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Learn to create and light product shots in LightWave

By Eugenio Garcia Villarreal
Web: Open Site
| Your Rating:
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(23 Votes)
| 35388 Views
| 8 Comments
| Comments 8
Date Added: 9th January 2014
Software used:
Photoshop, LightWave

6. Camera setup

I was looking for a nice composition – something less boring than an original brand setup. To do this, I use a 35mm camera to get nice lens focal length, and I render it all at 3600 x 2300 pixels. I use the advanced camera – the VPR option is particularly great for pre-visualizations!

1828_tid_ps-006.jpg
Choosing the right camera can make all the difference

7. Rendering

I separate the background by adding a constant Alpha at 0 to have everything in one image. Later I can split the elements in Photoshop. I use level 12 antialiasing with the classic Reconstruction filter and low-discrepancy sampling pattern. The render took 7 minutes using the LightWave internal render engine, rendering in .targa format at 32-dpi (to have the Alpha channel).

1828_tid_ps-007.jpg
Getting the render right


8. Color correction

Once I have my final render I open it up in Photoshop. First of all, I separate the object from its background and I perform some Levels correction to get a nice contrast. I then play with color correction of the saturation. I clone the image and make an HDR adjustment to get better and crisper contrasts. Later I use the Unsharp mask tool to bring through more nice edges and details. I also unify the tonal values with a blue filter at the end.

1828_tid_ps-008.jpg
Making changes in Photoshop

9. Final details

We don't always have to keep our raw render details. I sometimes like to use the Dodge tool to add more brightness to my images, for example.

1828_tid_ps-009.jpg
Adding brightness to the image

10. Final Image

When I'm happy with the image I add some extra details, like chromatic aberration in some parts of the image (but not all). I move the red channel in my flattened image, copy all, then I undo this action and paste the chromatic aberration image. I apply a mask and with a soft round brush I unmask the details, like metals and glass, to create this effect.

1828_tid_pshot.jpg
The final shot

Pro tip: Imperfections and contrasts

To make a great product shot, always look for variations and subtle imperfections, as these will help your images to look more interesting. Also look for good contrast, too; the human eye loves contrast!

Related links
Check out Eugenio Garcia Villarreal's website
Latest news and versions for LightWave




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Readers Comments (Newest on Top)
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(ID: 247381, pid: 0) Panphoto on Sun, 26 January 2014 12:05pm
I agree with the others, it's a great image but the tutorial lacks the detail that a newcomer would require and is therefore more of a fly-through than a proper tutorial. If this is typical of the depth of 3dtotal's tutorials, it's not a good advertisement.
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(ID: 247331, pid: 0) David on Sun, 26 January 2014 2:28am
I've been making some product shots but having great difficulty getting good bokeh (depth of field blur) when using dof. I've tried the post processing filter and having dof on and off in global rendering. I'm not that happy using dof passes and using photoshop as it is still a little fake for me. Can LW actually produce a good photograph product shot with dof or not? David
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(ID: 246807, pid: 0) Doran on Wed, 22 January 2014 6:13pm
Obviously, he has left a lot of the tedium of the modelling project out. I was employed for a long while as an artist making product shots just like this. In fact, I have modelled nearly this exact shot in the past. I'm happy to see someone cover it.
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(ID: 246666, pid: 0) Cesar on Tue, 21 January 2014 11:30pm
Great image. I´d like more info on the models and the materials.
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(ID: 246538, pid: 0) Andrea on Tue, 21 January 2014 5:56am
I think this is a bit too short, at least for a tutorial. Too many things are taken as obvious. As it is now, it is more like a show of the workflow used than an actual tutorial.
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(ID: 246521, pid: 0) Eugenio Garcia on Tue, 21 January 2014 3:58am
Hi Rick. For the materials . I use the preset tab materials i start with the chrome material . I only add texture maps for.the brushed aluminum. in the bump In this render the alpha.channel is in the floor material i added a constant value of 0 on this material helps in the.post production stage because i can do the color.correction of the elements and the.floor by sepparate (i render only one .tga 32 bit file with the alpha
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(ID: 245335, pid: 0) Rick on Tue, 14 January 2014 4:26pm
What is 'alpha 0'? > Later I can split the elements in Photoshop. And how do you split off the separate objects for processing in Photoshop? How are they brought back in for compositing? What transfer layers do you use? What shaders are you referring to doing most of the work? Thank you.
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(ID: 244642, pid: 0) Scott on Fri, 10 January 2014 6:19pm
I would be nice to see more of your settings not a whole lot of info was given on this tutorial..
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