Scene dimensions
Export a PNG whose width and height match your intended Foundry scene size and square count.
Choose Foundry VTT map size from the encounter square count first, then export a PNG with predictable pixel dimensions from RPGMapEditor.com.
Use the PNG as a Foundry scene background, set grid size and origin in Foundry, and add walls, doors, lighting, regions, and tokens manually after alignment.
RPGMapEditor.com exports PNG maps for Foundry VTT scene backgrounds. Choose square count and pixels per square first, then set Foundry scene dimensions and grid size from that export math.
Account policy: new accounts need an active Studio subscription ($3/month) to use the editor. Accounts created before Aug 21, 2026 keep their free plan. Details on the pricing page.
RPGMapEditor.com is independent and is not affiliated with or endorsed by Foundry VTT.
Use RPGMapEditor.com when the result needs to become an actual tabletop map: opened in the editor, edited around play, saved for later, exported as PNG, and reused when the campaign changes direction.
Export a PNG whose width and height match your intended Foundry scene size and square count.
Record the pixels-per-square value before import so Foundry grid size is not guessed later.
Use the PNG as the Foundry scene background image, then align grid size and origin inside Foundry.
Walls, doors, lights, regions, tokens, and automation are authored in Foundry, not exported by RPGMapEditor.com today.
Open the editor, make one focused encounter-scale map, save it, then export once to see whether the workflow fits your table.
The same six steps whether you are building a dungeon, a wilderness ambush, or a tavern brawl. The details change by map type; the workflow does not.
Pick columns, rows, and grid scale from the encounter footprint before decorating.
Block walkable ground, walls, roads, rooms, water, caves, or outdoor edges first.
Place cover, furniture, trees, rocks, doors, hazards, and landmarks only where they help play.
Keep movement readable and add labels only when they clarify the session.
Save the editable source map to return later. Free accounts can save up to 3 maps.
Export a PNG for Roll20, Foundry VTT, print, projection, or campaign notes.
Pick a map size, block out the terrain, and you will have a playable layout in minutes. Save or export it when the tactical read looks right.
Use this table to decide whether the current RPGMapEditor.com workflow matches the map job before investing more prep time.
| Factor | RPGMapEditor.com | Tradeoff |
|---|---|---|
| Map art | Creates visual map art and exports PNG | The VTT runs tokens, sheets, fog, lighting, walls, and automation |
| Grid setup | Helps plan square count and visual grid readability | Roll20 or Foundry handles final grid alignment after image upload |
| Advanced export | Universal VTT, walls, doors, and lighting are not shipped today | Some tools may offer richer packages; verify official support before switching |
RPGMapEditor.com is built for playable encounter maps. If the job below is not yours, a different tool will serve you better.
Foundry scene size workflow A reliable Foundry import starts with square count, pixels per square, and PNG dimensions that agree.
Export a PNG, import it into your usual table or VTT setup, and check grid readability before a session depends on it.
The questions DMs usually ask before starting a map like this.
Choose the encounter square count first, then export a PNG whose pixel width and height match that square count times your intended pixels per square. Create the Foundry scene from those dimensions and verify alignment.
No. The current workflow is PNG scene background export. Add Foundry walls, doors, lights, regions, tokens, and automation manually after import.
Use the workflow your table prefers. If Foundry will draw the active grid, avoid a conflicting double grid. If you need printable or reference art, a visible grid can help.
Yes, but large images cost memory and bandwidth. Size the PNG to the encounter you will actually run and split very large dungeons into smaller scenes when practical.
The current VTT handoff is PNG export. Use the exported image as Roll20 map-layer art or a Foundry VTT scene background.
No. Export a PNG from RPGMapEditor.com, then upload and align the image inside Roll20.
No. Add walls, doors, lights, regions, tokens, and automation manually inside Foundry after PNG import.
Yes. Export PNG, create a Foundry scene, set the image as the background, then configure grid size and origin.
Yes. Upload the PNG to the map layer, set the Roll20 page dimensions, and align the Roll20 grid to the image.
Choose square count first, then export at a consistent pixels-per-square value so the VTT grid can match the image.
No. Treat Universal VTT, walls, doors, and lighting export as planned unless the shipped editor exposes those options.
PNG is enough for the visual map background. Tokens, fog, lighting, walls, and automation remain in the VTT.
Yes. Export PNG and print at the size your table needs after checking grid scale and image readability.
Import one exported PNG into your actual VTT, check grid alignment at multiple corners, and verify text and props remain readable.
Open the editor, build the encounter you were planning, save it, and export a PNG when it is ready for your table.