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Unreal Engine -
Two Week Project

A two-week individual project where I explored Unreal Engine for the first time, learning the software while creating something visually striking.

I built the scene: setting up the environment, lighting, materials, and car rigging. Unreal was both challenging and fascinating, as it differs so much from traditional 3D tools, but discovering its real-time potential made every step worth it.

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Fluffet

What started as a simple lighting and mood exercise quickly turned into a passion project, a place to explore everything I love about 3D. 

It became an escape from realism, a space where I could experiment freely with form, feeling and atmosphere.
(Created in Blender.)

Here you can see where my first idea began. I originally wanted something dark and mysterious, with a strong backlight from above. But the chair quickly became overworked, and I had to rethink the concept.

That’s when my imagination, and my pink, playful side  took over. The original assignment ended with a velvet armchair, but as soon as I had the chance, I started experimenting with Blender’s hair particles. That experiment eventually turned into this fluffy creature in the right corner.

In 2025, I revisited the project, refined the composition and advanced the hair setup, that is what you se here above. It was incredibly fun to return to an old piece and see how much I had grown.

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The Moodboard

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How it started

Version One

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Finished Version 2024

Dyson Supersonic

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A major assignment where we were asked to find a CAD model and prepare it for production, just like in a real studio workflow.

I cleaned and fixed the model in Fusion 360, then created custom materials, animated, and rendered the final piece in Blender. The goal was to give the product movement, music, and a sense of storytelling, to make it feel alive rather than static.

This project was where I discovered my love for working with the full picture: direction, lighting, animation, and rhythm. It also gave me my first glimpse into product animation, learning how both the camera and the object should move naturally together.

It was also my first time managing multiple scenes in one animation. Looking back, my render settings were far from perfect.

Version One

A major assignment where we were asked to find a CAD model and prepare it for production, just like in a real studio workflow.

I cleaned and fixed the model in Fusion 360, then created custom materials, animated, and rendered the final piece in Blender. The goal was to give the product movement, music, and a sense of storytelling, to make it feel alive rather than static.

This project was where I discovered my love for working with the full picture: direction, lighting, animation, and rhythm. It also gave me my first glimpse into product animation, learning how both the camera and the object should move naturally together.

It was also my first time managing multiple scenes in one animation. Looking back, my render settings were far from perfect.

A major assignment where we were asked to find a CAD model and prepare it for production, just like in a real studio workflow.

I cleaned and fixed the model in Fusion 360, then created custom materials, animated, and rendered the final piece in Blender. The goal was to give the product movement, music, and a sense of storytelling, to make it feel alive rather than static.

This project was where I discovered my love for working with the full picture: direction, lighting, animation, and rhythm. It also gave me my first glimpse into product animation, learning how both the camera and the object should move naturally together.

It was also my first time managing multiple scenes in one animation. Looking back, my render settings were far from perfect.

Theses

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This project was created to explore how far AI can take 3D modeling, especially with soft surfaces, which are often both time-consuming and difficult to sculpt manually.
 

I was genuinely surprised by how capable Hunyuan 3D 2.5 was compared to other free tools. It handled everything I wanted it to, even materials, like aluminum and chrome.
 

I see huge potential in using AI modeling as a support tool: for example, to quickly furnish background scenes, repair imperfect assets, or generate concept shapes for early visualization. It’s not about replacing creativity, but amplifying it.


Before this, I tried creating the same chair cushion in Blender using sculpting tools. It was fun, but capturing natural folds and the impression of someone actually sitting in it was nearly impossible. AI achieved it in minutes, something that took me over three hours to attempt manually.

This project was created to explore how far AI can take 3D modeling, especially with soft surfaces, which are often both time-consuming and difficult to sculpt manually.
 

I was genuinely surprised by how capable Hunyuan 3D 2.5 was compared to other free tools. It handled everything I wanted it to, even materials, like aluminum and chrome.
 

I see huge potential in using AI modeling as a support tool: for example, to quickly furnish background scenes, repair imperfect assets, or generate concept shapes for early visualization. It’s not about replacing creativity, but amplifying it.


Before this, I tried creating the same chair cushion in Blender using sculpting tools. It was fun, but capturing natural folds and the impression of someone actually sitting in it was nearly impossible. AI achieved it in minutes, something that took me over three hours to attempt manually.

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I also experimented with other models, such as suitcases, airplanes, and benches, to see how well the tool handled different shapes and materials.

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In this project, I wanted to create something that simply felt like me, without rules or limitations. During school and internships, projects often came with clear boundaries, so this was my space to experiment freely. That’s where all the pink came from. A color that is not used often enough

Lately, I’ve been focusing more and more on composition, understanding how framing, light, and balance can shape the emotion of an image.

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An early exercise where we were asked to recreate an existing 3D image as accurately as possible, just two month into the program. Still to this day, it remains one of the projects I’m most proud of, considering the skills I had at the time.

Created with:

Fusion 360/ Substance 3D Painter / Blender

Pink Poppy Flowers

Gaea - Terrain Exploration

My goal with this project was to experiment with how sand behaves, its colors, patterns, and surface variations. We had a reference image to aim for and spent two weeks testing different versions.

What amazed me most about Gaea was how intuitive it is to use once you get familiar with its node system. It’s incredible how easily you can build not only the texture of sand and the surface materials, but also the entire landscape itself. Compared to other programs, the freedom and speed of creating believable terrains in Gaea is remarkable.

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