STL vs STEP: 3D Files for Game Pieces

Board Game and Card Game Art10 min read2026-10-28

STL vs STEP is the first question for any plastic game piece, and the short answer is this. A STEP file (also written STP) is an exact CAD model made of mathematical curves and surfaces, and the factory can edit it. An STL file is a mesh of small flat triangles, like a video game model, and it cannot really be edited. Send STEP for simple and functional pieces; STL is fine for detailed sculpted miniatures. This guide explains both files and then the design rules that decide whether a mould can make your piece at all.

Two pastel pawns side by side: on the left a lavender pawn built from visible flat triangles, on the right a smooth mint pawn with clean curves
The same pawn as an STL, a mesh of flat triangles (left), and as a STEP, smooth exact surfaces (right)

What Is an STL File?

An STL file describes a 3D shape as a mesh of flat triangles. STL stands for stereolithography, an early 3D printing method, and it is still the standard file for 3D printing. It works like a flattened image: you can view it and print it, but it does not keep the lines and structure of the design, so it cannot be edited properly. A curve in an STL is really many small flat faces, so a low-quality STL shows facets on the finished piece. If you send an STL, make it high resolution. You can open an STL on most computers without special software.

What Is a STEP File?

A STEP file describes a 3D shape with exact curves, surfaces and dimensions. STEP stands for Standard for the Exchange of Product Data, and the files end in .step or .stp, so STL vs STP is the same question. CAD and CAM programs (computer-aided design and manufacturing) read it, and it keeps the editable raw data: the lines, the structure and the specifications. To view one without CAD software, use a free viewer such as ABViewer or eDrawings.

Which File the Factory Needs

Factories prefer STEP, because their mould designers work in CAD. With a STEP file they can make small fixes and design the mould parts directly. That lowers adjustment fees, lowers the risk of the file being rejected, and avoids remaking the model, which costs money and can lose quality. A simple mould is carved by a CNC machine straight from the STEP and CAD files.

STL still has its place. Most character artists sculpt in programs that make meshes, not CAD models, and a detailed miniature is easier to sculpt that way. Its mould is then usually cast from a sculpt rather than carved, sometimes by a factory with special equipment, which can cost a little more. That extra cost is worth it for premium pieces such as hero miniatures and display figures. For everything simpler, such as functional parts, containers and minimal figures, a STEP file is strongly recommended. Either way, send at least an STL with your quote request, because a 3D file is needed for an accurate price.

STLSTEP (STP)
Made ofFlat triangles (a mesh)Exact curves and surfaces
Like in 2DJPEG, PNG (raster)SVG, AI (vector)
Factory can edit itHardlyYes
Made inSculpting programsCAD programs
Best forDetailed miniaturesSimple parts, CNC moulds

Converting Between STL and STEP

Converting STEP to STL is easy; STL to STEP is hard and best avoided. Think of 2D files: a vector image turns into pixels with one click, but turning pixels back into clean vectors loses detail. 3D is the same. Almost any 3D format (OBJ, FBX, STEP) converts to STL. Converting an STL to STEP usually wraps the triangles in surfaces without making a real CAD model, so it does not help the factory much. If you can, design in the format the factory needs from the start.

How an Injection Mould Opens

Every design rule below comes from one fact: the mould must open and let the piece out. A simple injection mould has two halves, the A-plate and the B-plate. They clamp together, plastic is injected into the hollow between them, and where they meet they leave one line all around the piece: the parting line. Then the plates pull apart and the piece is pushed out. Design for injection molding means designing so that this can happen.

A grey 3D head with a red parting line drawn around it, shown inside a two-part steel mould labelled A-plate and B-plate, closed and then opened
The parting line: where the A-plate and B-plate meet, and how they pull apart

Undercuts

An undercut is any part of a piece that hooks into the side of the mould, so the mould cannot open without breaking it. Here is a useful trick: imagine every empty space around your piece as solid steel. A horn curving out of a demon's head has air under it on screen, but in the mould that air is steel. When the mould opens, the horn catches on the steel and breaks, or the piece sticks in the mould.

A demon head with curved horns marked in red as an undercut, and the mould catching on the horn as it opens
The undercut: the mould catches on the horn as it opens
The same demon head with the horns reshaped, marked in green, and the mould opening cleanly
The fix: horns reshaped so the mould can release

The fix is a redesign that keeps the character: here the horns are turned so they point away from the mould's opening direction. Every piece is different, so the fix depends on the part and on the 3D designer. When an undercut is truly needed, sliders (also called slides or lifters) can be added to the mould to release it, but they add tooling cost, so avoid them unless the piece cannot work without one. Undercut injection molding with sliders is a last resort, not a design habit.

Soft PVC is often used for character miniatures because it flexes as it leaves the mould. That allows small undercuts: under 0.5 mm for automatic release. Larger undercuts need the piece to be pulled out by hand, which raises the cost per piece. The deeper the undercut, the softer the PVC must be.

Overlapping Parts

Overlapping parts are undercuts that are easy to miss. Imagine a wizard holding a staff. If the staff is held at his side, the two plates can release it. If he holds it out in front of his body, there is a gap of air between the staff and the robe, and in the mould that gap is steel. The staff locks the piece into the mould.

A grey wizard miniature seen from three sides, with the gap between his staff and his robe shaded red, and a cross-section showing the trapped area
The staff held in front of the body traps steel between staff and robe
Two versions of the wizard with the staff moved to his side or against his body, and cross-sections labelled undercut eliminated
Fixed by moving the staff to the side, or closing the gap
The wizard with his staff arm cut off as a separate part, to be glued on in assembly
Or cut into parts and assembled

There are three fixes. Move the staff to the side of the body; move it close against the body, so there is no gap; or, if the pose matters, cut the piece into parts that are moulded separately and glued together in production. Assembly leaves a seam, which a good artist can often hide in the design, and it adds hand work to every piece.

Draft: Angled Sides

Faces that slide against the steel as the mould opens should be slightly angled, not perfectly straight. This angle is called the draft angle, and it lets the piece release without scraping. A draft of 1 to 2 degrees is usual for smooth faces; textured faces need more. Pieces that should drop out automatically need enough draft, no undercuts, and enough strength to be pushed out without damage.

Wall Thickness

Wall thickness is the distance between one surface of a piece and the other, and its thinnest point is where it breaks. A minimum of about 2 to 3 mm is a reasonable rule; it varies by material. A short tapered stub can safely narrow to 1 mm or less, but a long thin rod snaps if it gets too thin. Avoid a thick section that narrows into a thin neck and then thickens again: a 5 mm rod that narrows to 2 to 3 mm in the middle is a weak point that breaks.

Keep walls as even as you can. Thick solid parts cool slowly in the middle, and as plastic cools it shrinks. Uneven cooling causes warping, sink marks and hollow voids, and makes each moulding cycle longer, which raises the unit cost. Hollow out large solid parts and keep them strong with ribs or a lattice inside. On a miniature, the underside or base is the best place to hollow. For very large, thick pieces, the model can be split in half, hollowed to an even 2 to 3 mm wall, and the halves welded together by ultrasonic welding: less plastic, less weight, no warping.

Centre of Gravity

A standing figure must keep its centre of gravity over its feet, or it falls over. Larger feet make a figure more stable. In an extreme pose, add another contact point with the ground, such as a tail or a weapon resting on the floor: three contact points that surround the centre of gravity make a stable stand. The surest fix is a base, as long as the centre of gravity sits over it. A top-heavy figure, like a lollipop on its stick, can still tip over in play, so keep the weight low. Test the balance with a cheap 3D print before you make the mould.

Scale: Choose It Early

Decide the final size of a piece before you design it, because changing scale later changes more than the size. Volume grows with the cube of the scale: double the height of a piece and it uses about eight times the plastic. Scaling down also thins the walls in proportion: a 10 mm piece with 2 mm walls, shrunk to 5 mm, has 1 mm walls, which is often too thin to mould. Fixing that afterwards means remodelling the piece.

A Watertight (Manifold) Mesh

A mould can only be made from a model that could exist as a real, solid object. In 3D software it is easy to make surfaces that cannot exist: faces with no thickness, holes in the mesh, or surfaces that cut through each other. The model must be a manifold mesh, often called a watertight mesh: one closed, continuous volume with no holes, self-intersections or zero-thickness faces. Most 3D programs can check this for you, so run the check before you send the file.

Checklist Before You Send a 3D File

  1. STEP for simple and functional pieces; a high-resolution STL for sculpted miniatures.
  2. Final scale decided and the model built at that size.
  3. No undercuts across the parting line, or only small ones on soft PVC.
  4. No gaps between limbs, weapons and bodies, or the piece split into parts.
  5. Draft on faces that slide against the mould.
  6. Walls about 2 to 3 mm and as even as possible; thick parts hollowed.
  7. Centre of gravity over the feet or a base.
  8. A watertight, manifold mesh.
  9. A 3D print to test the fit and the balance.

A 3D designer who understands injection moulding and talks directly with the factory saves the most money, because the piece is right from the start. We work with Jordan O'Neill, a 3D designer in the UK who prepares files for production. Materials, mould costs and prototypes are in our guide to board game miniatures, and flat cut pieces in what is a CAD file. To have your files checked, contact us.

Frequently Asked Questions

What is the difference between STL and STEP?
An STL file is a mesh of flat triangles: easy to view and 3D print, but hard to edit. A STEP (STP) file is an exact CAD model of curves and surfaces that a factory can edit and use to carve a mould. STEP suits functional and simple pieces; STL suits sculpted miniatures.
Which file should I send for injection moulding?
A STEP file for simple and functional pieces, because the factory can edit it and carve the mould from it. For detailed sculpted miniatures a high-resolution STL is acceptable. Send at least an STL with a quote request.
Can I convert STL to STEP?
Only badly. Converting STEP to STL is easy, but turning a mesh of triangles into a real CAD model is like turning pixels back into vectors: detail is lost. Design in the format the factory needs from the start.
What is an undercut in injection moulding?
An undercut is a part of a piece that hooks into the side of the mould, so the mould cannot open without breaking the piece. It is fixed by redesign, by cutting the piece into parts, or by adding sliders to the mould, which costs extra.
How thick should the walls of a plastic game piece be?
About 2 to 3 mm as a rule, depending on the material. Keep walls even, hollow out thick solid parts, and avoid thin necks between thick sections, which break.

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