tutorials

 Gaussian Fo



Gaussian Fog Generator is a utility designed for 3D artists and Gaussian Splatting enthusiasts. It allows you to create high-quality, customizable volumetric fog and point clouds that can be exported directly into .PLY format for use in your favorite splatting viewer.
What is it?

Unlike standard particle generators, this tool is specifically built to simulate the visual density and data structure of Gaussian Splats. It provides a conceptual 3D visualizer with a multi-layer parallax system, allowing you to preview the depth and color distribution of your fog before exporting.
Key FeaturesVolumetric Precision: Define the exact dimensions of your fog volume (Width, Height, Depth) with a synchronized locking system for uniform scaling.
High-Density Clouds: Support for up to 50,000 splats with real-time visual feedback.
Dual-Axis Color Gradients:Depth Gradient: Blend colors from Front to Back (Z-axis).
Vertical Gradient: Blend colors from Top to Bottom (Y-axis).
Bias Control: Use precision sliders to shift the weight of the gradients for non-linear, organic transitions.
Generation Algorithms: Choose between a perfect Ordered grid distribution or a natural Procedural randomized cloud.
Interactive Parallax: Explore your creation in a conceptual 3D space with a reactive parallax system that responds to your mouse movement.
Professional UI: A clean, dark-themed interface designed for creative focus and color accuracy.
How it WorksSet Dimensions: Adjust the volume area. Use the lock icon to keep proportions uniform.
Configure Splats: Set the number of points, their opacity, and scale to achieve the desired density.
Define Colors: Pick your Start/End and Up/Down colors. Use the bias sliders to fine-tune the color transitions.
Preview: Move your mouse over the visualizer to explore the depth and parallax effect.
Export: Hit the "Export PLY" button to download a standard Gaussian Splatting compatible file.
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tutorials

 

Gaussian Iridescence Architect is a professional-grade utility designed for 3D artists and researchers working with Gaussian Splatting. This tool allows you to "paint" directional iridescence and complex color reflections directly into your .ply splat models by manipulating Spherical Harmonics (SH).

Key Features:Directional Iridescence Control: Define unique color shifts for Top, Bottom, Left, and Right viewing angles using an intuitive schematic viewport.
Multi-Layer Editing: Stack multiple iridescence effects using SH1 and SH2 layers for non-linear, highly complex material behaviors.
Hardness & Intensity: Fine-tune the "falloff" of your reflections, from soft pearlescent glows to sharp, mirror-like metallic highlights.
Real-Time Schematic Preview: Visualize your iridescence logic instantly through a multi-ring splat simulation before exporting.
Advanced Attribute Filtering: Surgical precision in application. Filter effects by Splat Scale, Opacity, or even specific original colors with adjustable tolerance and inversion options.

How to use:

Import your binary .ply Gaussian Splat file.
Create layers and adjust directional colors.
Use Attribute Filters to target specific parts of your model (e.g., only small splats or only splats of a certain color).
Export the modified .ply and view it in any standard Gaussian Splat renderer.

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sketches

 

I'm warning you, this isn't a color study; I don't have the patience for something like that. It's a paintover. I wasn't even born when the series ended, but it was definitely one of my childhood favorites. I remember it fondly. Now, seeing how it was made and paying attention to all the details of the costumes, I truly think it's incredible that something like this was accomplished and turned out so amazingly well. Even today, I can't believe it. I encourage you to at least look at the behind-the-scenes footage.


While researching the work of the creators behind the legendary "Dinosaurs" series, I stumbled upon a gem from 1996 that (I confess) I knew nothing about: Aliens in the Family.

It turns out they share that unique aesthetic of puppets and animatronics that only Jim Henson's studio knew how to achieve. This particular frame caught my eye; I simply couldn't resist working on it. I think it will be the last paintover I do; the truth is, I don't enjoy it as much as doing line art.

sketches

A redesign of several costumes and... creatures? from The Sims franchise. This time, while translating the 3D models from the game, I wanted to apply lighting that gives them a 3D-modeled feel; does it work? I hope I've managed to at least make the faces more appealing and expressive. Some of the original costumes are... quite terrifying, to be honest.



sketches

 

I recently discovered the British series 'Fantomcat,' which ran for two seasons back in 1996—the same year I was born. The character designs are quite unique; it is a style rarely seen in classic animation. In my version, I focused on defining the forms more clearly, as I found the original linework lacked consistent volume. I also applied a more pastel, less saturated color palette, which I believe better suits the aesthetic of a project with this theme.



sketches

 

Burundis: Enredos y Marañas (2003). I previously developed this series of sketches, focusing on the technical challenge of reinterpreting traditional animation designs to provide them with more consistent volume. Throughout the process, the results leaned closer to illustration than animation. I have since refined these sketches and applied color, aiming to preserve the essence and attitude of the original expressions while establishing a more defined facial structure.

sketches

 

I've been really enjoying watching Strip Law lately. Irene's antics are particularly fun to watch. I'm glad to see there are still some animated shows on Netflix, but it's clear they've drastically reduced their animation department, laying off creatives and canceling a lot of projects. I hope things improve.




tutorials
SplatCraft is a high-performance, browser-based utility designed to bridge the gap between traditional 3D geometry and Gaussian Splatting. It allows users to convert static 3D models and 2D images into discrete point-based datasets that mimic the appearance of Gaussian Splats.

1. What is this tool?

SplatCraft is a "reconstruction engine" that lives entirely within a single HTML file. It leverages Three.js for 3D processing and React for its modern, glassmorphism-style interface. Unlike traditional renderers, SplatCraft doesn't just display models; it "disintegrates" them into thousands (or millions) of colored particles (splats) that carry position, color, transparency, scale, and rotation data.

2. What is it for?Asset Conversion: Converting standard 3D formats (OBJ, GLB, FBX) into .ply
files compatible with Gaussian Splatting viewers.
Volumetric Sampling: Creating "cloud" versions of 3D objects where textures are baked directly into the points.
Image Projection: Turning a 2D photograph into a 3D "Image Plate" (a volumetric screen) with depth-aware point distribution.
Prototyping: Testing how different sampling densities (from 10K to 1M points) affect the visual fidelity of a 3D reconstruction.
sketches

 

"The Land Before Time" is one of the films from my childhood. I wanted to revisit it, and I didn't remember the characters looking like this at all; furthermore, there are many characters I don't recognize, as the saga is much larger than I had thought. There are certain graphic choices that... I don't quite like. But importantly, while it's understood that the resemblance to the original dinosaurs is relative due to the stylization process, Ducky has such a loose design that she doesn't even resemble a Saurolophus; I don't understand why she has the privilege of having hands and the rest do not. My focus was on the resemblance to the real species, while also simplifying details and rethinking the silhouette. It's my way of honoring a character design that already managed to convey innocence and adventure through soft lines and rounded shapes.



sketches
"Los Lunnis" is one of the series from my childhood that aired on public television; it was an excellent show. I was one of those who went to sleep when the Lunnis sang the song "vamos a la cama". Did anyone else know they released video games? One was even for the Nintendo DS! My goal has been to capture the essence of their expressions and the identity of each original design, from the witch Lulila to Lucho. While working on these redesigns, I realized there are several species involved: some have pointed ears and no nose, while others have noses but round ears, and some even share specific traits. Is there some underlying lore here that I am unaware of? 




sketches

 



sketches

 




A user on DeviantArt suggested that I reference the classic series 'The Get Along Gang' (which I was completely unfamiliar with) to reinterpret it through my current style. The goal of this sketch is to do so without altering the essence of the original 1980s designs; I have even tried to respect the proportions. Facial and physical expressiveness are the elements I have refined the most, alongside an effort to give Montgomery, Dotty, and the rest of the group a more solid, organic, and cohesive aesthetic while maintaining the original poster's composition.





tutorials

Quick GAUSSIAN SPLATT Editor

The Quick Gaussian Splat Editor offers a fast preview of Gaussian splatting files and is designed for making rapid, real-time, bulk changes with high precision. It loads .splat and .ply files, allows you to select splats with a brush to change their properties, or remove splats by scale, opacity, or color range.

tutorials

Gaussian Splatting Bridge
This application is an essential tool for the Gaussian Splatting ecosystem, as there is currently no direct way to sculpt or geometrically correct splats without compromising their underlying data structure. GS2Z acts as a critical bridge that transforms the point cloud into three-dimensional pyramids visible to professional modeling software such as ZBrush.

This approach enables tasks that were previously impossible, such as closing holes in the reconstruction, manually removing noise, or adjusting volumes using deformation brushes. By converting the points into solid geometry (pyramids), external software can interpret the data as a real mesh, facilitating precise artistic editing.

The workflow is highly intuitive: first, the user uploads their PLY file to extract the pyramids into an OBJ format; after making the desired adjustments (always using deformation to preserve the vertex order), the edited file is uploaded back to the app, which reinjects the new positions into the original file while keeping all color and transparency metadata intact.

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sketches

Another exercise in nostalgia. I must have watched the entire 'Arthur' series as a child. I don't know why, but I remembered it being drawn in raw pencil lines, similar to 1977's 'The Rescuers.' I hold the series in high regard, though I find certain design choices: the stray hair-lines, the way Binky's protruding teeth are depicted who has a nose that is completely different from the others.... extremely off-putting. I also find the repetitive color palettes across characters puzzling, but the 'Pluto-Goofy' dissonance is what truly escapes me: how can the protagonist keep a pet dog when his friend Binky is a dog as well? Does Arthur inhabit a post-genetic experimentation dystopia that birthed these new 'furry' races? 



tutorials


360 Image Creator

It is  designed by and for graphic artists who can then use the resulting images to create

backgrounds in 3D environments or to create three-dimensional 

Gaussian Splatting-type worlds using tools such as Marble.

Suggested steps:

You can create a front and back image in your favorite drawing program.

You can upload the two images in their corresponding positions 

(you can upload just one or all six individual square images); the application will 

form the cubic maps into a seamless, high-resolution 360° projection (4096 x 2048 px).

After processing the images, you will see that the result is a single equirectangular

image. The missing images were filled with transparent space, but you can fill it

automatically to make it easier to continue coloring from that point. 

It also offers the ability to project images directly onto the 3D visualization with

extreme precision. But to do that, I recommend first taking a screenshot using the

button indicated and working directly on the screenshot.


Once done, we can upload the corrected result and adjust the image until it is in the

right place and project it at that moment. 


You can upload as many images as you  want to project them and make large collages. 

When you exit the 3D view, you will see the result displayed.


The app can also be used to view our illustrations in 360, since painting one of these

illustrations displayed in 2D causes us to lose perspective on sizes and distances, 

so it is useful to review the scene in 3D from time to time.

Finally, you can upload it to an app to create explorable three-dimensional scenes

such as Marble so that you can walk through your scene and convert it into a 3D

mesh scene.






sketches

 

It's curious, but I remembered the Sesame Street characters being far more expressive; it is interesting how memories work. I don't recall all these characters from my time, but the main challenge I set for myself was to imbue the puppets with greater expressiveness and life. I have sought a balance between caricature and staying faithful to Jim Henson’s magnificent design (though I couldn't provide everyone with more forehead or skull space). I worked with loose, expressive strokes to capture the personalities of Elmo, Cookie Monster, Abby, and the rest of the cast, focusing on conveying emotion through their gaze and mouth dynamics (which now feature cartoonish teeth). Do you like the redesign, or have I committed heresy?




sketches

 

I recently watched “#1 Happy Family USA.” It's fantastic, and I can't wait for season 2 to come out. For now, here's my fan art of the adorable lesbian couple in one of the most hilarious scenes. In fact, if you watch it out of context, it's even funnier.
sketches


En la web oficial de "Conguitos" de "Lacasa", no veréis productos con la mascota de la marca por lo evidente de su carga racista, pero no es difícil encontrarla en cualquier supermercado en España.

Incluso el autor original de la mascota ha expresado su desacuerdo con que siga usándose, ya no hay excusas. Si hay un momento para retirar definitivamente una iconografía que perpetúan estereotipos coloniales, es ahora. 


La mascota de conguitos es de las más famosas de la Negrobilia española, que refiere a objetos, anuncios, postales y material impreso de principios del siglo XX, a menudo despectivos, que representan a personas negras en estereotipos raciales, coleccionados para documentar y estudiar la historia del racismo. 

Este boceto se enmarca en la "apropiación crítica", proceso de tomar elementos preexistentes (ideas, imágenes, diseños...) y resignificarlos activamente a través del análisis, la reflexión y la reinterpretación. 



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On the official website for Lacasa's Conguitos, you won't see any products featuring the brand's mascot due to its obvious racist connotations, but it's not difficult to find it in any supermarket in Spain. 

Even the original creator of the mascot has expressed his disagreement with its continued use, so there are no excuses. If there is ever a time to permanently retire iconography that perpetuates colonial stereotypes, it is now. 

The Conguitos mascot is one of the most famous examples of Spanish Negrobilia, which refers to objects, advertisements, postcards, and printed material from the early 20th century, often derogatory, that depict black people in racial stereotypes, collected to document and study the history of racism.

This sketch is part of “critical appropriation,” a process of taking pre-existing elements (ideas, images, designs...) and actively re-signifying them through analysis, reflection, and reinterpretation.

videogames
This project was launched in April 2021.

videogames













 

videogames

This project was launched in September 2020. This is a comic created to promote the game.

videogames

Gaussian Mansion is an Unreal Engine pilot project that showcases how Marble-generated Gaussian splats can be transformed into immersive, explorable worlds. It’s both an artistic and technical demonstration of how generative splats can be used to craft interactive and playable spaces


In the icy peaks of Northern Europe, an ancient curse has corrupted a majestic hotel, trapping its spirits in a loop of eternal torment. Now, ghostly echoes haunt its Victorian halls. Do you dare to enter?


Welcome to Gaussian Mansion, a first-person rail shooter action experience. Your journey will be an inescapable trek through darkness, where your only defense is your aim. Face the apparitions that infest each room and survive the horror by shooting for the highest score.

Time is your enemy. Precision is your ally.

As you make your way through the spectral chaos, stay alert. Hidden in the darkest corners of the hotel are delicate Victorian cutouts. Piece them together to form the pages of a beautiful and macabre collage notebook, the only key to understanding the tragedy that occurred here.
How to play the game




The gameplay consists of aiming and clicking at the enemies that appear on screen while the camera moves automatically. The key is to react quickly, have good aim, and decide which target to aim for before it disappears.



The main objective is to complete the level in the shortest time possible and obtain the highest score.


To complete the level 100%, you'll need to keep an eye out for collectibles hidden throughout the environment. The level includes two simple puzzles.




sketches

My New Year's resolution is to try and upload a sketch every week until I get tired or bored. I've been working solely with Unreal Engine 5 nodes for so long that I'm losing my touch. The upside of no longer working on drawing-related projects is that I can sketch without any pretenses. It's therapeutic for me—simply scratching the digital paper to loosen up my wrist. I've rescued these three furry adventurers from a project that didn't move forward (there will be plenty of this), and it really saddened me that they might be forgotten. I thought they were perfect to inaugurate this series of sketches that I want to share on my new social media and blog.

videogames

 Official art of the Dear Althea videogame. It has been a project that has taken almost a year of hard work and has ended with more than 780 illustrations like these.