Role: Materials, Lighting, Rendering, Compositing
Production: West of Everything, 2022
Software: Unreal(Path Tracing), Photoshop, Illustrator
This was entirely a solo freelance project, producing a large volume of high-quality renders in Unreal Engine under a tight deadline using the Path Tracer pipeline. The project included roughly 40 unique deliverables, with multiple render passes and mattes composited in Photoshop for final polish and quick iterations. I worked from CAD (STEP) files and reference imagery with strict Pantone color requirements, cleaning up geometry and adding detail where needed, particularly on the pump components. One of the biggest challenges was accurately rendering a wide range of liquid and transparency qualities, including subsurface scattering, diffusion, refraction, translucency, and suspended beads and bubbles. Managing numerous labels, colorways, and package configurations added further complexity, which I streamlined by building Photoshop templates that allowed single master updates to propagate across entire product families. While demanding, the project was highly rewarding and a great learning experience.
Tests and Explorations