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About me section time. I went looking at how other people do theirs and it’s always the same move: a nice portrait photo, big and confident. which is a problem for me because… I don’t have a single cool picture of myself lol. i’m a bit camera shy and every photo i have looks like a hostage situation.
So instead of just taking a better photo like a normal person, my brain went “why not 3d scan your face?”. found out you can do it with just a phone camera, downloaded polycam, walked around my own head like an idiot for 10 minutes and… it looked TERRIBLE. like melted wax figure terrible. i felt genuinely bad about it ngl.
So i did what i always do when i feel bad: dumb scrolling through awwwards sites of the day. and one of them saved me — a site with a 3d face made entirely of particles. no skin, no texture, just points floating in space. that was it.
Plain particles were kinda monotonous though, everything just sat there dead still. so i ran curl noise over the cloud and now the whole surface drifts like it’s breathing. instant life.
of course nothing works first try. my first version had a depth test problem where the BACK of my head was blending through my face, so i had eyes and hair occupying the same pixels :)). ended up going into blender and rendering out a depth image of just the front of my face, then rebuilt the 3d from that depth map instead of the raw scan. each particle samples the portrait for its position, brightness and size, and instead of a real depth-of-field pass i just fade particles the further they sit from a focus plane — looks like bokeh, costs nothing.
The section hooks into the opening sequence from #2: the shutter bar squares up, expands out to the screen edges and opens straight onto the face. dither background fades itself out on the way so the particles get a clean dark void to float in.
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Ok so this section basically ate my whole week lol. like 15 hours for ONE page?? and the crazy part is i wasn’t even doing design, i just kept trying random ideas until one felt right.
The whole thing is based on “The Creation of Adam” (that famous painting with the two hands almost touching). I thought it’d be sick to have two hands slide in from both sides while the hero closes, kinda like the split second before the fingers touch.i built the hands like 3 times ngl:
- first in 3d with three.js. looked cool but felt way too heavy and kinda too on the nose
- then i did an ascii version where the letters react to your mouse. way more my style but still not it
- and finally pixels, which is the one i kept. each hand is a grid of pixels that twinkle by themselves and light up when you hover, and the pixel sizes give it this little depth thing.
This one just clickedalso threw in two lines of giant scrolling text with gsap, hellos on top and a lil manifesto on the bottom, they slide in when the shutter covers the hero.
The one thing killing me rn is the colors. they’re just kinda mid honestly. so i think i’m gonna do some research, and repaint the whole site properly.
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I’ve been working on my portfolio for quite some time now. It’s not just about coding — it also involves design, research, and many other details. Choosing the right color palette, fonts, and sizes turned out to be much harder than I expected.
Even though the planning phase took a while, I’ve finally started coding. So far, I’ve completed the preloader and the hero section.
Preloader
The preloader features a smooth loading bar. Once it fills up, it expands and fades out gracefully, revealing the hero section with a nice fade-in transition.
Hero Section (My Favorite Part!)
This is the section I’m most proud of. I used GSAP for all the text animations and Three.js for the interactive background.
The background combines a dithered Bayer effect with a beautiful liquid flow simulation that reacts to mouse movement. The trailing effect feels incredibly smooth and immersive — it really makes the whole hero section feel special and unique.
I already have plans for the upcoming sections and I’m really excited to bring them to life!
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ok it moves now. and honestly it slaps.
didnt end up adding a car, turns out you dont need one. dropped the camera real low like youre sitting in a cockpit and just scroll the whole world toward you instead of moving forward. made two copies of the terrain and when one slides behind you it teleports back to the horizon, so the road never ends. you cant tell its only two chunks looping which is the whole trick.
steering is just the mouse. moving it left/right slides the camera into the next lane and banks it a little so it feels like the car is leaning into the turn. added a tiny bit of yaw too so the world tilts with you. small thing but it makes it feel real.best part is the turbo. hold left click and everything lerps into warp mode, the pink grid goes solar gold, the cyan stars stretch into red hyperdrive streaks, the sun flares crimson, and the whole camera starts rumbling like the engine cant take it. cruise is a chill 0.35, turbo overclocks to like 12x. let go and it eases back down to vibing speed. the lerp on everything is what sells it, nothing snaps.threw a HUD on top in orbitron, fake telemetry that flips to WARP_DRIVE ENGAGED when you boost. pure decoration but it ties the whole synthwave thing together.
thats the project. simple little infinite cyber-drive. no engine, no car model, just shaders and loops and a mouse. exactly the vibe i wanted.
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today i just started building a vaporwave driving scene.
got react three fiber running on webgpu. the road is just a flat plane but i used some shader magic to push the edges up so they look like neon pink mountains while the middle stays flat for driving. then i threw a big glowy sun in the back and some floating particles to make it feel alive. sunset lighting ties it all together
next im tryna make it actually move so it feels like youre driving. maybe add a car idk.
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last day was a grind, added the dynamic background transitions so the sky changes between chapters, did parallax for some depth (this little touch makes it feel so much more alive), and added the nav buttons so u can actually jump between scenes instead of just scrolling.
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new scene!! the ocean one with the island. this was probably the most fun so far. made an ocean wrapping around the island, added foam near the shore and scattered some rocks around so it doesnt look empty.
improved the water movement too, reused some stuff from the lake which saved me. coastal mountains in the back tie it together. starting to feel like a real place which is sick
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added a LAKE today. the meadow scene needed water and omg the reflections were a nightmare. like genuinely the water looked like cursed plastic for hours before i got it looking semi decent.
stuff i did:
added the lake
water reflections + surface (the pain)
blended the terrain around the shore so it doesnt just clip into the water
threw in some fog for depth, instantly made it look 10x better honestly
fog is so underrated it hides all my sins
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2 of the 4 scenes are basically done now lets gooo. spent today on lighting mostly, the first version looked super flat and depressing so i messed with it til it had some actual mood to it.
also kept tweaking materials (probably spent too long on this, i keep going back and changing tiny things nobody will notice). and i adjusted the camera framing so each scene actually looks composed n not random. feeling good about progress
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short one today, was kinda busy w school. mostly worked on the transitions between sections, getting the camera to glide instead of snapping. took way longer than expected, transitions are deceptively annoying. polished a few other things and called it.
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todays the day it started feeling like an actual project. did the clouds!! they’re procedural which sounds fancy but i basically just spent 4 hours fighting with noise functions until something cloud shaped appeared.
animated them with TSL (still kinda new to me ngl) and wrote a custom material so they render right. also went back n refined the mountain peaks cause they looked too smooth/fake before. the vibe is slowly coming together, im hyped
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ok so i finally started the three.js thing ive been putting off for like 2 weeks lol. spent most of today just getting the boilerplate going, canvas + camera + renderer blah blah. honestly the boring part but u gotta do it.
got my first glb model loaded in and it showed up as a giant black blob until i realized i had zero lights in the scene classic. added some lighting and boom theres my mountain. also made the canvas resize properly cause i hate when stuff looks stretched on different screens.
not much to look at yet but the bones are there. excited to actually make it pretty later