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XO3D Studio · Guide

How to Review CGI Work.

What to look for at each production stage, so your feedback is useful, your revisions are purposeful, and the final output is what you actually need.

Four-stage CGI review flow, storyboard to final render
Four review stages, storyboard, animatic, material tests, final render. Each has a decision to make.

The studio behind this guide

Who you would be reviewing with

XO3D is a director-led product CGI studio, and the stages below are the ones we actually run: storyboard or animatic, then look-development frames, then the included review rounds, three on stills and four on anything including video. Worth understanding before you commission anyone, because the review structure is where most of the risk in a CGI project is either handled early or missed entirely.

How XO3D compares to the other five supplier models

Most client feedback on CGI is either too vague ("it doesn't feel quite right") or too granular ("can we move that highlight 3% to the left"). Both create problems. Vague feedback generates multiple rounds of approximated revisions. Over-specific feedback on details that aren't visible in the final delivery wastes production time on changes that won't be seen.

Review the brief and the current production stage together: our production process sets out the sequence, while the 3D animatic guide explains what to approve before final rendering. A material question belongs in look development, where references and lighting can be assessed together. To judge the shots themselves, see camera shots in product animation. Before the storyboard review, compare the types of storyboard you may be shown. For what each stage makes, read the stages of animation production, and for what usually goes wrong at each review, see our ten common mistakes.

This guide describes what each production stage is designed to resolve, and therefore what feedback is useful and what isn't at each stage. Getting this right protects your budget and produces better work.

Review map

Before any review, five steps.

  1. Agree which version you are looking at, and who makes the decision on it.
  2. Name what this stage is meant to settle, and leave the rest for later.
  3. Write each note against a frame, timecode or reference, not from memory.
  4. Collect everyone's notes into one list, and settle conflicts before they go to the studio.
  5. Record what is approved, what is still open and what needs clarifying.

The order of stages differs between projects, so treat this as a checklist rather than a fixed sequence. See the production process, or understand the animatic.

Stage-by-stage review guide

What to focus on, and what to ignore, at each stage.

  1. Storyboard Review

    What it resolves
    Shot selection, narrative structure, which features of the product are shown and in what order, overall creative direction of the film.
    What to look for
    Does this shot sequence tell the right story? Are all the important product features shown? Is the order of reveals logical? Does the structure serve the film's intended purpose (launch, technical explanation, investor pitch)?
    What not to focus on
    Exact lighting, material quality, camera movement smoothness, none of these are present at storyboard stage. The storyboard is a structural document.
  2. Material Test Review

    What it resolves
    Whether the material reconstruction matches the physical product's surface behaviour under light, the specific alloy, finish, texture, and reflectance properties.
    What to look for
    Compare the render against the physical product or reference images. Does the surface behave correctly in light? Does the finish match the specification? Is the colour temperature accurate?
    What not to focus on
    Camera angle, composition, or background, these are not the subject of a material test. Focus entirely on surface quality.
  3. Animatic Review

    What it resolves
    Exact camera choreography, timing, edit rhythm, product movement sequence, and structural relationship between image and sound.
    What to look for
    Watch it at full speed three times. Does the film feel like it has the right energy? Are reveals well-timed? Is any shot too short to read? Does mechanism movement match the correct operational sequence?
    What not to focus on
    Visual quality, the animatic intentionally uses rough geometry and no lighting. Evaluating material or render quality here is evaluating the wrong thing.
  4. Final Render Review

    What it resolves
    Overall visual quality, grading, integration of all elements, camera, material, lighting, composition, into the finished piece.
    What to look for
    Does this meet the visual standard set in pre-production? Does the grade feel right? Are there any surface artefacts, rendering errors, or inconsistencies in the materials?
    How to give good feedback
    Reference specific frames by timecode (XO3D uses Frame.io for timestamped annotation). Describe what you see rather than prescribing the technical fix, "the highlight on the chassis edge feels too bright at 0:12" is better than "reduce the specular intensity by 20%".

Decisions by stage

What each review decides, and who confirms it.

An illustrative order. Some projects review geometry, movement and appearance at different points, and the stages for yours are agreed at the start. A final image does not confirm engineering accuracy; that comes from your approved source data. To prepare the material and lighting review, review material and lighting decisions.

StageWhat to decideReferenceWho confirmsOpen questions
StoryboardThe story, which features appear, and in what orderThe brief and its key messagesThe creative ownerFeatures still being decided; claims not yet approved
Greycard or animaticGeometry, movement, camera and framing, in each required aspect ratioThe CAD revision, mechanism references and the storyboardThe creative owner, plus a product or engineering reviewer where parts moveMovement the source does not show; formats not yet confirmed
Look developmentMaterials and lighting, judged against the referencesPhysical samples, finish specifications and approved photographyWhoever owns the finish, usually product or brandFinishes with no sample; colour values not yet fixed
FinalThe finished result, and that every earlier note is closedThe approved stages and the open-notes listThe decision owner named at the startAnything outside the agreed scope

Lighting plan

Where the camera and lights sit.

A top-down plan of the camera and lights for the Bluestork ergonomic mouse hero shot, beside the frame it lights.

Top-down diagram of the camera and lights around a mouse for the hero shot
Lighting plan. A layout diagram rebuilt in Blender from the hero shot, not the original production scene.
Bluestork ergonomic mouse lit against an orange and black background
The hero frame the plan lights.

FAQ

Common questions, answered.

What does XO3D check in a greycard animation?
A greycard is an untextured clay preview of the animation and its camera moves. The client signs it off before material previews begin. XO3D checks composition, geometry intersections, camera and part movement, shot timing, and whether the action fits both landscape and vertical framing. Review the movement and framing at this stage, rather than judging the final materials or lighting. Checking each required format helps identify action that falls outside the frame before final rendering.
How many people should be involved in reviewing CGI?
The fewer, the better, provided all key stakeholders are represented. Ideal review teams have one person responsible for creative direction, one for technical accuracy (if the product is complex), and one for brand compliance. More reviewers produces more conflicting feedback, which produces compromised output. If multiple stakeholders must be involved, consolidate feedback before submitting it to the studio.
What's the best way to submit feedback?
XO3D uses Frame.io for all video review, you annotate directly on the frame at the specific timecode, which reduces ambiguity about which frame or element you're referring to. The review method and the number of review rounds for your project are agreed in your proposal. For still images, use annotated PDFs with clearly labelled feedback points. Written feedback should describe observations, not prescriptions where possible, "the shadow reads as too heavy on the left side" gives the studio more useful information than "make the shadow 40% lighter".

Production insight from

Connor Hamilton-Smith

Head of 3D, XO3D

Check the last round of feedback as well as the new image

Connor describes a material still that needed another internal pass because strong lighting hid the casing texture and a metal part needed roughness. The review also caught an outstanding gap correction and an engraving that had already been marked for removal.

That is why a useful review has two passes: judge the image in front of you, then reconcile it with the previous comments. A better-looking frame does not prove that every requested correction has been made.

  • Check whether lighting reveals the specified texture and finish.
  • Match each earlier comment to the exact part or frame it concerns.
  • Confirm whether each item is resolved, still open or needs clarification.
  • Approve the material still before committing the sequence to final rendering.

For a still, the XO3D Labs Image Marker can help place a note on the relevant area. Name the reference and describe what looks wrong; a marker does not itself confirm that the correction is complete.

From a production discussion, edited for clarity.

Second pass

Reconcile the last round before approving.

A more attractive image does not by itself show that an earlier correction has been made. Put each previous note beside the new evidence and mark a decision. The rows below use the kinds of note in the material-still review above. Before you approve, check the exact product revision, the shot and the aspect ratio the approval covers.

Previous noteCurrent evidenceDecision
The casing texture should readIs the texture visible in the new still, under the new lighting?Resolved, still open, or needs clarification
A metal part needs roughnessDoes the part now break up the light the way the reference does?Resolved, still open, or needs clarification
A gap needs correctingIs the gap closed, on the product revision being approved?Resolved, still open, or needs clarification
An engraving was marked for removalIs it gone from every frame it appeared in?Resolved, still open, or needs clarification

Note template

A note the studio can act on.

Copy this pattern for each note. It says what you see and what it should match, and leaves the fix to the artist. A note on its own is not an approval: approval belongs to a named version.

Template
Project and version:
Frame or timecode:
What I see:
Reference or approved specification:
Decision needed:
Owner:
Status: open / resolved / needs clarification
Fictional example
Project and version: kettle film, version 3
Frame or timecode: 0:12
What I see: the steel body reads warmer than the supplied finish photograph
Reference or approved specification: finish photograph 02 in the brief
Decision needed: match the reference, or keep the warmer look for this shot?
Owner: brand lead
Status: open

Past production insight from

Jack Robertson

Former Mid-Level Artist, XO3D

Review the cut together, not only each shot

Jack's basic checks on any animation: does the product look good, is there flickering or any strange artefact, do reflections or lighting look wrong, are the colours consistent between shots, and is the part motion smooth, with no jittery movement or odd animation curves.

Then the product-specific questions. Does the product truly represent how it looks in real life? Do the hinges work, and do they open to the same degree the real product allows?

Some problems only appear once shots by different artists are cut together. On one film Jack had added an orange light to match other shots in the sequence. Seen in the full edit, his orange read too yellow, so he went back and made it a redder orange. Watch the assembled cut before signing off individual shots.

From a production discussion while Jack worked at XO3D, edited for clarity. XO3D's named expert on this subject is Thomas Howcroft, Founder and Creative Director.

About the studio

XO3D is a director-led product CGI studio. Founded by Thomas Howcroft in 2017 and incorporated as XO3D Ltd (UK Companies House 11876020) in 2019, when Alex Mann joined as co-founder. Based at the Business and Technology Centre in Stevenage, UK, with representation at 244 Fifth Avenue, New York. We work with tech, industrial and premium consumer brands on product films, launch stills and interactive experiences.

That makes us the right choice for launch-critical work where the visual standard has to be high and the product may not exist yet.

It makes us the wrong choice for three things, and it is worth establishing that now rather than later.

  • Hundreds of routine SKUs to a fixed template. Continuous template-based output is a different brief from launch-critical creative direction. Choose a production workflow designed for that volume.
  • A website that requires a specific configurator platform. Use that platform where your website requires it, and agree who supplies the models and who integrates the software. A custom configurator is another route: XO3D can build it and hand it over for you to host.
  • The campaign idea itself. If what you need is the strategy, the audience work and the media plan, start with an agency. We are frequently the production partner behind one.
How XO3D compares to the other five supplier models