Here is the second and final part of my Hitman Absolution character renders.
Read Part 1 for more background on how the work was done. This is still just a tiny part of the characters I did for the game. What you see are the actual low poly game assets I created for the game. Each character is about 12.000 faces (triangles) and uses 120 bones.
A hint of the underlying geometry (wireframe).
The image are rendered in 3ds Max using Mental Ray and V-ray. In other word, the images are not real time renders but instead rendered to show of the character in the best possible way. Some characters may have changed slightly in style/appearance in the final game.
All the artwork displayed here is done by me, however some faces are based on 3D scans, and modified to match a certain look we wanted for the individual characters.
Hitman Absolution have a huge character gallery with large variety.. for the most part the idea and design of the characters were done by the concept art team and the art director.
Besides all the different outfits Agent 47 can use as disguise in the game, the assassin himself would go through a series of smaller changes throughout the game with various versions of his suit and occasional bruising on his body and face.
Hazmat type character created for a game cutscene.
Cosmo Faulkner, one of the first characters I created for the game back in 2006 early 2007.
It was great fun to work on the Hitman games, I’ve spend more than 9 years working with the bald assassin, Hitman Contracts, Hitman Blood Money and finally Hitman Absolution.
I’ve since then moved on to different things, but Agent 47 and the Hitman games I will always remember as something special.
Again, thanks to IO Interactive for letting me show some of the work I did on the game.
Thanks for reading, and remember to check out Part 1.
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