Working in Blender / Cycles since 2021, across architectural visualization, product rendering and motion pieces for brands, agencies and studios.
I build spaces before they exist, turning early concepts into renders that read as real: correct light, honest materials, a sense of scale you can feel. From residential archviz to product visualization, motion for tech and fintech brands, and environments built purely for atmosphere.
Visualization for a Honda stand at Enduro del Verano. Working from an architect's base plan that kept changing, the images had to resolve layout, furniture and vehicle staging inside a footprint and a materials budget that could not grow.
Urban night environment for a fintech brand, with an animated LED screen integrated into the facade. Composition built around luminous contrast and honest city scale.
An industrial, atmosphere-driven environment built around dramatic volumetric lighting, dense fog and a single corridor of artificial light. A study in mood over spectacle.
Full visualization of a minimal residential building, from the street facade through the entrance to the apartment interiors, holding one material palette across every scale.
An organic pool built around an existing tree, with a submerged bar and a continuous lounge path. Focus on natural light, material honesty (wood, stone, planting) and scene population for real lifestyle atmosphere.
A residential exterior designed to sit inside its landscape rather than against it, with stone, stucco and timber textures carrying most of the visual weight and light doing the rest.
Product animation for a financial brand, with metallic materiality, shallow depth of field and light lines guiding the motion. Built for digital / fintech product communication.
We go over the project, the references and what the images need to communicate. I tell you upfront what I need from your side: plans, materials, brand assets.
Grey-model blocking with camera angles proposed. You approve composition and framing before any material or lighting work starts.
Lighting setup, material work and scene population. You get low-resolution previews to review before the final render goes to the farm.
Final render, compositing and colour. Delivered at agreed resolution with the source files if the project includes them.