Halo Infinite |Campaign| Exterior Cube Map Reflections

I was one of the very small handful of lighting artists that did 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 exteriors I did reflection work for, captured at a few various times of day.

Contains lots of work from various other artists as well across multiple teams.
Brandon Habib assisted in doing cube map work in the open world.
https://www.artstation.com/habeast

The majority of the eastern half of the map I did reflection work for Halo Infinite. This shot catches a lot of different areas I worked on well. From the large spire, to the grand lake, to the banished structures, all the way to the forerunner tower.

The majority of the eastern half of the map I did reflection work for Halo Infinite. This shot catches a lot of different areas I worked on well. From the large spire, to the grand lake, to the banished structures, all the way to the forerunner tower.

Glancing at various times of day help show the cubemap reflections in different ways.

Glancing at various times of day help show the cubemap reflections in different ways.

This forerunner spire sat upon an island of hexes at various heights, which was a really tricky but fun area to work a large number of local cubemaps into

This forerunner spire sat upon an island of hexes at various heights, which was a really tricky but fun area to work a large number of local cubemaps into

With the forerunner metal being so prominent, it meant quite a lot of cubemaps were utilized throughout these environments.

With the forerunner metal being so prominent, it meant quite a lot of cubemaps were utilized throughout these environments.

Banished outposts, Forerunner Hexes, and Water all require local cubemaps for more accurate and detailed reflections

Banished outposts, Forerunner Hexes, and Water all require local cubemaps for more accurate and detailed reflections