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.
Cthulhu, pronunciation: /kəˈθuːluː/kə-thoo-loo. First mentioned in H.P. Lovecraft’s short story “The Call of Cthulhu” published in 1928.
Real Time Render of the Cthulhu, Great Old One, modeled in ZBrush and rendered real time in Marmoset Toolbag. 13.000 Triangles + DirectX 11 Tessellation. Fog effect added in Photoshop.
This character and background was created as a poster for a TV show under development called d’Arc.
Everything except the mountains and sky is 3D. Modeled in 3ds Max and Zbrush, rendered using V-ray with minor color tweaks in Photoshop. Hair is done using standard Hair and Fur in 3ds Max.
Creating a Jedi Game Character - Time-Lapse (Short edition)
1970 Ford Mustang Mach 1, probably my favorite car of all time. I used to own one of these bad boys which was my motivation for making it in 3D. Brought back a lot of good memories.
I created the in-game version of Agent 47 for Hitman Absolution and wanted to created a few renders of him to show of here. So based on the game assets I created these high resolution renders in 3ds Max.
I made this a while ago, but never really finished it. Thought it was a shame to let it go to waste, so I made a Wallpaper of what I had done, just in case some of the RIFTS RPG fans out there might like it.
A Troll Doll playing in a Dandelion and Marguerite field.
I wanted to create something cute and fluffy for a change, so I decided to make a Dam Troll doll. Originally created in 1959 by a Danish fisherman Thomas Dam.
Wallpapers on the site.
So, I created Freddy Krueger in 3D…
I’m a big fan of Adam Hughes interpretation of DC Comics’ Catwoman, so I decided to create this tribute to the character in 3D. I really love the fifties style in this version of the character and feel this is what the real Catwoman should look and be like. If Adam Hughes sees this one day, I hope he approves.
I modeled almost everything in Zbrush and did the rendering in 3ds Max using Mental Ray.
In-game screenshot of the crowd technology that I helped create for Hitman Absolution. Up to 1200 characters on screen at once.