Most Product Visualisation Tutorials Are Teaching The Wrong Process
I've watched a lot of product visualisation tutorials. And I have a problem with most of them.
The majority teach you to light the shot before the materials are finalised. I understand why - it gets something visible on screen quickly and it feels like progress. But it's the wrong order. And it's creating a generation of 3D artists who wonder why they're constantly reworking their lighting and never quite getting the result they're after.
The workflow diagram illustrates the full Product & Automotive CGI Visualisation pipeline that I would recommend - and where the distinction between craft and art lives within it.
Think About What A Photographer Actually Does
A photographer arrives at a shoot with one significant advantage over a 3D artist. The object already exists. They don't need to build it or paint it. Their entire creative process is about two things. How to stage it. And how to light it.
First, composition and staging. Does the product sit on a plinth, draped fabric, a rock, water? These decisions are made with care, because everything that follows depends on them being right.
Then, only when the staging is locked, the magic happens. Light.
Light creates mood. Light describes form. Light reveals what a material is actually made of - whether something feels cold or warm, hard or soft, cheap or expensive. A skilled photographer doesn't just illuminate a product. They use light to make it look like it's worth owning.
This is the process that 3D product visualisation is replicating. We are virtual photographers. The pipeline is the same. The discipline should be the same.
The Right Workflow Has Two Distinct Phases
The first phase is Craft. This is where you build reality. Modelling, data import and clean-up, material assignment and refinement. Look development lighting plays a role here - but it isn't creative lighting. It's functional illumination using stock HDRI maps to check how materials are responding to light and reflections. If materials look fake, cartoony, lifeless - there is no point proceeding. No amount of lighting will rescue a scene with shaders that aren't responding correctly to light.
Only when the model is right and the materials are convincing does the second phase begin.
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The second phase is Art. Staging and shot composition first - camera angles, framing, what each shot needs to communicate. Only then, with everything locked, do you light each shot individually.
Because each shot needs its own lighting. Change the camera angle and you have a new lighting problem. Reflections move to different parts of the model. What worked perfectly from one view can be completely wrong from another. Each shot is a fresh creative challenge that deserves its own solution.
Every material change made after lighting decisions are already taken potentially invalidates those decisions. You go back. You adjust. You go back again. The process becomes circular and the deadline gets closer. This isn't a skill problem. It's a sequence problem.
Lighting Is An Art Because There Is No Single Correct Answer
This is what the tutorials miss most fundamentally. They teach lighting as a technical process with correct and incorrect outcomes. But the moment you arrive at the lighting stage with everything else resolved, you're no longer in the domain of correct and incorrect. You're in the domain of vision.
There is no single right way to light a product shot. There are infinite possibilities, each creating a different mood, a different reading of the material, a different emotional response. The role of the artist is to explore those possibilities - to discover something special rather than simply produce something adequate.
That exploration requires a tool that gets out of the way. That works the way a photographer thinks - placing light intuitively, seeing the result immediately, adjusting with instinct rather than battling settings and parameters.
You have to light only when everything else is locked down. That is, if you care about lighting. If you care about creating the most beautiful shot possible.
The sequence isn't just a workflow recommendation. It's a statement about what lighting deserves to be.
Author: Mark Segasby
I'm co-founder of Lightmap, the company behind HDR Light Studio. I trained as a product designer before moving into 3D product visualisation in its earliest days. The aha moment came when I discovered HDRI maps - I immediately wanted a way to create custom maps to light my own shots rather than relying on whatever existed. That gap became HDR Light Studio. Seventeen years on, the tool has evolved far beyond that original idea, shaped by what we've learned and what our customers do with it. I still spend my time designing new features and watching what they create.
Instrument•869 followers
3wYeah. I’ll buy this workflow. The way I describe it is “build it, light it, render it”. You can’t light anything until it’s built. As far as material tweaks after or during final lighting. This happen in real life and in cg. Dulling spray, varnishes, flags, sharpies, and all sorts of things are used to tweak a real material. So there is always some of this that happens in cg too.
Good Monday AB•484 followers
3wI’d say I often set up some base lighting before all materials are finalized. It helps me explore different moods and compositions for a scene — and jumping back and forth between tasks in a project also keeps me awake late at night. �� For more complex scenes I usually start with very simple materials (matte and glossy greys, some basic glass etc.) with real-world properties. That makes it easier to see how the lights behave. Once the base lighting feels right, I can start refining the materials and know that everything will react in a believable way. If that makes sense. And when the final composition is set, I can fine-tune the lighting as well.
Exploring the future of…•3 followers
1moLooks an amazing piece of software but for a small reviewer like myself reveiwing 3D printers and lasers for websites and social media it’s way out of my budget. Which is a shame as it would make a huge difference to my review photos.
Bolt Graphics•2K followers
1moI really appreciate the insights here! Thanks Mark!
Pristina-AUTORUN•513 followers
1moWell said here "Lighting Is An Art Because There Is No Single Correct Answer". The beauty and the bad thing is that you must limit the time to set each light source, otherwise the process can be endless searching for the perfect lighting.