Skip to content

All my projects.

Character models, Blender plugins and website design.

Portfolio 2026

Website · Astro

Portfolio

Showcasing my work and projects.

  • Astro
  • Tailwind
  • TypeScript
Details Portfolio
Jaded 2024

Character · VRChat

Commission

Jaded

Part of a commission for a friend.

Draska 2023

Character · Garry's Mod

Commission

Draska

My third and prettiest dragon model.

  • Blender
  • Source
Details Draska
Velvet 2023

Character · VRChat

Commission

Velvet

Model for a friend and my first attempt at a VRChat avatar.

  • Blender
  • VRChat
Details Velvet
Yuri 2021

Character · Garry's Mod

Commission

Yuri

My second dragon model.

  • Blender
  • VRChat
Details Yuri
Tron Suit 2021

Clothing · VRChat

Commission

Tron Suit

Tron outfit for the Nanachi avatar.

  • Blender
  • VRChat
Details Tron Suit
Tron Cape 2021

Clothing · VRChat

Tron Cape

Tron cape from one of the movies.

  • VRChat
  • Blender
Details Tron Cape
Slimyzard 2021

Character · Garry's Mod

Commission

Slimyzard

A small little creature.

  • Blender
  • Source
Details Slimyzard
Anais 2020

Character · Garry's Mod

Commission

Anais

My first ever 4 legged avatar.

  • Blender
  • Source
Details Anais
Changed Tower (Unfinished) 2018

Map · Garry's Mod

Changed Tower (Unfinished)

A project I'm not proud of anymore, but a project that basically kickstarted my career.

  • Source
  • Blender
2 downloads
Details Changed Tower (Unfinished)

Website · Astro · 2026

Portfolio

My own portfolio website, pretty cool way to showcase all my projects!

The current iteration is built in Astro with Tailwind. Project data is fetched dynamically so I can update descriptions (like this one) dynamically without having to redeploy the website, which is mostly static. Images and videos are stored in a CDN where they're optimized so each user gets the most efficient format and in a way that doesn't cost me too much.

I'm honestly really happy with how it's turned out, it looks modern, pretty, runs well and it is the best way I could think of to bundle all my projects in a single place and showcase them to the world.

The older iteration was built in NextJS and Tailwind. And it was during a time i was much less experienced, I didn't use CDNs and the website was rather buggy and with many things "coming soon". Good thing I got to it before long! Only took about 2 to 3 years to get to it.

After using Astro as well as Svelte, I'd say it would be hard to go back to a framework like NextJS and React by extension, their simplicity is extremely nice.

Astro Tailwind TypeScript

Character · VRChat · 2025

Haggita'vali

Avali character model for VRChat.

Blender Substance Painter VRChat

Character · Blender · 2024

Funkypenguin Head

A gift for a friend and a silly animation

Blender

Character · VRChat · 2024

Commission

Jaded

Part of a commission for a friend.

Plugin · Blender · 2024

Rich Presence Plus

Discord Rich Presence for Blender.

Get it

Blender Python

Plugin · Blender · 2024

Retargify

Rigify armature for game-ready avatars.

Blender Python

Website · Svelte · 2024

Retargify Website

Home page of the Retargify plugin.

Svelte Tailwind TypeScript

Plugin · Blender

Shapekey Binder

A quick plugin I wrote to sync the shapekey values between objects.

The workflow I used at the time used a lot of separate objects which were then merged into a single object on export, this allowed me to be flexible since I could hide objects that I didn't need to work with, and In characters with a lot of customization options, It's very convenient.

This workflow came with the drawback that working with shapekeys in many objects was painful, since creating a shapekey in one object or editing it meant going to all other objects that shared that shapekey or creating the shapekey for each that didn't have it, with 4 different objects it was already cumbersome.

This plugin was made so from a single source object, all objects linked to it will have their shapekey entries copied over and synced. If one shapekey is added in the source object, all linked objects will follow. This includes deleting shapekeys, reordering them, or editing their value.

Get it

Blender Python

Animation · Blender · 2023

Magic

While I was developing Retargify, I was given the idea by a friend to animate the scene of the guy doing the magic trick with the red ball. At the time, Raven Team Leader was really popular (I love her design), so as a way to drive-test the plugin, I imported the avatar from Fortnite and used its armature to create an animation armature out of it. It worked perfectly.

The animation went through a bunch of iterations before landing in its current form, and the demon core edit was made shortly after since it was easy and funny. It was immensely popular and It got reposted to many places, so that's cool. :)

Blender

Character · VRChat · 2023

Slugcat

Slugcat character model for VRChat.

Get it

Blender VRChat

Character · Garry's Mod · 2023

Commission

Draska

Part of a series of commissions from the same individual.

Blender Source

Character · VRChat · 2023

Commission

Velvet

Model for a friend and my first attempt at a VRChat avatar.

Blender VRChat

Character · Garry's Mod · 2021

Commission

Yuri

Part of a series of commissions from the same individual.

Blender VRChat

Clothing · VRChat · 2021

Commission

Tron Suit

Tron outfit for the Nanachi avatar.

Blender VRChat

Clothing · VRChat · 2021

Tron Cape

Tron cape from one of the movies.

VRChat Blender

Character · Garry's Mod · 2021

Commission

Slimyzard

Part of a series of commissions from the same individual.

Blender Source

Animation · Left 4 Dead 2 · 2021

Commission

Lima Infection

Part of a way larger set of contract work.

I was tasked with many things, such as fixing models, weight painting, importing to Source, make sure models are working as they should, and among them, there was animation work.

I was given three models to animate, a chocolate bar, a chancla and a riot shield. At the time I was developing what would come to be Retargify, so I used it as a test run for viewmodel animations.

The results, a decent set of animations, and the riot shield, which I would consider outstanding due to how natural it looks and flows, at least to me it looks like a set of animations straight from L4D2, which to me is a huge win.

Blender Source

Plugin · Blender

Source Armature Toolkit

My first plugin for Blender.

Born out of frustration on how difficult Source avatars were to work with, specially when trying to create new character models for it. So I created a set of tools originally known as Valve Armature Toolkit to tackle the most common problems, namely being symmetry problems, poor weight painting due to the armature being unfit for Blender, as well as bone sorting, setting up helper bones, and Rigify Retarget which would then turn into its own standalone plugin.

Originally it was made for Valve games, but then it was expanded to Source games outside of Valve's like Titanfall and S&Box, hence the rename to Source Armature Toolkit.

The plugin is not very well written, but given that I don't really do Source modding anymore, i've refrained from refactoring it. Despite that it's been an invaluable tool for me during my Source modding days, and it caught the attention of prominent L4D2 modders, which ended up in the plugin being in a major tutorial on how to make L4D2 characters from scratch. You can find it here.

Get it

Blender Python Source

Character · Left 4 Dead 2 · 2021

Reginald Copperbottom

Part of a series of avatars made to replace characters from Left 4 Dead 2.

The final one because I didn't want to fill my Workshop page with copy pasted stickmen. This one took a bit longer to release because I took a break from them, and I was indecisive on who to make as a character because after the last 3, there's not that many noteworthy characters. In the end I settled with Reginald since he is a villain and he looks cool. Unlike the others it came with 2 possible random items (the hat length and the neckchain), making it more dynamic than all others.

I could've continued, make more characters from the series and replace the L4D1 cast as well, but frankly, it felt like I was milking it at that point and I felt I could do better things with my skillset.

Despite coming up considerably later, it performed pretty well, better than Ellie Rose, and it landed on the front page of the Workshop for a while. Personally I like it, he looks cool.

Blender Source

Character · Left 4 Dead 2 · 2020

Ellie Rose

Part of a series of avatars made to replace characters from Left 4 Dead 2.

Frankly this is the one i'm least satisfied with, and that is mainly because, hair is really, really hard to make, specially when using a 2D drawing of a stickmin as reference for making them in 3D. As someone who sucks at making hair, it turned out about as good as is expected.

Compared to the rest, it underperformed, but that's okay, I didn't like it that much myself. It did reach the front page of the Workshop for a bit but I never took a screenshot because I didn't really like how it turned out.

Blender Source

Character · Left 4 Dead 2 · 2020

Henry Stickmin

Part of a series of avatars made to replace characters from Left 4 Dead 2.

From the success of the Charles Calvin avatar (and because all I had to do was remove the hat), Henry Stickmin soon followed. It is basically identical to Charles, with the exception that it has the chance to have half of its arm become robotic as per one of the games cutscenes.

I'd consider it pretty successful as well, it wasn't hard to make so I can't complain. It reached the front page of the Workshop as well

Blender Source

Character · Left 4 Dead 2 · 2020

Charles Calvin

Part of a series of avatars made to replace characters from Left 4 Dead 2.

Back in 2020. The Henry Stickmin Collection had just dropped, it was a pretty good experience, so to practice I thought it would be a good idea to replicate the model for a Source game since at the time no one else had attempted it and the Collection had revitalized the popularity for the series.

Originally it was made with a more angry face but then it was changed to how it looks now. The option to have different hats came later, and a procedural bone system was added to the legs and arms, so they would deform better as the default animations would cause ugly deformation due to not being made for a stickmin (or a stickman).

It was pretty sucessful overall, it even reached the front page of the workshop for a while. It received a lot of attention and it made a lof of people happy to play a game as the coolest character in the series.

Blender Source

Character · Garry's Mod · 2020

Commission

Anais

Part of a series of commissions from the same individual.

It was made using poly-modelling, with no sculpting or retopology in the process. After this job, I began to fiddle more with the idea of making characters through the sculpting method since poly-modelling could be very cumbersome to work with. This avatar took an uncomfortable amount of time to finish, mainly due to being uncertain on its looks as it was my first time working on a character of this style.

In the end I'd say it turned out decent. Some places definitively needed more work like the face but as a whole I think the avatar looks pretty majestic, it has a charm to it.

As per the commissioner's request, the avatar was ported to Garry's Mod as a ragdoll for videos. Initially though it was planned as a playable model, but It was a huge undertaking since all animations had to be redone for this avatar (Of course, you can't reuse HL2 animations for a quadruped character), and the effort was not worth the price, so it was settled to leave it as a ragdoll.

Blender Source

Map · Garry's Mod · 2018

Changed Tower (Unfinished)

A map based on the original map of the game "Changed", a 2D sprites game.

It was a solo project since the beginning and my idea was to recreate the entire map in a 3D space, It's how I learned Blender, Source and it laid the foundation of ambition that I have to this day. Despite never being finished I would argue that it is a technical feat for someone who at the time had just gotten started with Source modding and Blender work.

Since the game is 2D, creative liberties had to be made since some areas would overlap with eachother, so it is not a 1:1 recreation of the map, but many interesting ideas were used in the making of this project, including world maps (created in Portal 2 and backported to Garry's Mod through an Addon) with a couple shortcuts, many interactible objects like toggling door locks as well as many other objects that could be interacted with simply for the sake of it.

While the textures were pulled from the game, all the models and textures for them were made from scratch for the map, including doors, pipes, tables, lockers, save points and much more, and many features were planned, like a ventilation system allowing for moving across the map easily, as well as a pseudo team system that would allow only certain teams to access some areas.

To say it was a labor of love would be an understatement, it was part of my daily life back in the day, and despite being a beginner at the time, I put as much effort as I could into making a professional map. I don't think it is a bad project, but it is tied to a game that I consider bad and undesirable (specially after finding out what the game turned into), and for that reason I disowned it for a long long time. In hindsight, while it sucks it is tied to Changed, it is still an impressive project.

The map is free to download and fiddle with, and the map file as well as the source files are linked here.