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.
3D visualization of machined brass technical product
3D visualization of transparent orange glass showing caustics
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.
3D visualization of wood and metal electronic device
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.
3D visualization of complex brass and glass product showing lighting and caustics
3D visualization of wood and concrete product showing natural finishes
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