Gletal
Look Development / 3D

A look development project about two materials that handle light in opposite ways. Glass bends it and lets it through. Metal stops it at the surface.
Overview
Material fidelity in 3D falls apart on the details, so most of this was shader iteration against physical reference until the refraction stopped looking like a preset.
Process
Redshift with HDRI environment lighting. Close framing, neutral grounds, and nothing in the composition competing with the surface.
Outcome
A set of renders where I stopped being able to pick out which parts were the reference.







