I gathered reference and measured proportions, then modeled hero SKUs with clean, subdivision-safe topology and unwrapped UVs. Materials were authored with physically based shaders for frosted glass, coated paper labels, soft-touch plastics, and brushed metal, with subtle subsurface and micro-roughness variation for realism. I lit scenes using studio HDRIs and controlled area lights for soft reflections and readable edges, then rendered in Cycles at 4K with adaptive sampling, DOF, Filmic color management, Cryptomatte, and light passes for flexible compositing. Geometry Nodes drove procedural product arrays and condensation droplets; I created LODs, baked normals and roughness where useful, and prepared an asset library with shot presets for repeatable look