Okay, this is nutty! So good. Can I ask how long this project took from start to finish? Seems like some tricky workflow, but you really pulled it off. And as far as materials go, did you use any scanned textures or were they all created in KeyShot or somewhere else?
Great job!
Haha thanks, man! Really means a lot..
I'm not sure I could even say for sure on time because the client took well over a month each time we submitted anything for feedback (total radio silence), not to mention their internal Creative Director quit/relocated about a month after we signed on to do the project haha.. It was a mess. I bid 60sec and the final ended up exactly double that (the above version is our 60sec "fun" edit), but a lot of scope creep w/the owners making creative decisions. If I had to break it down into dedicated time, modeling took maybe ~2 weeks for all three versions of the mattress + internals; product CMF probably took about a solid week, maybe even longer (so many shaders between the top quilt, outer encasement, zippers, latex, coils, pouches, covers, etc.) and the environment/lighting was probably about the same? The animation and camera work were also pretty time-consuming, because so many separate files/shots had to be built out, with a lot of trial and error / shots thrown out along the way-- probably a handful of weeks total there too. And while I was doing that, Arman (who did all the soft-body dynamics) was working in tandem, so probably about the same amount of time on his end. All-in probably ~2 months and a few weeks on the farm, rendering?
We also had to work in this really annoyingly backwards workflow because KS can't export camera animations. So I'd end up setting up a shot, then send a preview of it to Arman along with the static starting position of the camera + lens/FOV/DOF details, transform/movement numbers, etc. and he'd manually recreate the same camera movements...but it's never perfect so he'd then send me HIS camera and I'd import that back into KS and manually reenter DOF details and finally we'd have a perfect match so we could composite seamlessly (between Max/VRay and KS)...

Haha we're scarred from this one..
Re: materials, no scans were used; everything was kind of "old school" and created inside KS with a combination of procedural patterns/displacements, generic fabric PBR's for the basic cotton/weave (can't remember from where, maybe CG Axis), custom quilt patterns/maps (the side quilt pattern was a bitch because I had to create a tileable pattern in Illustrator and then bring into PS to make displacements, normal maps, stitching/ticking patterns, etc.-- to make custom normal maps, I used ShaderMap4), etc. I'll attach a few examples of the tiles!