
I think this is a cubemap issue, still haven’t figured out exactly what caused this. This map is rendered essentially unusable with specular reflections. That effect is actually a badly broken cubemap reflection. It will A) Not load, B) Not have HDR lighting, or C) Have no or broken cubemaps.Ī and B can be fixed with a simple decompile, fix the problem, and recompile process.

So, if you’ve used Source Filmmaker(SFM) for any length of time, you will encounter an issue with a map from another branch of source. I won’t go too deep into the modeling side of it in this post, instead, this will be targeted towards the mapping side of things. This post will go into detail how that was achieved in SFM, the branch of source known for being tricky to author assets for (and that’s saying something considering source as a whole has a reputation for being a struggle to work with). The most important (and subtle) part of the environments were an additional push to get reflections working.

I wanted to do some workflow breakdowns for how I achieved a very specific look for the short in hopes it’ll help others improve their craft. This post will focus on the environmental design. These two posts chronicle my workflow and touch on some things I made, since it’s still very solid work that leverages SFM and source in ways I don’t seem any people in the community do. With our Saxxy 2014 entry canceled and a solid month’s worth of source asset development done for a cancelled project, I though I’d still release what was made for the project.
