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{{quote|texte=The HUD for Halo 4 was a massive challenge. I partnered with a software engineer early in the project's development to pioneer a method to render the HUD using almost no bitmap data whatsoever. The entire HUD had to be made with strippable tris. I used vertex alpha and vertex RGB for color and transparency. The only bitmaps used throughout the HUD in the entire game are the normals on the helmet interior vignette. I did every full-screen HUD for every gun in the game like this. All HUDs had to be loaded at run-time and 512K was our memory budget.|auteur=ArtStation.}} | {{quote|texte=The HUD for Halo 4 was a massive challenge. I partnered with a software engineer early in the project's development to pioneer a method to render the HUD using almost no bitmap data whatsoever. The entire HUD had to be made with strippable tris. I used vertex alpha and vertex RGB for color and transparency. The only bitmaps used throughout the HUD in the entire game are the normals on the helmet interior vignette. I did every full-screen HUD for every gun in the game like this. All HUDs had to be loaded at run-time and 512K was our memory budget.|auteur=ArtStation.}} | ||
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|Source=*http://blogs.halowaypoint.com/Headlines/post/2013/04/01/Inside-343-Eric-Will.aspx (1 280 × 720 px) | |Source=*[http://web.archive.org/web/20130423234615/http://blogs.halowaypoint.com/Headlines/post/2013/04/01/Inside-343-Eric-Will.aspx Halo Waypoint - Inside 343: Eric Will] (archive, 1 280 × 720 px) | ||
*[https://www.artstation.com/artwork/Xn4rxD ArtStation - Eric Will] (1 740 × 983 px) | *[https://www.artstation.com/artwork/Xn4rxD ArtStation - Eric Will] (1 740 × 983 px) | ||
|Média=H4 | |Média=H4 |
Version actuelle datée du 13 juillet 2021 à 19:55
Description[modifier]
« | The HUD for Halo 4 was a massive challenge. I partnered with a software engineer early in the project's development to pioneer a method to render the HUD using almost no bitmap data whatsoever. The entire HUD had to be made with strippable tris. I used vertex alpha and vertex RGB for color and transparency. The only bitmaps used throughout the HUD in the entire game are the normals on the helmet interior vignette. I did every full-screen HUD for every gun in the game like this. All HUDs had to be loaded at run-time and 512K was our memory budget. ArtStation.
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Source du fichier : |
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Média : | Halo 4 |
Créateur : | Eric Will |
Conditions d'utilisation[modifier]
Ce fichier représente un matériau placé sous copyright par Microsoft Corporation, ou à défaut son ou ses créateur(s). Il est utilisé sur ce Wiki dans le cadre du Fair use, dans un but encyclopédique non commercial. |
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Date et heure | Vignette | Dimensions | Utilisateur | Commentaire | |
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actuel | 13 juillet 2021 à 19:50 | 1 740 × 983 (335 Kio) | Hawk (discussion | contributions) | https://www.artstation.com/artwork/Xn4rxD | |
2 avril 2013 à 18:38 | 1 280 × 720 (513 Kio) | Lunaramethyst (discussion | contributions) | http://blogs.halowaypoint.com/Headlines/post/2013/04/01/Inside-343-Eric-Will.aspx |
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