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David Miranda

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David Miranda | dmg3d.blogspot.com Reviews
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David Miranda | dmg3d.blogspot.com Reviews

https://dmg3d.blogspot.com

| Dev Blog

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1

David Miranda: Car rendering: Delving into details

http://dmg3d.blogspot.com/2015/02/car-rendering-delving-into-details.html

Car rendering: Delving into details. A year ago, Unity Technologies requested me to create this demo. It was a huge load of work but finally, it was worth the effort. This article digs into the details of the project. The project went through different stages. It was first shown at the GPU Technology Conference in March ’14. And I came up with this:. I created some decals to break texture repetition as much as possible while adding some details. This demo allows you to switch between different lighting c...

2

David Miranda: Dave

http://dmg3d.blogspot.com/2014/04/dave.html

After some years using Lee’s scan, I had the feeling that it was time to switch to another model. It wasn’t easy to find a good one so I decided to start zBrush and see what happened. I’d never tried to model a face before so it was a long process. After an exhausting month of December, Dave was born. You can find a making-of. I promise you lots of fun! What's in that document? A zombified Lee Perry:. A Slipknot tattoo surrounded by "junkie" veins:. And pores, billions of pores! El Enigma de la Abadía.

3

David Miranda: Foggy Lights

http://dmg3d.blogspot.com/2014/04/foggy-lights.html

Foggy Lights" is a visual effect that creates a light halo. It provides you with the option to add a light that matches the glow color and intensity in real time. It takes into account scene depth in order to avoid hard intersections with the environment. You can also offset the effect to make it appear closer or further. Publicar un comentario en la entrada. Suscribirse a: Enviar comentarios (Atom). El Enigma de la Abadía. Con la tecnología de Blogger.

4

David Miranda: Tileable textures from high poly

http://dmg3d.blogspot.com/2015/04/tileable-textures-from-high-poly.html

Tileable textures from high poly. I have had the chance to get back to the art side of gamedev working for my new client. I'm quite happy with this job because it's an opportunity to learn art related topics. I have never worked as artist in a company, so. nice! But at the end I always end up as 1D/2D/3D/FX/Lighting artist, so Ill be doing a little bit of everything :). Here are three textures blended together with a shader I wrote in Unity. Publicar un comentario en la entrada. El Enigma de la Abadía.

5

David Miranda: Ocean shader in UE4

http://dmg3d.blogspot.com/2015/07/ocean-shader-in-ue4.html

Ocean shader in UE4. I was asked to develop an ocean shader in Unreal 4 (among other extravagances). Woot? I hope Unity forgive me this infidelity with a lover from the past :). Youtube compression destroyed the video, so here are some screens:. Publicar un comentario en la entrada. Suscribirse a: Enviar comentarios (Atom). El Enigma de la Abadía. Con la tecnología de Blogger.

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Products | David Miranda

http://www.davidmiranda.me/products

Skip to primary content. Skip to secondary content. MaxScript & .NET. Fog Volume is a fog container designed to add ambient and deeper atmospheres into game environments. Requires Unity Pro. Lens Dirtiness is an Image effect for cameras that adds the commonly known bloom effect with texture overlay that simulates lens dirtiness defocus. Works on mobile. Unity Pro required. Foggy Lights will enhance your light sources by adding a glowing effect around them. Requires Unity Pro. Works on Mobile.

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Demo Reel 2012 | David Miranda

http://www.davidmiranda.me/demo-reel-2012

Skip to primary content. Skip to secondary content. MaxScript & .NET.

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FX | David Miranda

http://www.davidmiranda.me/category/fx

Skip to primary content. Skip to secondary content. MaxScript & .NET. Water Drops aka Lens Wetness. 14 January, 2015. Virtual Toys is about to release this game, where I’ve been in charge of the technical art and effects. 22 November, 2013. Cry Engine 3 SDK Explosion FX. 1 February, 2012.

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MaxScript & .NET | David Miranda

http://www.davidmiranda.me/category/maxscript-dotnet

Skip to primary content. Skip to secondary content. MaxScript & .NET. MaxScript and .NET. CinéPolis, a Cinema Browser. 8220;Cinépolis” was my final year project (NVQ in Computer Programming, 2010-2011, Madrid). I built most of the controls with Expression Blend. WPF is awesome. 😀. 19 December, 2011. MaxScript and .NET. Copy & Paste. A small but useful tool to copy and paste from one max to another. UI built with .NET. 19 December, 2011. MaxScript and .NET. The Oilfield – Ad Hoc Tools. 19 December, 2011.

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Hobby Painting | David Miranda

http://www.davidmiranda.me/category/matte-painting

Skip to primary content. Skip to secondary content. MaxScript & .NET. 19 December, 2011. 19 December, 2011. 19 December, 2011.

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Dabanaworks: abril 2015

http://dabanaworks.blogspot.com/2015_04_01_archive.html

Sábado, 11 de abril de 2015. Paizo Publishing commission: "Grask Uldeth". Http:/ pathfinderwiki.com/wiki/File:Grask Uldeth.jpg. Suscribirse a: Entradas (Atom). Concept Art and Illustration. Ver todo mi perfil. Premiado con el 3DTotal Excellence Award. Paizo Publishing commission: Grask Uldeth. Plantilla Simple. Con la tecnología de Blogger.

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Unite 2014 | David Miranda

http://www.davidmiranda.me/unite-2014

Skip to primary content. Skip to secondary content. MaxScript & .NET. 17 September, 2014. I’ve been working lately for Unity Technologies in two projects, both shown at Unite 2014. In one hand, our car rendering project, for which I have developed a layered shader to model car paint features. It consists of a metallic base, lacquer layer and one more layer on top for dirtiness. On the other hand, I have polished my skin rendering system for ADN. This entry was posted in Graphics.

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About Me | David Miranda

http://www.davidmiranda.me/about-me

Skip to primary content. Skip to secondary content. MaxScript & .NET. The professional world greatly added to my experience but, as the game COPS was cancelled, my contract with Pyro Studios. Ended Unemployed, I devoted myself to learn Unreal Engine, determined to improve my knowledge about real-time 3D techniques and developing my skills as Technical Artist. From March 2010 to February 2014, I had the great opportunity to work for Virtual Toys. 02/14 – Present Day). Solving problems worldwide 🙂. Techni...

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News | David Miranda

http://www.davidmiranda.me/category/news

Skip to primary content. Skip to secondary content. MaxScript & .NET. Worked for Unity providing all content and the base scripting layout for Apple’s WWDC16 tessellation demo. 16 June, 2016. I’ve been working lately for Unity Technologies in two projects, both shown at Unite 2014. In one hand, our car rendering project, for which I have developed a layered shader to model car paint features. It consists of a metallic base, lacquer layer and one more layer on top for dirtiness. 17 September, 2014.

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MakaPainter: Creepy Gentlemen

http://makapainter.blogspot.com/2011/06/creepy-gentlemen.html

Lunes, 16 de mayo de 2011. Enviar por correo electrónico. Publicar un comentario en la entrada. Suscribirse a: Enviar comentarios (Atom). Ver todo mi perfil. Plantilla Fantástico, S.A. Con la tecnología de Blogger.

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David Miranda

Fog Volume 3, pre-release notes. It was 2013 when I started developing Fog Volume. I didn't decide to do it by myself, but Robert Briscoe. Asked me if I could do it for his project Dear Esther. I was really busy by that time, working full time on Deadlight. Writing some skin and atmosphere Tech for The Forest. And teaching UDK at U-TAD,. But I found the time to do a first implementation. Until now I have not worked too much on it, some weeks last year and some bug fixing here and there. Some of the new f...

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Home - dmg3d.com

For any kind of website. This is a paragraph text element. Double-click to edit or add your own text. This is a great place to add a greeting or a short description about your firm or yourself. Dave AT dmg3d DOT com. This website is created and hosted by Website.com's Site Builder.