Oskar Holmstrand Showreel breakdown
(version 2007.5)

Oskar_Holmstrand_Showreel_May2007.mov
This page last updated 2007-06-04
Older Breakdowns:
Oskar_Holmstrand_Showreel_Apr2007.mov
Oskar_Holmstrand_Showreel_Dec2006.mov
Oskar_Holmstrand_Showreel_Part1_Animation_v04_comph264.mov


00:00 Intro
Created winter 2005, updated autumn 2006. Date changed in 2007.
Idea, Design, modelling, animation, and rendering by me.
Advanced skeleton pro used for rigging.
3d in Maya.

This Robo-girl was designed and modelled exclusively as presenter for my showreel. For my first showreel, I used a rig done by myself which worked good. After studying on the garden a while, I've gotten used to the Advanced Skeleton Pro rig, so for this version I switched over to that rig.

To make the robot in a fresh style, I decided to encompass the shapes of her limbs and body by making circles with air between them.

00:08 Lowman-walk
Created autumn 2006.
Animation and rendering by me.
Advanced skeleton pro used for rigging.
Model: Lowman
3d in Maya.

Just a looping walk-cycle spiced up with some funky walking plates

00:12 Robot Rosanna(1)
Created early 2006. Most recent update early 2007.
Idea, Design, modelling, texturing, rigging, animation, and rendering by me.
3d in Maya. Reference model : Rosanna.

Using the method taught by Jason Osipa in his book "Stop staring: Facial Modelling and Animation done right", I modelled and rigged the face. My idea was to test some lipsync in preparation for the Kiss You project, and getting some lipsync into my showreel aswell. The whole setup took quite some time. To describe it briefly, the whole facial setup is broken down in parts, which are animated independetly for great artist control. Instead of using phenomenons each motion is broken down into several different intermixable sliders.

The design of the character was actually mostly developed on-the-fly after the initial facial modelling. Rosanna has rasta dreadlocks, which translated into the pipes and tubes going into her hair and attaching to her body.

00:21 Uncharted Disorder - Cardflight
Created summer 2003.
Idea, Design, modelling, texturing, animation, and rendering by me.
3d in 3dsMax. Textures in photoshop.

Uncharted Disorder was made to compete at the Remedy 2003 wildcompo. Result: Won. Uncharted disorder is a story of a lonely girl sitting in a room and making up imaginary friends which ultimately leads to tragedy.

This is part of the the assembly of "mixed stuff robot" seen in (Uncharted Disorder - Happy robot). The cards fly and become the robots eyebrows. Other items (not seen in this clip) is also animated and become different parts of his body. The cards was animated with bend deformers and alot of keyframing. I really like how the flow of the cards came out - they feel so alive.

00:25 Shades of Divinity - Mixing Idle
Created autumn 2004 to early 2005. New Animation winter 2006.
Project idea: Me and Fredrik Mäkeläinen.
Character design, modelling, texturing, normal-mapping, rigging and animation by me.
3d in maya. Textures in photoshop. Some texturing in bodypaint3d. Some usage of nVidia's normalmap-plugins for photoshop for extra detail.
Programming by Fredrik Mäkeläinen.

One character with intermixable textures/normalmaps created for realtime viewing. For more information and the executable, check out http://oskarholmstrand.com/sod/.

The rig was created with IK, reverse footjoint and a dynamic particle setup that made the hair automatically move as she moved. It was then baked to FK to be exportable by Fredriks custom-made plugins.

The current animation is just a idle-animation that I created to make the fades between the texture-sets more visible.

00:25 WizKid
Created early 2007.
Idea, design, modelling, texturing, animation, rigging (using Advanced Skeleton Pro as base), facialsetup, rendering by me. Oh yeah that's all.
3d in maya. Textures in photoshop.

WizKid is the story about a little kiddo who plays with magic. But magic has a tendency to backfire, and this is an animation about his mishaps.

WizKid is based on a picture I made way back in 2002. (this)

00:50 Lowman-Uppercut
Created autumn 2006.
Animation and rendering by me.
Advanced skeleton pro used for rigging.
Model: Lowman
3d in Maya.

An uppercut, POW!.

00:56 Mixed Media 2D animation
Created may 2007. Client: Mixed Media KY
Animation and rigging by me.
Character design by Yokai Studios.
Made in maya.

2D-animation in maya. A couple of planes mapped with transparent cut-outs from the character design Yokai made. Control of facial expressions is made by exporting expressions as x1.psd,x2.psd,x3.psd filenames, then importing as image sequence and controlling the current frame with an animatable control. The text is not the same text as the client used =)

01:03 Lowman-walk
Created autumn 2006.
Animation and rendering by me.
Advanced skeleton pro used for rigging.
Model: Lowman
3d in Maya.

Assignment from the garden - sit animation

01:06 Horse animation/tracking/comp
Created may 2007.
Animation, rendering, tracking, postproduction by me.
Advanced skeleton pro used for rigging.
3d in Maya. Post in Fusion. Boujou for tracking.

What was from the start just supposed to be a personal test to see if I could so camera-tracking (knew I had the theory just had never done it in practice) took a more serious turn which I polished to something quite nice. Most test-subjects don't even see what is 3d-in it, which means it was successful. The actual horse-animation was an assignment from school to make a horse walk-cycle, but because I wanted to do something with a bit more action and probably difficulty, I did a horse run-animation.

01:14 Sad Walk
Created early 2007.
Animation & Rendering by me.
Facial gui by me.
Model & rigging: Alfred (not made by me).

A Sad Walkcycle, created together with the Happy Walkcycle & an acting piece during a 2 week assignment.

The Dialogue can be seen here (OskarHolmstrand_2w_dialoge.mov) but I didn't include it in the showreel because the voicetrack messed up the flow of the showreel.

Since animating in the channelbox feels so unintuitive, I spiced it up a bit by making a gui for the facial animation controls.

01:18 Uncharted Disorder - Happy robot
Created summer 2003.

This piece is here because I really like the way I managed to capture the emotion I wanted in the robots face. The cards used as eyebrows are the same ones from the cardflight clip (which has landed on top of the cola-can eyes). Together with a CD-spindel, an IDE-cable, a diskette, 3 razors, a foldable ruler, a scissor and a vacuum cleaner, this makes up the currently visible parts of the robot.

01:22 Happy Walk
Created early 2007.
Animation & Rendering by me.
Facial gui by me.
Model & rigging: Alfred (not made by me).

A Happy Walkcycle, created together with the Sad Walkcycle & an acting piece during a 2 week assignment.

The Dialogue can be seen here (OskarHolmstrand_2w_dialoge.mov) but I didn't include it in the showreel because the voicetrack messed up the flow of the showreel.

Since animating in the channelbox feels so unintuitive, I spiced it up a bit by making a gui for the facial animation controls.

01:26 Mr pink - box moving
Created autumn 2005. Updated the walk autumn 2006.
Idea, Design, modelling, animation and rendering by me.
Free rig downloaded on the net.
3d i maya.

One of the biggest problems when animating is the rigging. It seems to far too often end up inadequate and hampering the creativity in the animation process. This project was all about avoiding this, and try how good I was at animating with a more professional rig. Well, the dear old friend Murphy made sure that this rig wasn't problem-free either, but atleast it gave me more percentage of animating contra problemsolving than usual.

And I also learned that the grass isn't really greener on the other side.