
Project Perfect started in 2000 as a game modification for Command & Conquer: Tiberian Sun. As one of the founders of the project, Carlos has gained administrator status at its forums in august 2002.
Since then, the popularity of the site has grown attracting a big community of modders who were interested in Tiberian Sun and Red Alert 2, which had similar modding mechanics. It started to host tutorials, attract programmers who coded tools to help modding these games and a Red Alert 2 mod project called Red Generals. Project Perfect Mod started to attract other mods, support newer games like Command & Conquer: Generals and organize modding and mapping contests. Carlos also started to work on tools like
Open Source SHP Builder,
Voxel Section Editor III, Open Source: Voxel Viewer, Open Source HVA: Builder, among others.
In 2006, one of the mapping contests, known as Open Map Competition 3, has attracted the attention and sponsorship from Electronic Arts, the company whose the rights of the Command & Conquer franchise belongs to. With the upcoming release of Command & Conquer's next game, Tiberium Wars,
Electronic Arts has invited Carlos to visit their studios at Los Angeles at the end of 2006 to collect his feedback about the game.
With Tiberium Wars's release in 2007, Carlos has coded the
Open Source BIG Editor, which was the first tool to open its .BIG packages, allowing some of the game settings to be modified, as shown in
in this tutorial. It has attracted Tiberium Wars modders and map makers, transforming PPM into one of the most important Command & Conquer 3 modding communities in the web, specially once the official Mod SDK was released for this game.
Also, since Tiberium Wars release, Carlos has been researching ways to convert the volumetric models used in Tiberian Sun and Red Alert 2 into 3D models for newer games and it has been part of his academic life. In his final project to earn his computer science degree, he has developed a method to transform these models into smoothed polygonal models and few months later he has also developed a way to extract texture coordinates from it automatically. It was published as a full paper at the
SBGAMES 2010 conference. Unfortunately, the polygonal models that were obtained with this method were not
manifolds and the texture maps that were generated were not satisfactory to be actually used in games. So, in 2012, in his master degree, Carlos has managed to transform volumetric models into manifolds, which was published as a full paper at
SIBGRAPI 2013, at Arequipa, Peru. The next step is to obtain a proper texture map and in his doctorate, Carlos is developing a new data structure that should aid him in that mission.