Voxel Grass
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D O N E
This tutorial presents a structured, non-destructive workflow for creating realistic, controllable grass in MagicaVoxel without relying on shaders. It focuses on surface-based distribution, layered growth logic, and scalability, enabling consistent vegetation across both small details and large environments.
Perceptual Aerodynamics for Visual Storytelling
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B U S Y
This tutorial introduces a practical way to use aerodynamic principles as a visual storytelling tool. The goal is not scientific simulation, but perceptual clarity: making invisible forces such as wind, pressure, and motion readable through shape, rhythm, and surface behavior in concept art and environment design.
Floating Islands
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D O N E
“Floating Islands” is a voxel-based diorama project focused on creating large-scale, dreamlike environments that emphasize calmness, nature, and handcrafted detail. It explores techniques for building complex terrains and realistic vegetation manually in MagicaVoxel, often combining external modeling tools to achieve organic forms.
Three.JS 3D model Viewer
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D O N E
I refined my Three.js integration of the basic 3D viewer. In this step I implemented a completely new GUI using scalable SVG graphics and custom sliders, added the option to render models in wireframe mode, and introduced a pixelation effect for stylized rendering. At the same time, I removed the bloom effect due to alpha blending issues. I also substituted the standard Three.js OutlinePass with a lightweight custom MinimalOutlinePass shader that can generate dark outlines. This way the 3D viewer became both more functional and more visually consistent.
Lissajous Oscillator
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D O N E
I was always fascinated by visualizing audio in real time on my website. During the last weekend - while working on the 3d file veiewer with Three.js - I got the idea to create an interactive oscilloscope-like visualizer that reacts to music files. I managed to implement a circular Lissajous visualizer with glowing axes, integrated file selection next to the play button, and a dynamic display of the audio title beneath the oscilloscope. Now I have an MVP that combines audio interaction, real-time visualization, and stylish CSS effects in a compact, interactive interface.
Shadertoy Integration
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D O N E
I figured out how to use SDF code examples from Shadertoy on my website. As a demonstrator I took a hopping, bunny-like yellow character from the Shadertoy page and integrated. I replaced the static camera with an interactive one. The OrbitControls now allow the view to change when the mouse button is held and the mouse is moved (based on a dummy perspective camera for the controls, while the shader itself uses an orthographic camera). I kept the original camera logic but combined it with user interaction.
Metal Fear
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D O N E
"Metal Fear" is one of my favorite projects. It draws inspiration from industrial design and concept art aesthetics found in the Metal Gear IP. This project focuses on modeling hard surface models with distinct shapes and imbuing these models with a fearsome appearance through specific design elements. Technically, this project is a successor to the "Mech Warrior" project. All models and renders featured in this project were created using the free 3D voxel graphics software Magicavoxel by Ephtracy. Post-processing was done with Photoshop.