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Ayman Saeed Abdulla Alayoobi

Specialization: 

Characters and Creatures for Games

Art Station:
About Me:

Hello, my name is Ayman I am a student specializing in Characters and Creatures for Games, I have a background in traditional art for the last two and half years that goes hand in hand with 3d modeling and sculpting as I was learning dynamic drawing method which uses the basic primitives and methodologies that are represented in 3d art, I have a profound appreciation for the art of sculpting and modeling is the cornerstone of my career aspirations. With a meticulous eye for detail and a steadfast commitment to artistic excellence, my professional objective is to pioneer distinctive and innovative styles within the gaming industry, crafting character designs that not only captivate and engage players but also resonate with my own artistic vision. I am driven by the ambition to create work that stands out for its uniqueness, offering fresh perspectives and enriching the player’s experience. I have embarked on two projects that have not only sharpened my artistic abilities but also expanded my technical knowledge. These endeavor's have fueled my desire to create work that is not only fulfilling for me as an artist but also enriches the gaming experience for players.

FInal portfolio ProJect

For my work in progress Portfolio Production final project, I am exploring the creation of a mix between realism and stylized character inspired by cyberpunk. Currently, I am focused on refining the high topology and moving on to intricate details. One of the main challenges I'm navigating is maintaining consistency in scale and proportion while pushing the boundaries of realism in my stylized designs I faced many challenges regarding my mechanical arms, but I learned a lot throughout the process. As I continue to develop my project, I look forward to exploring advanced texturing methods.

Advanced Final Project

For my advanced term final project, I’m creating a female character inspired by elegant concept art. This is my first time working with feathers, and I’ve chosen to model them rather than using cards to achieve the stylized look I’m aiming for. I’ll be painting and texturing the project using Substance Painter This choice aligns with the stylized aesthetic that I’m aiming for, gaining valuable knowledge about this workflow. My goal is to explore multiple styles in the future, so I’m currently focused on creating the low-poly version. After that, I’ll proceed with UV mapping, baking, texturing, and rendering.

Intermediate Final Project

I undertook a challenging 3D character modeling project. The character featured intricate facial details, complex poses and intricate drapery, which pushed my skills to new heights. Throughout the project, I explored various workflows, including low and high-poly modeling, Marvelous Designer for clothing, in-depth sculpting techniques, Substance painter for texturing, zwarp for face displacement maps, and intricate uv processes and problem-solving using different methods for the same problem.


This project not only advanced my skills in high-resolution character modeling but also deepened my appreciation for the fusion of artistic expression and technical precision in digital art.


I gained insights into the importance of different workflows, especially when dealing with complex features and assets.


Due to time constraints, some elements remain unfinished. However, I plan to complete the project before I graduate from Think Tank, Upcoming tasks include refining texturing, adding hair using hair cards, for a more realistic appearance.


Once finalized, I will update the project on my ArtStation portfolio.

Despite the challenges, this project has been a rewarding journey, solidifying my love for this art form.

FuNdamentals FInal ProJect

I ventured into the creation of a highly stylized 3D character model, drawing inspiration from unconventional organic forms. The originality of the concept was a significant draw for me, as it deviates from the commonplace, sparking immediate interest. I employed a toon shader to achieve the desired textures and lighting effects, which resulted in a mystical ambiance, parts of project was high poly count, as we haven't taken the subject of re-topology and game pipeline yet.


The technical aspects of this project were comprehensive, encompassing UV mapping, modeling, and sculpting. I embraced these challenges by leveraging a variety of software tools, actively seeking constructive feedback from peers and instructors, and infusing elements from traditional art to enhance the piece further. The process not only Strengthened my technical skills but also imparted crucial insights into visual storytelling and the importance of artistic consistency, parts of the model has high poly count, as we haven't taken the subject of re-topology and game pipeline.

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