ObjectLightning Usb
ObjectLightning Usb
Style Frame - NanoBlocks
Style Frame - NanoBlocks
Frog Crowd System - Development & Breakdowns
Frog Crowd System - Development & Breakdowns
GuldAgget - Look Dev & RnD
GuldAgget - Look Dev & RnD
Houdini DA - Knitted Mesh
Houdini DA - Knitted Mesh
Houdini DA - Deforming Subdivisions
Houdini DA - Deforming Subdivisions
EQ CubeRace
EQ CubeRace
Propagate and Reveal/Transform
Propagate and Reveal/Transform
E-Learning 2014 - Fire Training
E-Learning 2014 - Fire Training
Fun with CHOP's 01 or EQSphere
Fun with CHOP's 01 or EQSphere
Game of Life - Recreated
Game of Life - Recreated
Logo 01
Logo 01
Nyx Efterlyst Breakdown
Nyx Efterlyst Breakdown
BM Borås Breakdown
BM Borås Breakdown
XML Earth - Prev 01
XML Earth - Prev 01
ObjectLightning UsbA system I created for a project I worked on at Multiproduktion. I call it.. Cubeism
Style Frame - NanoBlocksA style frame from a project I worked on that didn't make the cut. I thought it did look kind of cool though so I wanted to do something with it. Here's something.
Frog Crowd System - Development & BreakdownsThis is a crowd system, specially designed for frogs. I developed it for a project I worked on at Multiproduktion.I had a great fun creating it, although I'm not sure if the result I manage to get out of the system was worth the hours I put in creating it. But it was a great learning experience and I had wanted to dosomething similar for a quite some time.In retrospect I think I should have taken more time to look into existing algorithms for behaviors like decision making, path planing and collision avoidance that are out there and well used in the game industry, among others.
GuldAgget - Look Dev & RnDSome mixed renders from this years Guld Ägget awards I worked.I'm responsible for all visual elements.Hope you like it!
Houdini DA - Knitted MeshTwo examples of my latest tool Knitted Mesh (for lack of a better name).The character is modeled and rigged in Maya. I used one of the example mocap files that comes with Maya and appended it using Human IK for mocap retargeting to the custom rig.The "knitting" system is all Houdini.My retargeting work was a bit sloppy which resulted in a lot of floor penetration. I tried to save it with a super simple collision deformer written in VEX, don't think it got me all the way though.Rendered with Mantra PBR.
Houdini DA - Deforming SubdivisionsSome test animations using my Houdini system Deforming Subdivisions. I tried to replicate the effect from ManvsMachine's 4seven / On-screen GFX vimeo.com/45190657
EQ CubeRaceAudio driven animation, created in Houdini, no keyframes except on the camera.The backbone of this is a Point Wrangle running in a SOP Solver in a DOP network.Each cube has a trigger that listens to a specific frequency of the song. When it gets triggered the cube gets energy forward, the Point Wrangle calculates the cubes motion from the energy, momentum and friction.I've been thinking about procedural walk cycles and crowd simulation lately. I created this as an exercise in VEX and a first step towards something similar to a procedural walkcycle or crowd behavior.
Propagate and Reveal/TransformA system created in Houdini for a Mystique transformation kind of effect.The effect dynamically grows from a source object, which in it's turn can be animated.Rendered with Mantra
E-Learning 2014 - Fire TrainingA couple of shots I worked on last year for a e-learning course.I'm responsible for all visual elements except the camera animation in two of the shots and the characters.
Fun with CHOP's 01 or EQSphereAn exercise in Houdini's CHOP context
Game of Life - RecreatedA exercise in Houdini's DOP & VOPSOP context.I saw Eloi Andaluz's realy cool video, TP Game of Life, vimeo.com/81969424. A representation of John Horton Conway's Game of Life, a cellular automaton created 1970. And it inspired me to give it a go myself.
Logo 01
Nyx Efterlyst BreakdownA billboard for Nyx I worked on at MultiproduktionI'm responsible for all CG elements and compositing
BM Borås BreakdownIntro to a commercial for Byggmax I worked on at Multiproduktion.My part:Comp, lighting, rendering, partial shading and some modeling.
XML Earth - Prev 01
info
prev / next