They key to lighting this image was to make it very even, yet engaging. I’m using a soft light that’s just above the camera vector to fill-in the values. The light that’s behind the box is used to establish the shape of the top surface and add few highlights on the headphones. There is a lot of specular reflection due to the angle of that light. It reveals inflection points of the curve. The top “thin” light establishes side surfaces, adds highlights to the packaging and emphasizes the bend of the packaging surface. There is also a bottom light that helps define the edge of the packaging better by emphasizing curvature and fillets where outer and inner materials meet.
Note: All lights have softbox gradients that are designed to either simulate a physical softbox or to help the light blend better into the curvature of the object making it look less harsh. In most images I have excluded DOF effects or lens imperfections. This helps better understand lighting and materials without creating extra photo-realism through means of obstruction. DOF is only used where necessary — where the surface is unimportant but the depth cue is required. Every scene has an a L shaped white surface that is lit with it’s own light to control how much of a bounce light / reflection is given back to the headphones.