This is the work I love most.
I'm unreasonably particular about materials. The specific grain of machined aluminum. The way light catches a knurled brass surface. How glass refracts and distorts what's behind it. Getting these things right is what separates a render that looks "pretty good" from one that makes someone reach for the screen.
My approach is material-first. Before I think about composition or camera angle, I build the surfaces. I work at the granular level of finish, texture, and reflectivity - because when those are honest, everything else falls into place.
This matters practically too. When a design team is exploring CMF options - trying matte black versus brushed nickel, walnut versus maple - I can iterate those quickly at full fidelity. You see what the product will actually feel like, not an approximation.