Friends, I would appreciate to give your valuable feedback on Material Creation & Lighting Learning
Wow! Really really nice! If I should make one suggestion it would be the stitches looking to float a little bit because they are so clean. What I often do is to add a color composite node with the base color you currently use and an ambient occlusion texture. Then you put the color composite node on multiply and you see it will give more ‘depth’ because you kind of force shadows at the geometry.
Default is 250mm on the occlusion node which is way too much for these fine stitches but experimenting with that value and the ratio in the composite node it will add the kind of shadow to make it a bit more realistic.
I hope it’s clear what I mean but I can always do a screenshot of what I mean if you want.
Thanks Oscar. Sure I will re-work and share.
It will so nice if you can share screenshot.
The headsets look pretty good! Nice start for sure!
My recommendations are just some minor tuning.
This area here I feel the textures can use some work. They seem too nicely aligned and the UV wrapping is making some of the texture clip.
I think the texture bump on the earcups are a little too high. This makes them look like hard plastic and not particular comfortable wearing. They also feel a little too glossy.
Amazing work though, you are almost there! I work on headphones quite a bit as it is one of our primary products my company sells. Here is one of my older renders.
I’ve made a terribly simple file which shows them, easier than screenshot I think. Units are a bit off but if you press C when you selected the occlusion texture of the stiches you see it adds a bit of ‘occlusion’-shadow which makes them blend in a bit more.
Games use occlusion all the time because it has to be real time and it would take too much performance to actually calculate all shadows really well. So for example in a race game all parts of a car that don’t receive much light from the sun anyway will be darker already because they bake the occlusion over the normal texture. If not the cars would appear pretty flat.
The KS file: https://we.tl/t-W2sgF6azcu
Thanks Oliver for forward me to better learning n move forward further. Your heasphone render is awesome and looks so real. Perfect material feel.
Thanks. Oscar. Gentle request if you can share Keyshot 11 ver.
Hi, Oliver The lighting is amazing. Beautifully smooth curves are established. How can I do this type of lighting? Pl guide. thanks
Dear Oscar & Oliver, Thanks for your guide. I have reworked it. I hope it’s correct now. Please do suggest
Think it was never wrong, but it looks amazing! The stiches also look nice! Did you use the occlusion as well else I can always create a scene in KS11 if you like.
Yes sir, I did as you suggested. It took time to get
In my particular execution of the headset render, I used the environment tab and then used the HDRI editor to add pin lights in Keyshot. This particular HDRI lighting setup is honestly a bit easier than what I normally deploy, but here is a screen of my HDRI for this scene.
Thanks, Oliver, I will try it.
I wonder if you can change your background HDR, the anisotropic will look more nature like the following image, maybe I’m wrong, but I met the situation like yours before, too.

Thanks, your valuable input.