
Hamad Abdulsalam Al-Mannaei
Specialization:
Characters and Creatures for Games
Art Station:
About Me:
My name is Hamad and I'm a character for games student. I'm hoping to make it as a character artist in the industry with my particular interests lying in garment creation and groom but I enjoy all things character related from sculpting to props.
FInal portfolio ProJect
For my wip mentorship piece I wanted to explore the creation of a semi stylized game model, at the stage at im refining the high poly detail on the garments and should be moving on soon.
Advanced Final Project
For this projected I am exploring the creation of an anime inspired stylized character with the challenge of expressing character and detail with simple forms and shapes. Currently i'm refining the final stages of the high poly by polishing the hard surfaces pieces on maya, sculpting the hair on blender and zbrush and finalizing the rest on zbrush. I have plans for how I'm going to approach the textures as I want it to look semi-realistic and I'm excited to take this into substance painter once I'm done with the high poly and retopo
Intermediate Final Project
for intermediate I tackled a fantasy character project of an elf girl which is still work in progress. The character sculpting was done in zbrush and textures were made using a combination of substance painter, substance designer, mudbox and wrap3d for the different pieces in the models. Props were made in Maya and Zbrush depending on the required task for the model Lots of challenges were faced with this project due to me trying to punch above my weight by learning how to do hair cards, managed to get a strong grasp of the concepts in one week by learning xgen, fibershop and haircard placement
FuNdamentals FInal ProJect
My term 1 final project was a cute house shaped after the head of a cat, in a sense I wanted to tackle a character project and thought this would be close enough. This project required me to learn a lot about foliage and a lot of the cg fundamentals in modelling, uv mapping and texturing. For the textures I tried blending styles between some somewhat stylized textures and realistic ones The project itself was difficult to tackle because the concept was an ai generated image (I wasn't aware when I picked it) so I had to decipher a lot of inconsistencies and problem solve a lot of the issues in the concept to make things coherent and presentable in 3D