Resilience Satelle | still lives

Hello friends from the times of old!

Resilience Satelle | Mushroom Island (w.i.p.)

It as been a long time since I’ve last updated this blog. For that I apologize very much!

If you had been following me, when I was a youngster blender apprentice, you probably know that at some point I was trying to make a short animation titled “Resilience Satelle”. Well… I still am 🙂

Continue reading “Resilience Satelle | still lives”

Torres da Concertina | Playing Concertina on Top of a Moving Train!!!

Premieres on the 21st of November 2020

… now that’s a pretty descriptive title! 🙂

Hello friends!

Me and my wife Rute Perdiz had the pleasure to collaborate with the wonder boy of the concertina “Torres da Concertina” a.k.a Pedro Torres on his most recent video “Comboio da Beira Baixa”.

The work was all made from start to finish in about 3 weeks. All made with Open source tools, being the main one Blender, from, which if you are reading this you probably know that we have some experience on it.

If you would fancy some insight on how this was made I’ve written a small making of at Blenderartists forum that I encourage you to check out!

Premiere is on the day 21 of November of 2020.

Disregarding the SFX I ensure you that it’s not very common seeing a concertina being played like Torres da Concertina can play it 🙂 You’ll like it!

Until next time! Best regards


Client Spotlight | Cosmix Limited – Augmented reality App

Hello friends! Hope you guys are having great times! 🙂

It’s rare I have the opportunity to showcase work I do on a daily basis for clients. NDAs, politics, work ethics and many other factors usually require that everything I make must remain confidential. But this isn’t one of those scenarios!

This work was a collaboration between myself and Cosmix Limited. It was a software development for a science museum in England with the purpose of providing visitors with an Augmented Reality personal tour guide.

I was responsible for the character modeling, texturing and body animations; all made in Blender. I also devised the optimal way to match what we had in Blender to what we were seeing in Unity game engine.

Cosmix Limited was responsible for all the Unity game engine work, animation references, facial animations and voice acting.

Hope someday I can show you a bit more of my hidden works.


Steampunk Shodown – Is Ezine Cover

Hello friends!

On May 12, 2017 one of my 2D paints was cover of the Ezine Steampunk. Kind of old news, but still news that worth to keep track of 🙂 Inside there is also a complete interview, were I answer some of the editor questions, featuring some pictures of my workplace and the other paintings I made in the past.

Here is the original painting:

Best regards


PRO Blender lecture on ISEC

A few months back I went to the Superior Engineering Institute of Coimbra (Portugal), Invited by the PROBlender folks ( ) to talk about being a Blender Professional wile showing some of my works made to other companies. The video was recently lunched to public (no English subtitles doe, sorry). You may also see the other talks here:

Work presented during this talk was made for and belong to:

The Sword, The Mage and The Archer


I’ve made one more illustration.

Inspired by the Conan films and Golden Axe video games I decided to give a try to the Sword and Sorcery theme.

I think I’m finally getting somewhere. My main focus was to keep everything clear and easy to read. To make it so I gave distinct colors for all the directions. Left comes yellow, right comes purple, top blue and bottom dark gray. Also the images gains saturation from background to foreground. In top of all that the perspective (a bit forced I know) reinforces the dept.

I’ve also tried to make distinct characters, with distinct colors so, the man barbarian is yellow, the cat is wine/grey, the wolf girl is pink and the dwarf girl is red/grey. I guess the cat and the dwarf are a bit similar chromatic wise, but I was afraid to break the overhaul mood.

The Time Sheriff


Hey again web surfer Pal,

During the free times, on the last 3 months I’ve been making something epic (by my standard that is ). It’s intended for the Ezine nÂş2 – Science Fiction arranged by the Desenhos, inks e rabiscos community, that will be released sometime soon.

So, I’ve tried to make an illustration of a time/space Sheriff, the person responsible to maintain the law and order in the continuum universal… humm… thing. Maximo is just one of those persons, he’s the man that prevents life to collapse by jumping trough space and time to capture bad guys. Using his special chronometer he can breach space and time and use that in his advantage to place himself in the hot spots.

I received heavy critics on the readability of my previous Illustrations, mainly on the lack of depth and exaggerated overhaul saturation and detail. On this one I’ve tried to address those issues… but doing it so I’ve just seem to have created new ones 🙂

Time and patience is the most efficient brush to paint something like this. Is no longer about if you can do it, it’s more how much time you can take until you quit on doing it.

Button line I liked the end result, surely has margin for improving, but I guess that is a good thing. I would like to thank my wife (Rute Perdiz) for all the critics, ideas and support and which without I probably wouldn’t had done it.

Until next time my friends!

Continue reading “The Time Sheriff”

The Real Stuntman02

Hey there

Stuntman02 returns and this time in Real lighting conditions (cycles renderer) and with p.o.v. sports camera attached

Stuntman02 the Virtual Stuntman.
Although he doesn’t feel pain all the stunts have at least a slight probability of survival.
Stuntman02 loves his job and faces every job with a smile… but can he have a dark side?

Illumina – BGE HQ Girl Free Model

I’ve made a HQ model of a girl, intended for the blender game engine and it’s now available on blendswap.

Her name is Illumina Pureheart and was made according the high standard specifications of the AAA game industry.

I’ve featured on her my 12 years of blender expertise and my 4 years of field work. Although you may consider she displays a somehow radical geometry in some areas, it were studied to give good results wile maintaining a low poly count.
It’s made of near 20000 triangles and 6 UV textures. Shading is fully controllable trough compositor nodes with individual balance and colour control for diverse channels such as diffuse and specular.