presets choose it for you.
Weight is the material's density in g/cm³: plastic 1.2, glass 2.5, stone 2.7, zinc-alloy metal dice 6.8, iron 7.8, oak 0.7. The editor shows what a die that size would weigh in grams. A heavier die rolls just as far, but knocks other pieces harder.
Dice placed from the die's .glb get this sound and weight. A die rolled from the Game ▸
Dice picker with this die as its look uses the standard die sound and weight.
Wear and damage#
Wear is drawn over the material and baked into the die. Each kind changes the colour, the surface relief and how shiny the surface is:
| Wear | What it adds |
|---|---|
| Scratches | Fine bright grooves that catch the light. |
| Bumps / hammered | Round dents, like hammered metal or tumbled sea glass. |
| Rust | Matte, non-metallic orange-brown patches with pitting. |
| Tarnish / patina | Darkening with a green patina, less shine. |
| Cracks | A crackle network with a fainter echo deeper in. Best on glass or resin. |
| Gold repair (kintsugi) | The die looks broken and mended, in the style of Japanese kintsugi pottery. Every seam is filled with solid, polished metal that stays opaque even on glass. Higher values break it into more, smaller pieces. |
With Gold repair above zero, Seam metal picks what fills the seams: gold, silver, copper, platinum, or any colour you choose. The seams are always metallic and shiny, whatever the body is made of.
Texture credits#
The scanned textures are CC0 (public domain) from ambientCG and
Poly Haven. When you save a die that uses one, the editor adds its
credit — source, author and licence — to your project's Credits, on the die's .glb. You do
not need to fill anything in.
Inside the die#
Model seals one of your project's .glb models inside the die, such as a skull in clear
resin. It is part of the die's model, so it moves with the die. You only see it through a body
whose Opacity is below 100%.
| Setting | What it does |
|---|---|
| Size | 100% is the largest the model can be at its current position and rotation while staying completely inside the die. |
| Turn X / Y / Z | Rotate the model. |
| Move X / Y / Z | Move the model off-centre. A model moved too far is pulled back in. |
| Colour | Turn on One colour to give the whole model one colour. Otherwise it keeps its own materials. |
The model can never stick out of the die. Its size is limited so that every part of it stays inside the die's surface, rounded edges included, whatever shape, rotation and position you choose. Centre puts it back in the middle, unrotated. The model does not change how the die rolls.
When you import a model, its textures move into project materials under Materials. A sealed-in model keeps using those materials on the table. Editing one changes the model inside the die too, after you Save the die again. The 3D preview shows the model in its own colours and textures, or in its One colour.
The die's own body material belongs to this editor, so it is not a project material and has no Cull Mode to set. A see-through body is drawn from the outside in, like any glass on the table.
Style#
| Setting | What it does |
|---|---|
| Ink material | What numbers, text, pips and engraved images are made of. Flat colour uses the ink colour. Any die material — gold, marble, oak, rusty iron — brings its own colour, pattern, shine and wear. Ink is always solid, even with a clear material. |
| Ink colour | The colour of numbers, text, pips and engraved images. Full-colour images keep their own colours. With an ink material, only materials without a colour of their own (Classic plastic, Crystal clear resin…) use it. |
| Engrave depth | How deep the markings look cut into the die. 0 is printed flat. This changes the lighting only, never the collider. |
| Body effects | Turn on Keep off numbers, pips & images to stop the body's wear — cracks, scratches, dents, rust pitting, kintsugi seams — at the markings, so they stay smooth and whole on a battered die. Off, the wear runs through them. |
| Font | Choose from the list or type the name of any font installed on your computer. |
| Weight / Italic | Regular or bold, and italic. |
| Glyph size | How large numbers, text and images are, relative to the face. |
| Pip size | How large pips are. |
| 6 / 9 marker | Marks numbers that read as another number upside down (6 and 9, 16 and 91…). Underline, Dot or None. |
| Texture size | The baked texture's resolution: 512, 1024 or 2048 px. 1024 px is sharp at table distance. 2048 px suits close-ups and detailed images, at four times the download size. |
The font is drawn into the texture when you save. Players do not need the font installed.
An ink material is sampled from the same 3D block as the body, so a marble ink's veins carry on from one pip to the next. A scanned ink material records its credit on save, like a scanned body.
Faces#
Each tile is one face. Click a tile to edit that face, and the preview turns to show it.
All faces#
The All faces box changes every face at once. You can still edit faces one by one afterwards.
-
Numbers, Pips, Text, Blank: what every face prints. Numbers and Pips also reset what each face counts as to its own number, and clear face names.
-
Preset: what every face prints and counts as:
Preset Shapes Faces Numbers, Pips, Blank all Plain dice. FATE / Fudge d6 Two −, two blank, two +, counting −1, 0, +1. Each − is opposite a +. Average die d6 2, 3, 3, 4, 4, 5. Opposite faces still sum to 7. Percentile tens d10 00, 10 … 90, counting 0–90. Roll it with a d10 for a d100. Zero-based d10 0–9. -
Same image on every face puts one project image on all of them.
-
Printed text, Values and Names take a list, face 1 first. Separate entries with commas or put one per line, and leave an entry empty to skip a face. With Faces also count as their text on, the printed text list sets the values too:
Hit, Hit, Miss, Miss, Crit, Blankmakes a whole custom die in one step. -
Reset sizes & turns clears every face's own size, rotation and font.
How faces are oriented#
Faces follow how real dice are printed:
- d6: numbers stand upright to the face's edges. Pips follow the "home corner" rule: the 2, 3 and 6 meet at one corner, and the diagonals of the 2 and 3, and the slant of the 6, all run into that corner.
- d8, d12, d20: each numeral's top points at a corner of its face. On a d8 the upper four faces point at the top tip and the lower four at the bottom tip. The d12 and d20 follow the same idea.
- d10: numerals point at the face's long tip.
- d4: each number points at the corner it is read from.
The face tiles show each face upright in this orientation. Use Rotation to turn one face's content.
A face can show:
| Shows | What is printed |
|---|---|
| Number | The face's number. |
| Text | Up to 6 characters — letters, symbols or emoji (★, ☠, ♥, A, ✓). |
| Pips | The face's number as dots. |
| Image | A project image. Choose one, or press the upload button to add one. |
| Blank | Nothing. |
What a face prints and what it counts as are separate. By default every face counts as its own number, whatever it prints, so a d6 with a ★ on its 6 face still adds 6 to a roll.
When rolled#
Each face has a When rolled box:
| Setting | What it does |
|---|---|
| Name | Optional, such as Skull. Shown beside the value in the roll summary and chat: Skull (2). |
| Counts as | Number (added to the roll's total) or Text (counted, not added). |
| Value | The number (defaults to the face's own number; negatives and decimals work, so a Fudge die is −1, 0, +1) or the text, such as Hit. |
A roll's summary and its chat line show each die's result. Numbers add up to the total, and text
results are counted, for example rolled 3d6: Hit, Skull (2), 3 (total 5; Hit ×1). Scripts get
the same data: see DiceRollSummary.dice. A
face that prints an image can still count as a number or a text value.
For every face except a blank one you can also set:
- Size — larger or smaller than the design's glyph size.
- Rotation — turn the face's content. The button turns it 90° clockwise.
- Face font (numbers and text) — a different font for this face only.
Images#
An image face has an Image style:
- Engraved shape (ink colour) — the image's outline is cut into the die and filled with the ink colour, with the engrave depth. The outline comes from the image's transparency. For an image with no transparency, the dark parts are used. Use this for icons and line art.
- Full-colour print — the image is printed flat on the face in its own colours.
When you pick an image, the editor chooses the style it looks suited for. You can change it.
Uploaded images are stored in models/dice/images/. You are asked where an image came from
before it is saved, as for every other import.
The d4#
A d4 is read at its top corner, not on a face. Each face of a d4 shows the three other values, one at each corner, so the number at the top corner is the same on all three visible faces. Editing face 3 changes the "3" printed at the corner it is read from. Selecting a d4 face turns the preview to that corner.
Preview#
Drag the preview to turn the die, and scroll over it to zoom in and out. The spin button turns the die slowly on its own; the reset button returns to the default view and distance.
The switch at the top of the preview picks what lights and reflects the die:
| Option | What you see |
|---|---|
| This table | The table and room you have open in the editor, captured as a 360° view from just above the table top. Metal and glass reflect your actual room. Captured again each time you choose it, so a room you changed meanwhile is picked up. Not available until a table has loaded. |
| Studio | A small neutral photo studio (Poly Haven's Studio Small 09, CC0). |
Clear and see-through bodies show their far inside walls through the near ones. Wear and damage such as tarnish or cracks belongs to the outside surface, so it is not drawn on those inside walls.
The preview uses a lower texture resolution while you edit, and half of it for patterned or worn bodies; Save bakes at the full Texture size. On the table, the die is lit by the room it is in.
Each card in the editor folds away with its header, and the bar above the cards jumps to one.
Notes#
- A design's file,
.die.json, is only read by this editor. The table uses the baked.glb, so after changing a design, Save again to update the die. - Placed copies of the die update when you save.
