Designer Tool 3D Designer Tool

3D Designer Tool · Updated 24 Sep 2026

3D Products: Bottles, Tubes & Containers

How to turn a bottle, tube or container model into a 3D Designer Tool product. Shoppers choose a colour and finish for each part and add their artwork to the body label and the cap label. This workflow has no SVG files.

1Before you start

Every product is made of 5 parts: 3 plastic parts shoppers colour, and 2 label parts shoppers put artwork on. You deliver one GLB and one PNG image per part.

Part (object)MeshMaterialShopper can change
BodyBody1DesignareaColour, finish
Outer ClosureOuter Closure1DesignareaColour, finish
Inner ClosureInner Closure1DesignareaColour, finish
Body LabelBody Label1BodyLabelArtwork
Outer Closure LabelOuter Closure Label1OuterClosureLabelArtwork
  1. Source modelsource OBJ, in mm
  2. Clean up in Blender5 parts, names
  3. Materials & labelsgrey + clear labels
  4. UVs & exportGLB named by SKU
  5. Part imagesone PNG per mesh

Names must match everywhere: the mesh name in the GLB and the part image file name (Body1.png). Spaces are part of the name: Outer Closure1, not OuterClosure1.

2Prerequisites and required settings

Software

ToolUsed forVersion
Blender (free)Clean-up, UVs, GLB export and part image renders4.2 or newer
glTF Viewer (free, browser)Checking the exported GLB—

Settings to use every time

SettingRequired value
Blender scene unitsMetric, millimetres, while cleaning up the source model
PartsExactly the 5 in the table above
Plastic parts materialDesignarea, solid light grey #E5E5E5, no texture
Label materialsBodyLabel / OuterClosureLabel: transparent placeholder image, Render Method Blended
UV mapOne per mesh, named UVMap
ExportglTF Binary (.glb), +Y Up, named by product code (e.g. BOTTLE-1L.glb)
Blender Scene Properties with Unit System set to Metric and Length set to Millimeters
Blender → Scene Properties → Units: Metric, Millimeters.

3Part A: Build the 3D object (GLB)

The screenshots in this section show a 1 L reference bottle. Open your reference GLB next to your own work and match it.

  1. Import the source model and check its size. File → Import → Wavefront (.obj). Press N, open the Item tab and compare Dimensions with the real product. Keep an untouched copy of the original OBJ.
    Bottle in the Blender viewport with the Item panel showing its dimensions
    Sidebar (N) → Item → Dimensions.
  2. Reduce the model to the 5 parts. Join pieces that are one moulded part in real life into one mesh. Delete (don't hide) anything that is not in the parts table: liners, seal discs, closure rings, dip tubes, cameras and lights.
  3. Name every part. Each part has an object name and a mesh name. The mesh name is the object name plus 1. The three plastic parts sit under one parent empty; the two labels sit at the top level.
    Blender Outliner showing Body Label, Object with Body, Inner Closure and Outer Closure, and Outer Closure Label
    Outliner of the reference GLB: object names (orange) and mesh names ending in 1 (green), with each mesh's material.
  4. Assign Designarea to the plastic parts (Body1, Outer Closure1, Inner Closure1): Principled BSDF, Base Color #E5E5E5, Metallic 0, Roughness 0.5. Nothing may be connected to Base Color; the designer applies colours and finishes on top of this grey.
    Material Properties of Body showing the Designarea material
    Material Properties → Designarea: Base Color #E5E5E5, Metallic 0, Roughness 0.5.
  5. Build the body label (Body Label1). A clean, evenly spaced cylinder that sits 0.05 mm outside the body over the area a real label covers. Don't shrink-wrap it to the body, or its edges come out jagged. Shade it smooth.
    Body Label selected on the bottle, outlined in orange
    Body Label selected: a band over the label area, just outside the body.
  6. Build the cap label (Outer Closure Label1). A flat disc on the top of the outer closure, just above its surface. If the lid has embossed text around the edge, keep the disc inside that text ring.
    Outer Closure Label disc selected on top of the cap
    Outer Closure Label selected: a disc on the cap top.
  7. Set up the label materials. Give Body Label1 the material BodyLabel and Outer Closure Label1 the material OuterClosureLabel. In each, connect an Image Texture node to the Principled BSDF: Color → Base Color and Alpha → Alpha. Load a fully transparent PNG named like the material:
    • BodyLabel: 2048 px wide, height matching the label's shape (1525 px on the reference bottle)
    • OuterClosureLabel: 2048 × 2048 px
    The labels stay invisible until the shopper adds artwork, so the body colour shows through.
    Shader Editor showing an Image Texture node feeding Base Color and Alpha of the Principled BSDF
    Shader Editor, BodyLabel: Image Texture Color → Base Color, Alpha → Alpha.
    Then, in Material Properties → Settings, turn on (1) Backface Culling and set (2) Render Method to Blended.
    Material Settings with Backface Culling on and Render Method Blended
    Material Properties → Settings: (1) Backface Culling on, (2) Render Method Blended.
  8. Unwrap the UVs. One map per mesh, named UVMap, no overlaps.
    • Body Label1: one band across the full 0–1 square, seam at the back, front of the bottle centred.
    • Outer Closure Label1: flat top-down projection filling the square.
    • Plastic parts: cylindrical unwrap for straight shapes, conical for tapered ones. Avoid Smart UV Project on round parts; it gives uneven cell sizes.
    Check each label by temporarily loading Blender's Color Grid image (Image → New → Generated Type: Color Grid) into its Image Texture node. Cells must look square on the bottle and letters must read the right way round. Put the transparent image back afterwards.
    UV Editor with the Color Grid and the bottle label showing even square cells
    UV Editing workspace: the body label fills the grid (left) and shows square cells on the bottle (right).
  9. Match the reference size. Scale the whole model uniformly so it matches the reference GLB for its family. The 1 L reference bottle measures about 3.9 × 4.0 × 11.3 units overall. Bottles and containers use this reference size, not the 6.333 × 4.890 × 8.711 box used for flat print products, so don't shrink a bottle to fit that box.
  10. Export the GLB named by SKU: File → Export → glTF 2.0.
    Export settingValue
    FormatglTF Binary (.glb)
    IncludeVisible objects; no cameras, no lights
    Transform+Y Up
    MeshApply Modifiers, UVs, Normals on
    MaterialExport; images Automatic (packs the two label placeholders)
    CompressionOff
    Blender glTF 2.0 export dialog with GLB format and +Y Up selected
    glTF 2.0 export with the settings above.
  11. Check the export. Re-import the GLB into an empty Blender scene, or open it in a browser viewer (glTF Viewer or Babylon.js Sandbox). Confirm the 5 mesh names, that the plastic parts are plain grey (not a checker pattern) and that the labels are invisible.
    Reference bottle GLB open in the Babylon.js Sandbox, plain grey with invisible labels
    The reference GLB in the Babylon.js Sandbox: plain plastic, labels invisible. Rotate it to check every side.

4Part B: Create the part images (PNG)

Shoppers see these images when choosing which part to colour. Render one image per mesh, showing the part on its own in plain white plastic. Shoppers pick finishes separately, so the image must show no finish.

The five part images of the reference bottle: Body1, Outer Closure1, Inner Closure1, Body Label1, Outer Closure Label1
The 5 part images of the reference product, each named exactly like its mesh.
RequirementValue
File nameExactly the mesh name: Body1.png, Outer Closure1.png, Inner Closure1.png, Body Label1.png, Outer Closure Label1.png
ShapeSquare (1:1), part fully in frame and centred
BackgroundTransparent (PNG with alpha)
Colour depthFull 24-bit RGBA; no palette reduction (it causes banding)
File sizeUp to 1 MB each
LookPlain white plastic, soft studio light; grip ridges and embossed text clearly readable
  1. Isolate the part. In a copy of your .blend, hide every mesh except the one you are rendering and give it a white plastic material (Base Color white, Roughness about 0.4).
  2. Set up the render. Render Properties: engine Cycles, Max Samples 256, Denoise on, Film → Transparent on. Output Properties: resolution 3072 × 3072, File Format PNG, Color RGBA, Color Depth 8.
    Blender Output Properties with 3072 by 3072 resolution and PNG RGBA output
    Output Properties from the reference render file: 3072 × 3072 px, PNG, RGBA.
    Blender Render Properties with the Film panel open and Transparent ticked
    Render Properties → Film → Transparent ticked, so the background renders see-through.
  3. Frame and render. Aim the camera at a slight three-quarter angle so the part's shape reads, with a small margin all round. Render (F12) and save as <mesh name>.png.
  4. Fit the 1 MB limit. If a file is over 1 MB, scale it down (keeping it square) until it fits. The reference images are 1900–3060 px square. Do not reduce them to 256 colours.

5Guidelines, limitations and recommendations

ItemLimit or rule
Parts5: Body, Outer Closure, Inner Closure, Body Label, Outer Closure Label
Plastic materialsOne shared Designarea, solid grey. Mapping, Mix or procedural nodes do not survive export
Label materialsTransparent placeholder image, Color and Alpha connected, Render Method Blended
UV mapsOne per mesh, named UVMap, inside the 0–1 square, square cells on the labels
GLB sizeKeep it light; the reference GLB is 1.6 MB
Part imagesOne per mesh, square, transparent, 24-bit RGBA, up to 1 MB

Recommendations

  • Start each new SKU from the reference GLB of the same family and keep its names and structure.
  • Finish one product end to end, including the checklist, before starting a batch.
  • Keep a master .blend for every SKU so you can re-scale, re-unwrap or re-render later.
  • Re-open every exported GLB to check it. Re-saving a .blend after importing a GLB can attach a stray image to Designarea.

6What to avoid

These are the mistakes that most often break a 3D Designer Tool product. Each one looks harmless in Blender but shows up in the designer.

Model and parts

AvoidWhat goes wrongDo instead
Hiding parts you don't needHidden parts still export and can show through a clear or frosted finishDelete them
Extra parts (seal discs, closure rings, liners, dip tubes)They have no part image, so the part selector breaksKeep exactly the 5 parts
Changing names: OuterClosure1, Body1.001, body1The mesh no longer matches its part imageUse the names in the parts table exactly, spaces included
Label shrink-wrapped to the body, or sitting inside itJagged edges, flickering, or a label that disappearsAn even cylinder 0.05 mm outside the body
Cap label over the lid's embossed textArtwork covers the safety textKeep the disc inside the text ring
Smart UV Project on round partsUneven UV cells, so artwork stretches in placesCylindrical or conical unwrap; check with the Color Grid

Materials

AvoidWhat goes wrongDo instead
Any image or texture on DesignareaShoppers see a checker or pattern instead of plain plasticSolid #E5E5E5, nothing connected to Base Color
Colours, metallic or finishes baked into materialsThe designer's finishes look wrong on topLeave plastic parts plain grey; the designer applies finishes
A white or coloured label imageA band covers the body even when there's no artworkFully transparent PNG placeholder
Alpha not connected, or Render Method left on Dithered/OpaqueTransparency is ignored and the label showsAlpha → Alpha, Render Method Blended
Mapping, Mix or procedural nodesThey are dropped on export, so the result differs from BlenderPlain Principled BSDF values and one Image Texture on labels

Export and part images

AvoidWhat goes wrongDo instead
Exporting cameras, lights or Draco compressionExtra objects in the scene; compressed files may not loadVisible objects only, compression off
Exporting without +Y UpModel appears lying on its sideTick +Y Up
Re-saving the .blend after importing a GLB to check itA stray image can attach to DesignareaCheck in an empty scene and don't save it
Part image as JPG or on a white backgroundA box shows around the part in the selectorPNG with a transparent background
Colour or finish in the part imageThe image doesn't match what the shopper picksPlain white plastic only
Shrinking to 256 colours or over 1 MBBanding, or the file is too large to useFull 24-bit RGBA; scale down the square to fit 1 MB

7Final checklist

3D object (GLB)

Part images (PNG)

Viewer check

8Troubleshooting

ProblemLikely causeFix
Plastic part shows a checker pattern instead of greyA stray image is connected to DesignareaRemove the Image Texture node, set Base Color to #E5E5E5, re-export
White or grey band where the label isLabel image is not transparent, Alpha is not connected, or Render Method is not BlendedUse a fully transparent PNG, link Alpha → Alpha, set Render Method to Blended
Artwork stretched or squashed on the labelLabel UV is uneven, or the image shape doesn't match the labelRe-unwrap as one band across 0–1; size the placeholder image to the label's proportions
Artwork on the back of the bottleFront of the bottle is not centred in the UVMove the UV seam to the back
Flickering or speckled labelLabel sits on, or inside, the body surfaceMove the label 0.05 mm outside the body
Label has jagged edgesLabel was shrink-wrapped to the bodyRebuild it as an even cylinder
A part is missing in the part selectorPNG name differs from the mesh nameRename the PNG to match the mesh exactly, including spaces
Model tiny, huge, off-centre or on its sideNot scaled to the reference, or exported without +Y UpMatch the reference size, re-export with +Y Up

9Documentation and tools