Category Archives: Design 3D SE

These videos were created using past and present versions of Strata Design 3D SE. Older versions of SE showed CX based tools and features as grayed out icons and menus.

Model Size Reduction Strategies


Reducing the complexity of your model can be important – whether the number of objects, the polygon count, the texture size, or any combination of these. Smaller, more efficient models can improve rendering times and allow you to use the model in real-time display (such as augmented reality, web display, iBooks illustrations, etc.) and even for 3D printing. View this tutorial

Some polygon editing basics for beginners, Part 1

Viewing this tutorial requires a SubscriptionThis polygon modeling tutorial is designed for people new to polygon modeling who want to better understand the nature of geometry construction. It covers the nature of polygons (triangles, quads, ngons) and their subcomponents (vertices, edges, fill), overlapping vs connected elements and possible problems that can be encountered when constructing geometry. It also shows how to use active grids to carefully construct geometry.

Sports Supplement Container, Part 2 (CX/SE)

Viewing this tutorial requires a SubscriptionThis texturing tutorial shows how to set up the underlying blue metallic design components of the label. It discusses the setup of a metallic material, describing the use of the Smoothness and anisotropy channels.

Projection Textures and the Local Z Axis (SE/CX)

Viewing this tutorial requires a SubscriptionThis texturing tutorial for beginners shows how projected materials (cubic, cylindrical, spherical, planar, decal) are oriented to an object. This can help to understand why a material is behaving in a certain way, especially for cubic mapped materials. It was recorded with CX but can also be done with SE7.

Modeling a teapot spout (SE-partial/CX)

Viewing this tutorial requires a SubscriptionThis modeling tutorial shows how to use the Skin tool to create a teapot spout. It also shows how to convert this to a 3D bezier surface, perform some bezier editing on this surface, then finally convert to a polygon mesh. The final polygon mesh is edited and then has subdivision surfaces applied. Note that the first several parts can be done in SE 7, while all components can be done in CX.

Whisk: Part 6 (texturing and rendering) (SE/CX)

Viewing this tutorial requires a SubscriptionThis beginner/intermediate tutorial shows how to texture and render the whisk. It shows how to use luminous geometry, a spot light and how to use the Fresnel interpolator. The tutorial is done in Design 3D SE7, but can also be followed in CX.