About

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My name is Pedro Toledo.

I was born in Rio de Janeiro, Brazil, in 1973, in a family full of artists.

I’m married and I have three wonderful daughters.

Back in 1991 I started my studies at the Graphic Design School of the Catholic University of Rio de Janeiro – PUC-RJ. I’ve also studied Fine Arts at the Federal University of Rio de Janeiro – UFRJ, and at the Art Institute of Florence – Scuola Lorenzo de Medici, in Florence, Italy.

Still during my time at the Graphic Design school I started working as a freelance illustrator, mainly for publicity/advertisement industry, but also some books and CD covers. Initially all the work was done using 2D techniques, a lot of pencil and paper, Photoshop and Painter. After a while I began to introduce some 3D elements into my 2D work and, after a while and before I noticed, the 3D work started getting more and more space in my workflow.

Since the advertisement industry never really fulfilled me (I always loved to create characters a lot more than selling products and services) I decided to look for another market.

That’s what made me target the Gaming Industry. A place with a lot of space for 3d and character creation. So, after a short period working as Lead Artist on some unannounced PS2 titles, for a Brazilian studio called Ignis, I decided to look for a place in the international game industry. Liquid Development was the first one to give me a chance as a remote freelance artist. Right from the beginning it was a very good partnership and with them I had the opportunity to work on some AAA games, including: Guitar Hero 2, RockBand, Hellgate: London, Fable 2, Damnation, Brothers in Arms… and others.

It was a fantastic experience that opened many doors.

During this period, I also worked as a professor at Veiga de Almeida University, in Rio, teaching low and high poly modeling, texturing and illustration for graduation and post-graduation courses.

In 2007 I joined Bioware, here in Austin – TX, as a Senior Character Artist, working on StarWars: The Old Republic, and now I’m the Character Director, working on an unannounced project.

It’s been a fun ride so far :)

About Manufato

I’ve been a teacher for a few years.

I’ve also been a moderator of what used to be the biggest Brazilian forum focused on CG, 3D4ALL.

In both places I had the opportunity to deal with people that are just getting fresh into the industry.

One common aspect I’ve seen in many students, and newbies, is the idea that Digital Art is easier than traditional art. People tend to think that you have tools specifically designed to do anything.

I would hear from a student things like “What tool should I use to model a hand?”, “This head doesn’t look right, what do I use for fixing it?”, and many more…

Some would get really shocked when I answered “Well, you just have to move these verts to the right place…”

For some reason, some people think that digital art is just a matter of clicking buttons.

Manufato is a Portuguese word. It comes from Latin: Manufacto. It means: Handmade.

This is just my way to emphasize the importance of seeing this profession as it should be. An artistic process that, as any other, depends on the artist, and not on the tool.