Workflow: Making a Board from an Image
Most board art starts life as a single flat picture. + New Board takes that picture and
builds the four project items a real board needs, so you never have to model one: the art
becomes a texture, the texture is wired into a material, the shape becomes a
model (a generated .glb), and the three are bound together in a reusable prefab.
Steps#
- In the asset explorer, click + New Board and pick your image. PNG, JPEG, WebP, GIF, BMP and AVIF all work; only PNG and WebP carry the transparency that the cut-out mode needs.
- In the dialog, name the board. The name is used for the material, the prefab, and the generated model's filename.
- Choose a Shape:
- Rectangle — a slab with the image's proportions. The art covers the top face; the rim and underside sample the image's own edge, so the board reads as printed on both sides rather than as a picture stuck to a blank block.
- Cut out shape — traces the outline of everything in the image that is not transparent and extrudes that instead. Use it for a hex map, a track, an irregular player board, or any art whose silhouette is part of the design. Enclosed transparent areas become real holes through the board.
- For a cut-out, tune the two shape controls while watching the preview. The orange line is
the outline that will be extruded; blue lines are holes that will be punched through.
- Transparency threshold — how opaque a pixel must be to count as board. Raise it to shave off the soft, semi-transparent fringe an anti-aliased or feathered PNG carries.
- Edge detail — how closely the outline follows the artwork. Fine hugs every curve and costs the most triangles; Blocky straightens it aggressively.
- Set the physical size. Longest side is measured in inches along the board's longer edge; the shorter edge follows from the image's aspect ratio, so a board can never come out stretched. The line beneath the fields shows the resulting footprint.
- Set the Thickness, also in inches. A typical folding game board is around
0.1″–0.2″. - Click Create board. The status line reports the triangle count and confirms all four items were added.
- Open
Project / Prefabs— the new board is selected there. Click Place to put a copy on the table; place it as many times as the game needs.
Definition of done#
Four items exist in your project:
| Item | Where it lands | What it is |
|---|---|---|
| Texture | Project / Textures |
Your image, converted to WebP by the standard import pipeline, with its sampling set to clamp on both axes. |
| Material | Project / Materials |
A matte, non-metallic material with the texture in its diffuseMap slot. |
| Model | Project / Models |
A generated .glb holding the board geometry, sized in real-world units. |
| Prefab | Project / Prefabs |
A board piece that references the model and the material, locked by default. |
Why four items instead of one baked model#
The art could have been baked into the .glb, and deliberately was not. Keeping the image in
a project texture wired through a project material means you can restyle the board — swap the
artwork, drop the gloss, tint it — by editing the material, with no regeneration and no
re-placing. It also keeps the image bytes in your repo exactly once.
Editing a board afterwards#
- Change the art — open the Material editor and
point
diffuseMapat a different texture, or open the Texture editor and edit the image in place. Every placed copy updates. - Change the surface finish — gloss, tint and the rest live on the material.
- Change the collider — open the generated model in the Model editor. A board spawns with a fitted box collider, which is right for a rectangle and an approximation for a cut-out shape.
- Change the size or the silhouette — these are baked into the geometry, so run + New Board again with different settings. The old items are left alone; delete them if the new board replaces them.
If it fails#
- "No solid pixels were found at this transparency threshold." The image has no opaque pixels above the threshold you set — either lower the threshold, or the image has no alpha channel at all and you want Rectangle instead.
- "N small pieces dropped as noise." The trace found specks too small to be real parts of the shape and discarded them. This is usually right for a JPEG-compressed or dithered source. If those specks were real, lower the transparency threshold or choose a finer edge detail.
- The board's rim shows a smear of the opposite edge of the artwork. The texture's wrap
mode has been changed from
clampback torepeat— set both axes back toclampin the Texture editor. - The board renders as a plain box. The generated model has not resolved yet. It is a normal project asset, so it needs to be saved and (for other players) published like any other — see Where my files live.
See also#
- The Asset Explorer — where + New Board lives.
- Workflow: Importing a Model — for a board you modelled elsewhere.
- Assigning and Editing Materials.
