Ramon Hoffman

Lucardi Jewelry Videos

Photorealistic product videos of Lucardi jewelry, remodeled from the real pieces and rendered in Blender.

01

The Brief

Lucardi, a Dutch jewelry retailer, had product videos of their jewelry that were rendered by another party. They asked Enversed Studios if we could produce new videos in the same style for three of their pieces: a solitaire ring with a large brilliant-cut diamond, a gold ring with three diamonds, and a gold necklace with two interlocking hearts. We received the reference videos and the actual jewelry, and the job was to remodel each piece in 3D and animate it to match the look and pacing of the references.

02

My Approach

I built everything in Blender and rendered with Cycles. A colleague had already built the base shapes, but they were too heavy to animate and render with, so I remodeled them from scratch, working from photos of the real pieces to recreate every indent, bump and small detail.

Each piece had its own challenge:

  • The solitaire ring has a repeating facet pattern carved into the inside of the band. I sculpted it using a multiresolution setup, which stores the sculpted detail as a layer on top of the base mesh instead of changing it. That kept the workflow non-destructive: the underlying band stayed clean and simple, and I could refine or redo the pattern without ever damaging the original model. It is a detail you never see from the outside, but it catches the light as the ring turns, exactly like the real piece.
  • The necklace chain is not a shortcut or a repeating texture: it is built from around 46 individual links threaded along a curve. That gave me control over how the links twist and hang, so the chain drapes and swings naturally in the animation.
  • The triple diamond ring needed stones that behave like real diamonds. I used a dispersive diamond material, which splits light into rainbow colors the way a real stone does, instead of a flat glass look.

For the presentation itself, I set up a studio in Blender the same way you would light a physical product shoot: a rig of area lights aimed at the piece, a backdrop, and animated cameras. The camera moves and the swing of the necklace were keyframed by hand to match the timing of the reference videos.

Stills

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A close-up on the center stone and the smaller stones set along the band.
The solitaire ring viewed from directly above, showing the full spread of stones along the band.
Another side angle of the solitaire ring, catching the light across the band.
The solitaire ring in the Blender viewport with the studio light rig visible in the scene.
Building the inner band pattern in Blender. The repeating facets are sculpted on a multiresolution layer, so the base mesh underneath stays untouched.
The gold hearts necklace: two interlocking heart pendants on a chain of individually placed links.
A third full view of the necklace, from a different angle.
The triple diamond ring from the side, showing the three stones set on the braided gold band.

A close-up on the center stone and the smaller stones set along the band.

03

The Result

Three 20-second photorealistic product videos, rendered square at 2000x2000 for use in marketing and on the webshop: the solitaire ring, the triple diamond ring, and the gold hearts necklace. The finished videos are a client deliverable and aren't published here; what's shown below are stills pulled from them, alongside a few Blender process shots of each piece being built, down to details like the carved inner band and the light dispersion in the stones.

04

Outcome

The videos were delivered for use in Lucardi's webshop. The client was happy with the result: the whole point of the project was matching the style of their existing videos, and these held up next to work that came from a different studio.

The biggest thing I took away was how to build a realistic diamond shader. Getting light to refract through the stone convincingly is tricky, because light bounces around inside all those facets and can easily get absorbed along the way, leaving the diamond looking dark and dull instead of brilliant. Figuring out how to keep that light alive inside the stone made the difference between a piece of glass and a diamond.

Ramon Hoffman, Multimedia Designer / 3D Artist / Web Developer

03 / About

Concept first, medium second

I'm Ramon, a multimedia designer based in Eindhoven. Projects start with a problem: what the thing has to do, and how someone should move through it. The answer has been a 360 film, a VR walkthrough, an explainer animation, a configurator and an AI training platform.

My part is 3D, design and code: modelling and lighting in Blender, interface and motion in XD/Illustrator and After Effects, and the build in PlayCanvas or Next.js.