Main Menu Helmet Selection File System

This colour enum was consistent across all remaining 219 components, making organization of our source much cleaner.

Because we needed to quickly mask objects out with minimum impact on file size, I developed my process to have alpha masks able to provide 3 functions. This was conceived by making the alpha pass channel-based rather than monochromatic.

ObjectID


In this picture we can dynamically mask any of these base render passes based off of the green channel (Kat's arm), the red channel (the DMR), or the blue channel (our base armor layer). This was able to cut our file requirements in a third.

Shader Tree


An overview of the ~167 shaders that were generated by my script.

Vanity was constructed in WPF XAML with C# backend, with resources created in Photoshop and 3ds Max 2011.
12,625 lines of code were used for the compositing.



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Credits:s
Bungie - Raw assets
Zteam - Extraction
Mike Davis - Engineering
Nate Hawbaker - Project Director/Artist/UI Design




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