Oskar Holmstrand Showreel breakdown

Oskar_Holmstrand_Showreel_Part1_Animation_v04_comph264.mov
This page last updated 2006-04-11


00:00 Intro
Created winter 2005.
Idea, Design, modelling, rigging, animation, and rendering by me.
3d in Maya.

My idea was to make a showreel in 3 parts: Animation, 2d-graphics/texture and level design. This robot was created to be the intermediate between each part. In clip the TV was going to get bigger, symbolizing the increase of material shown. First piece (this one) shows the TV as microscopic. The second was gonna be normal sized, with the robot just carrying it around. The third part was gonna be a huge TV, carried on her shoulders, animated by simpy being to heavy and crushing her. Since I haven't made the other 2 parts of my showreel, only this part (which works good as standalone intro anyway) is complete.

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 Kiss You - Robotic Arms
Created autumn/winter 2005.
Idea, Design, modelling, texturing, rigging, paricle effects, animation, rendering and post-production by me.
Modelled in Maya. Post-production in Digital Fusion. Textures in photoshop.

These two robotic arms symbolizes a sensual meeting between two persons, and a spark of desire/love that is lit when they touch. Ofcourse, this can probably not be understood by just watching this clip.

One of the more interesting things about my setup here is that I rigged the cables so that they automatically bend when the arms are animated.

The lightning bolts was posted (animated 2d splines), as well as the glow from the spheres.

00:12 Lipsync test - Kiss You robot(1)
Created early 2006.
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 Mr pink - box moving
Created autumn 2005.
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. To avoid 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.

00:33 Shades of Divinity - Angel backflip
Created autumn 2004 to early 2005.
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.

The idea was to create a realtime interactive demo which utilized some of the cool things you can do with pixelshader 3.0. One character with two different set of textures and normal maps that can be mixed in realtime by a slider. For more information and the executable, check out http://oskarholmstrand.com/sod/.

A cybernetically enhanced angel/demon (Shades of Divinity - Demon sidejump) which is animated. One of the biggest challenges for this project was making the design. The character had to be intermixable at all parts - modelling, textures and normalmaps.

After the design was final, I modelling the low-res version which was exactly the same for both characters. After that, I cut the body up in logical parts, and did the different high-res versions used to create the normal maps. For the Angel, I modelled the high-res versions in Maya. While texturing, I added some extra details to the normalmaps in photoshop.

The animation was created in regular fashing, with IK 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.

00:40 The bulb - intro credit spray
Created summer 2002.
Idea, Design, modelling, texturing, rigging, animation, and rendering by me.
3d in 3dsMax. Textures in photoshop.

The bulb was made to compete at the Remedy 2002 wildcompo. Result: Won. The bulb is the story of a light bulb travelling and transforming into different scenarios. It was made "on the fly", i.e. I didn't know exactly what I was gonna do next when I did it, just went with the flow and freestyled some 3d.

In this scene, the intro scene, the bulb in it's initial form sprays the name of the production group Amber Light (consisting of me and a musician called Radek "DJ Coffecup" Gutowski).

The spray-on effect was created using an alpha-mask created by the spray particles.

00:47 Uncharted Disorder - Radiator walk
Created summer 2003.
Idea, Design, modelling, texturing, animation, and rendering by me.
Character studio rig. Cloth using simcloth. Hair using Shag-hair.
3d in 3dsMax. Textures in photoshop.
(mentioned earlier)

This is the girl walking on the radiator. (yup, it's all imaginary)

00:54 Lipsync test - Kiss You robot(2)
Created early 2006.

More of my first lipsync test... what I learned mostly from this was that you need alot of work to get it right. Additionally, I learned that lips have loads of subtle changes that needs to be animted in order to get a better result. Next time, I can hopefully use a camera to record the lips, in order to get a more detailed animation.

01:05 The bulb - Insect flight
Created summer 2002.
Idea, Design, modelling, texturing, rigging, animation, and rendering by me.
3d in 3dsMax. Textures in photoshop.
(mentioned earlier)

This is the lightbulb, which just has turned from a mechanical fly into this more organic form. This is one of my favorite parts from "The Bulb", since it feels like the insect really has some character as he flies up and investigates the camera.

The pillars in the background is clear evidence that I was under influence of Final Fantasy at the time. =)

01:12 Mr pink - hanging
Created autumn 2005.

I wanted to do some animation which could fit in a game (imagine a loop cut out from the arm-climbing). Ofcourse I was stupid enough to use a rig that wasn't optimized for animating hanging, but it came out ok anyway.

01:23 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.

01:26 The bulb - Swordflight
Created summer 2002.
Idea, Design, modelling, texturing, rigging, animation, and rendering by me.
3d in 3dsMax. Textures in photoshop. Editing in photoshop.
(mentioned earlier)

The glow effect when the sword is created is actually made frame by frame, with timestrips in photoshop.

01:34 Shades of Divinity - Demon sidejump
Created autumn 2004 to early 2005.
Project idea: Me and Fredrik Mäkeläinen.
Character design, modelling, texturing, normal-mapping, rigging and animation by me.
3d in maya. High-res in Zbrush2. Textures in photoshop. Some usage of nVidia's normalmap-plugins for photoshop for extra detail.
Programming by Fredrik Mäkeläinen.
(mentioned earlier)

This is the demonic version of the angel. For the Demon, I did the high-res versions in Zbrush2. This seemed more suited, as it is more optimized for making small disgusting details.