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XO3D Studio · Technical Guide

What is Look Development?

The process that determines whether a product render looks photographed or obviously generated, and why it happens before final rendering begins.

AUAR MicroFactory CGI, grey pass beside the finished frame
AUAR MicroFactory: grey pass and finished CGI by XO3D.

The studio behind this guide

The stage most of our work happens in

Look development is where XO3D does the bulk of its work as a director-led product CGI studio: materials built to real physical properties, and lighting built around the product to reveal them correctly. Where a client supplies a physical sample or swatch, the render is compared against it at look-development sign-off. Come to us when the material is effectively the product.

How XO3D compares to the other five supplier models

Look Development (often shortened to Look Dev or LookDev) is the production phase in CGI in which materials, lighting, and environmental context are built and refined until they accurately represent the intended visual result, before any final high-resolution rendering begins. It is the process of making a 3D model look right, not just look like something. This guide covers look development for product CGI; in film and VFX the term is also a job title and covers characters, hair and environments, so it is used more broadly there.

Physically based rendering, explained in the questions below, is the material model behind the image. Use the material-review checklist to record which finish, reference and lighting setup each approval covers before the launch visuals are produced. For the checks a buyer can make on the finished frame, read six checks before you approve a photorealistic render.

At XO3D, Look Development is a dedicated production phase with its own client review stage. Material tests and lighting references are shared and approved before any final render farm time is committed. This is where the visual quality of a project is determined, and where the most important creative decisions are made. Before look development starts, the brief should settle the look itself: see choosing a render style.

On the Nanuskate ramp animation, Jack Robertson, the lead 3D artist on that project, built the composite surface from supplied images because no library material closely matched it. He varied the colour between panels after the first pass read as one uniform surface. The final ramp still and film show the result.

Same camera, three stages

From clay to final on one ramp.

The Nanuskate ramp from one camera and frame: the clay pass, the grey lit pass and the final render. The clay pass is an ID colour pass.

Nanuskate ramp as a clay ID colour pass, each part in a different colour
1. Clay (ID colour pass)
Nanuskate ramp in an untextured grey lit pass
2. Grey lit pass
Nanuskate ramp final render with timber panels and black railings
3. Final

The native renders for these frames were smaller than shown, so they were upscaled with Topaz Gigapixel.

First pass and final

What changes between a first pass and a finished look.

Each pair is one camera and one frame. Drag the handle to compare.

Nanuskate ramp first pass with one uniform timber surfaceNanuskate ramp finished with colour varying between the timber panels
Nanuskate ramp: the uniform first pass against the finished panel variation.
Sony WF-C710 earbuds with first-pass CGI lightingSony WF-C710 earbuds in the finished composite
Sony WF-C710: first-pass CGI lighting against the finished composite, same frame.
Dermalux Flex MD with the dark treatment, glowing against a black backgroundDermalux Flex MD with the light treatment on a pale grey background
Dermalux Flex MD: the dark and light treatments, same camera.

The Sony and Dermalux frames were rendered smaller than shown and upscaled with Topaz Gigapixel.

What look dev involves

The three components of look development.

Material Development

Building surfaces from product reference

Materials are developed from the available product photographs, finish specifications and physical samples where supplied. Roughness, metallic response, transmission and surface detail are adjusted against that reference. A suitable library material can provide a starting point; a finish without a close match needs a new material.

Lighting Development

A rig built for this product

Lighting is chosen and adjusted to reveal this product under the conditions the brief describes. A library HDRI or environment can be a starting point, but it is checked against the reference and changed where the product needs it: highlight placement that makes a brushed surface read as brushed, fill light that prevents shadow areas from going flat.

Environment Development

Context that serves the product

The environment, whether studio, lifestyle, industrial, or abstract, is chosen and built to support the product's visual language. Even a "simple studio background" requires precise decisions about light source position, reflection colour, and shadow softness.

The review

What a look-development review decides.

A look-development review is a set of decisions about one frame, made against named references. The table shows what is compared, what has to be decided and what the frame cannot prove. Record which product revision the frame shows, and judge it at the camera distance and output size it will be used at.

AreaReference to compareDecision neededWhat the frame cannot establish
Material appearancePhysical sample, finish specification or supplied photographsDoes colour, gloss and texture read as the intended finish?An exact physical match when no sample was supplied
Lighting and reflectionsThe lighting brief and reference imagesDo highlights describe the form and the finish without hiding detail?How the real product looks under every other light
ContextBrand guidance and the intended placementDoes the setting support the product and its use?How the image performs in its channel
Product detailThe approved CAD revision, logos and labelsAre edges, logos, labels and small parts correct for this revision?Engineering accuracy beyond what the frame shows
Unresolved assumptionsOpen questions in the briefWhich parts are provisional, and who will confirm them?Final approval of anything still marked provisional

With no physical sample, a finish can still be approved against supplied references; the approval then says that, rather than claiming a sample match. For the checks a reviewer makes, see how to review CGI, and for keeping the product right across outputs, product truth.

In the pipeline

Look development, the animatic and the final render.

Each review answers a different question with a different artefact. The order below is the typical dependency, not a rigid rule: a camera change in the animatic can send a shot back to look development, and a source change can send it back to the model.

StageQuestion it answersWhat you review
Model reviewIs the product geometry right for this revision?Grey or clay renders of the model, checked against the CAD and drawings
Look developmentDo the materials, lighting and context look right?Lit test frames of the actual product
AnimaticDo the timing, camera and action work?A rough moving edit, usually in grey
Final outputIs the finished frame or film ready for delivery?Full-resolution renders and the graded edit

Before modelling, check the source with CAD to CGI. For timing decisions, read what a 3D animatic is. A Master Asset Build includes signed-off look development and a full-resolution test frame on the actual product, and product CGI films carry an approved look into motion.

Before the design is final

Early look development before the product is final.

Look development can start before every detail of the product is settled, as long as the test is honest about what it shows. An early test frame should state the question it is meant to answer, such as which finish family suits the brand or how a colour reads beside the logo, and which parts of the geometry and finish are still provisional.

Some decisions cannot be final at this stage. A finish cannot be approved as the product finish while the material specification is still open, and a frame made from a concept model does not confirm engineering accuracy. Label provisional frames clearly, record the product revision they show, and repeat the review when the source is updated.

A range of finishes

Reviewing a colourway range side by side.

For a range, the review compares finishes under controlled conditions. On the Glen Dimplex range cooker library, XO3D built one source model per product, locked the lighting rig once and rendered every colourway and angle the same way, so the eleven finishes read as one product family.

Glen Dimplex Richmond DF DX 900 range cooker in the Anthracite colourway, front view
Richmond DF DX 900, Anthracite.
Glen Dimplex Richmond DF DX 900 range cooker in the Classic Cream colourway, front view
Richmond DF DX 900, Classic Cream: same camera and lighting rig.

A locked rig on one project is not a rule for every range. As Jack Robertson notes below, a light that suits a dark finish can overexpose a lighter one, so a rig may need a controlled adjustment per colourway. Consistency means the agreed appearance holds across the set, with any change recorded rather than hidden.

Reader checklist

A blank record for each look-development frame.

This is a proposed reader aid for your own reviews, not a description of a standard XO3D delivery pack. Fill in one row per frame.

FieldWhat to record
Frame purposeThe decision this frame is for
Source and referenceThe CAD revision, and the sample, specification or photographs compared
Product revisionWhich version of the product the frame shows
Pending detailAnything provisional, and who will confirm it
DecisionApproved, approved with changes, or not approved, with the reviewer's name and date

For artists building the materials themselves, the XO3D Labs PBR material checklist is a separate artist aid.

Surfaces in close-up

How the materials hold up close.

Macro crops from final renders: a brushed steel plate, matte plastic and water droplets.

Brushed steel plate on a Plumis Automist unit, macro crop of the final render
Plumis Automist: brushed steel plate.
Matte plastic and scroll wheel on the Bluestork ergonomic mouse, macro crop
Bluestork mouse: matte plastic.
Water droplets on the Sony WF-C710 earbuds, macro crop of the final render
Sony WF-C710: water droplets.

FAQ

Common questions, answered.

What is physically based rendering (PBR)?
Physically Based Rendering (PBR) is a computer graphics rendering methodology that simulates the way light physically interacts with real-world surfaces and materials. PBR uses physically motivated models and approximations to describe how surfaces reflect, absorb, scatter and transmit light. The result still depends on the material inputs, lighting and rendering implementation.
Does PBR require the physical product to exist?
No. PBR materials can be constructed from material specifications, finish documentation, and reference samples without the physical product being present. This is what enables XO3D to produce pre-manufacture CGI, we work from engineering specifications to reconstruct the intended material behaviour before the product is manufactured.
When does look development happen in a CGI project?
Typically after the 3D model is built and reviewed, and before final animation or high-resolution rendering begins: model build, model review, look development, look dev review and approval, animation (if applicable), final render. Projects iterate, so a camera or source change can send a shot back a step. Finding a material problem at look dev review avoids repeating final renders; the correction still takes work, but far less than after final rendering.
How long does look development take?
It depends on how ready the source is, how complex the finishes are, how many shots need testing and how quickly references and approvals come back. Products with complex material mixes (multiple finishes, transparent components, textured surfaces) take longer. The time for this stage is set in the project plan for each brief, and client approval of the look takes place before production moves forward.
Do you need a physical sample to develop a CGI material?
Not always. On the Nanuskate modular ramp project, no physical sample was supplied. Jack Robertson, the lead 3D artist on that project, built the plastic composite finish from client images and photographs of comparable finishes, then adjusted the colour of individual panels after the first pass looked too uniform.
Does look development mean the same thing in film and VFX?
The core idea is the same: deciding how surfaces, light and context should look before final rendering. In film and VFX, look development is also a job title and covers characters, creatures, hair and environments. This guide covers look development for product CGI, where the subject is a manufactured product and the reference is the real or intended product.
Can look development start before the product design is final?
Yes, as long as each test frame is labelled with what it represents and what is still provisional. An early test can answer a question about direction, such as which finish family suits the brand, but it cannot approve a final material while the product specification is still changing.
What is the difference between look development and an animatic?
An animatic reviews timing, camera and action, usually with simple grey models. Look development reviews materials, lighting and context. The two can run in parallel and inform each other, but they answer different questions and are approved separately.

Past production insight from

Jack Robertson

Former Mid-Level Artist, XO3D

A believable material does not have to be perfectly uniform

In a product material study, Jack found that the first composite surface looked too uniform. He introduced slight colour differences between panels, using photographs of the product and comparable finishes as reference. There was no physical sample, so this was a reference-led visual judgement, not a claim of sample matching.

The useful review question is whether the variation belongs to the material. Check the size of the surface detail, the difference between neighbouring panels and how both read under the intended lighting. More noise is not automatically more realistic.

Keep colour, surface detail and finish controls separate where they need different adjustments. Jack used masks to isolate these properties rather than forcing every material decision into one diffuse map. Compare the result with the product reference and finish specification before approving the look.

For a range of finishes, Jack checked the lighting across the variants and compares the resulting stills side by side. A light that reads well on a dark surface may overexpose a lighter one. The rig can need a controlled adjustment for each colourway; consistency means checking how the product reads, rather than assuming identical settings will suit every finish.

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.

Past production insight from

Jack Robertson

Former Mid-Level Artist, XO3D

Materials are built on the product, not on a shader ball

Jack did not develop XO3D materials on a shader ball. "The geometry is never going to be a ball, so it doesn't make sense to do that." Materials are built on the product's own geometry, because the team needs to see how the lights affect it, which edges will read differently and every specific part of the shape that a ball does not have.

The realism comes from the close-up detail. Zoom in on the edge of a weak render and the surface is perfectly smooth and consistent. On a real product there may be slight undulation, a change in the bump, paint that is very slightly scratched, an edge that catches the light as the product moves. Jack added that back deliberately: edge detail, small surface imperfections, dust and fibres.

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