Halo Infinite |Campaign| Interior Cube Map Reflections

I was one of the very small handful of lighting artists that did cubemap reflection work across our open world environment on Zeta Halo. I did exterior work on around half of the exterior environments, and also did interior reflection work in most of the banished interior structures. Here's a small collection of images from various interior spaces I did reflection work on.

Essentially all of the interior bases at all of the banished outposts throughout the world I had to go into and place locally curated cubemaps to give the metallic surfaces more detail and visability.

Contains lots of work from various other artists from Environment Content Team, to Surfacing, Lighting, and more!

Banished outposts all have quite a few interior areas to navigate through. They all required their own locally placed cubemaps.

Banished outposts all have quite a few interior areas to navigate through. They all required their own locally placed cubemaps.

Locally placed cubemaps allowed for more accurate reflections, and also help increase visibility on metallic surfaces, especially when in darker areas.

Locally placed cubemaps allowed for more accurate reflections, and also help increase visibility on metallic surfaces, especially when in darker areas.

There are a handful of caves and forerunner dungeons I also got to touch up with locally placed cubemap work.

There are a handful of caves and forerunner dungeons I also got to touch up with locally placed cubemap work.

Excavation site is one of the examples of where all the red lighting from the Banished art was able to play off nicely on reflective surfaces.

Excavation site is one of the examples of where all the red lighting from the Banished art was able to play off nicely on reflective surfaces.

Most banished structures features unique local cubemaps for their interiors, but also have global (and sometimes local) cubemaps on their exteriors as well.

Most banished structures features unique local cubemaps for their interiors, but also have global (and sometimes local) cubemaps on their exteriors as well.