INDUSTRY
Luxury Goods
SCOPE
Concept to final render
DELIVERABLES
:30 spot
TOOLS
Blender, After Effects
BEHIND THE SCENES
DIVE DEEPER
This watch combines my favorite details from several Holzkern designs with exposed mechanics. Every part was poly-modeled in Blender from photo references. Drag the slider to compare the final render with the wireframe underneath. The exploded view also shows a shortcut: I modeled only the parts the camera would see, so this is where the illusion gives itself away.
MODELING
This is one gear out of dozens, and it got the same attention as the rest. Each tooth, spoke, and edge was poly-modeled by hand, with bevels small enough to catch the light the way machined metal does. In macro shots, the camera gets close enough to spot shortcuts, so I didn’t take any here.
TEXTURING
Most of the watch is textured procedurally. The materials are generated inside Blender instead of painted onto the model, which gives me precise control over how the metal catches the light. I layered in image-based scratches, scuffs, and fingerprints so the surfaces feel handled rather than pristine. The wood uses PBR photo textures so the grain looks natural.
LIGHTING AND ANIMATION
The lighting is deliberately minimal: one to three lights per shot, with no HDRI and no background. Letting the shadows do most of the work creates the contrast and drama of a high-end product spot. The camera moves run on simple rigs that orbit the watch smoothly, so the attention stays on the product. Everything was rendered in Cycles.