Viewing entries tagged
3d

Idea to reality

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Idea to reality

I’ve recently updated some of the content on the site to better reflect how I work – and how design, technology, and strategy can come together to create clearer, stronger communication. At the heart of it are three key perspectives: The Process, The Method, and The Impossible.

These aren’t separate services. They are interconnected ways of thinking – and together, they form the backbone of how ideas turn into powerful visual content.

1. The Process: Shaping Perception Visually

How you’re perceived isn’t just based on what you say, but on how everything looks and moves. Visual elements like shape, contrast, and rhythm influence our expectations long before a single word is read.

In The Process, I explore how design shapes trust and perception. Soft curves feel calm and welcoming. Triangles can suggest speed, danger or boldness. And color means different things depending on cultural context. This is about managing expectations through visual choices – intentionally and strategically.

2. The Method: A Workflow Built for Ideas

Creativity needs structure – but also room to adapt. In The Method, I share my approach to working: an agile, idea-driven process combining strategy, AI, design, voice over, sound design, and motion.

AI plays an important role in moving faster and smarter, especially early in the creative phase. But it’s just a tool. What matters is how everything connects – how concept, insight and execution align to create something meaningful.

3. The Impossible: Visualization as Method, Not Magic

3D design used to be about doing the impossible. Today, it’s about making the possible visible – faster, clearer, and more convincingly.

In The Impossible, I break down how I use tools like Cinema 4D, Arnold Renderer, and AI-generated drafts to test and shape ideas. It’s not about replacing craft, but accelerating the path to clarity. My background in visual effects and image manipulation helps fine-tune AI output into something visually refined and technically solid.

Strategy, Craft, and Technology, Working Together

Process. Method. Visualization. These aren’t isolated steps – they’re overlapping ways of thinking that support each other. Whether a project starts with a vague idea, a concrete brief, or just a problem to solve, there’s always a way in.

And the goal is always the same: To create content that communicates clearly, looks sharp, and makes a lasting impression.

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Showreel 2023

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Showreel 2023

 

It’s about time I updated my showreel; a collection of work I’ve created and been involved with over the years. You can read more about the work and my role.

This video started with the music, a collaboration with the great Atella guys, where they created stems (different parts musical parts and drums) and I did the composition, some additional sounds, mix and master. Inspiration at that time was Blade Runner, both new and old, and a couple of other tracks that I liked the feel too.

For all the camera-movements I’ve tracked live action stock videos that almost contain the images I wanted. Drone shots, hand held movement and underwater camera. I did a rough cut to the music and started to create the scenes.

I’m going to write a project breakdown later with more info and short clips.

Links to whole projects:

Ard arealplan - Tollet
Atella - Closer to life
Hi Tech Mobility
Sjøfartsdirektoratet
Aclima
Ardarealplan.no
Maritim Forsøpling/Kystverket
Subshine
Kunzt.no
Wonderboy
Vi Aquavit
Oslow
Coca-Cola
Marcus Monne (personal work)
Myreze - Una World
Stacc

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Oslow

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Oslow

Another project I’ve done with Metric

Metric is one of the masters of packaging in Norway, and this time is for a Organic Wine Spritzer.

“Oslow is a lightly sparkling spritzer. It pairs organic Italian white wine with organic fruit juice. Developed by Arcus Wine Brands.”

Illustrations: Douglas Schneider

Oslow_can_peach.jpg
See the whole post here
Or take a look at Metric
OSLOW - Duo - Stort format - JHåland -diff.jpg
OSLOW - Duo - Stort format - JHåland -wire.jpg

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Remove dust and scratches in Photoshop

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Remove dust and scratches in Photoshop

In this tutorial I show a trick that makes it much easier to see details that you feel but don't necessary see. By using curves it reveals problem areas that is hard to see. It's not a quick fix solution but it's a good solution.

And I also talk about why you , as a 3D artist of some sort, should do photography and also how to tell simple stories by adding the right details.

I'm close to a 1000 subscribers and as you may have heard, YouTube has added a new ceiling for moneytization on videos, so I need more followers to reach that goal. So hope you can share my videos and of course subscribe :)

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Fabulous Fabric with Object ID maps

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Fabulous Fabric with Object ID maps

 

Poliigon has started creating fabric textures with Object ID maps. They add a more convincing look on your fabric, and they are really easy to create your self. In Arnold render you can connect these to the coat layer in standard surface and I really like the result that gives.

I show how I used it to create a wool material for a Hiroshima Chair by Naoto Fukasawa.

If you have a material suggestion, write it in the comments :)

Here is the free Fleece texture: https://www.poliigon.com/texture/2332
(and I have nothing to do with their site :)

Cinema 4D https://www.maxon.net/en/
Arnold Render https://www.solidangle.com/
Photoshop/Illustrator http://www.adobe.com/

 

Poliigon has started creating fabric textures with Object ID maps. They add a more convincing look on your fabric, and they are really easy to create your self. In Arnold render you can connect these to the coat layer in standard surface and I really like the result that gives.

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Added new videos

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Added new videos

 

I've added more of the videos I've made late 2016 - 2017.

Fist a short project I did for the talented Miss Tati. It's a simple lyric video with illustrations made by Robert Høyem.

Song produced by Ivar Thormodsæter Video by JHåland, Jørgen Håland http://www.jhaland.com/ Illustrations by Overhaus, Robert Høyem http://www.overhaus.no/

One for CityBox. That's an animation peace that I did for my good friends at Overhaus. It's not often I do character animation so even tho it's 2D it were a surprisingly difficult project.

At Citybox we're all about modernization and innovation. We've thrown out minibars, bellboys, TV sets and room service. As a result we offer modern and affordable hotel rooms, with free wi-fi and self service check in, located in the centre of the city.

I made a promovideo for my own product PolarWhite, when I released a new pack called PolarWhite Tables.

PolarWhite is a MockUp collection with 46 different scenes ready to use for Photoshop CS6 and up. Simple to change designs with smart objects, fill color masks and wireframes for precision work. Promovideo music by William French https://soundcloud.com/williamfrenchmusic I really needed a presentation tool for my design and I found one by Shaan Shiv Suleman called Ebony & Ivory branding MockUp.

This video were one of many videos I did for Kind conceptual branding while I were employed over there the fall of 2016. I did the product renders and animation. At Kind I were turned in to a button clicker, and weren't what it ought to be, and I went back to freelancing when I got some new opportunities. 

 

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Speed uv-mapping in Cinema 4D

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Speed uv-mapping in Cinema 4D

 

In this tutorial I show my main workflow for UV-mapping or UV-unwrapping. This is for you who need to fix a ready made model with out or bad UVs.

To show the versatility of the technique I unwrap two different models, one box shaped model and one curve shaped model.

But the real speed trick is to set up your startup layout ready for unwrapping.

Since these are two models form the internet I don't really know how they are made. I have to fix bad normals, remove triangles, get weird flipped polygons, do some simple model fixing with pentool, untriangulate the mesh and then do the UV-mapping. I also get messages that says the model has bad polygons and more.

For the UV-mapping I often us the box algorithm. If that doesn't work I use frontal projection. For curved models it's best to cut the models in different parts by selecting the edge. I then use frontal and then I unwrap/relax the UV.

 

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