Cairo, Egypt
As a skilled 3D artist, I offer a range of services that can bring your creative vision to life. My expertise includes 3D Sculpting, 3D Modeling, UV Mapping, Texturing, Shading, and Rendering. Working with various specialized software products for excellence with 12+ years of experience, developed the skills to deliver high-quality outputs in fastest time possible Whether the required is hyper-realism or high detail for rendering and movie production, or optimized assets for games, or anything in between. i can bring your ideas to life in a way that exceeds your expectations.
Independently sculpted a detailed hyper-realistic 3D portrait of Hollywood & Egyptian actor "Omar El-Sherif" from scratch using industry-standard softwares. Meticulously captured facial features, expressions, and likeness. I received others feedback and maintained progress updates. Achieved a visually striking and accurate representation, showcasing artistic skills and dedication.
Breakdown video with levels of details, Just glance out of much details in Short breakdown video of My 3D Portrait project of "Omar El-sherif".
My Artwork of making realistic beard grooming of adult male ... I used interactive grooming method of XGen in Maya to groom the overall shape of the beard then i started to groom the details individually for each hair strands to add variations in density and length to different areas on the face.
Designed and created a 3D imaginative scene from scratch, using ZBrush as the main tool.
Sculpted and modeled all elements of the scene, using ZBrush’s powerful features and brushes.
Added fibers to some of the elements, such as socks and thread ball, using ZBrush’s FiberMesh system.
Rendered the scene using Keyshot, applying realistic materials, lighting, and effects.
I have created the entire project from scratch, featuring Anubis, the Egyptian symbol of death and mummification. I have designed the body and accessories with imagination and respect for the ancient Egyptian art and culture using various references for inspiration. I have sculpted, textured, and rendered this character from scratch, using brush for sculpting different levels of details, substance painter for creating and baking high quality textures of different types and keyshot to apply different materials and setting up the light sources and cameras for render scenes. The final renders are the result of my whole process.
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Created detailed fur for a hyena model using XGen Maya for generating fur. Applied various grooming techniques such as clumping, noise, cut, and density maps to achieve the desired look and style. Rendered the final result with Arnold.
Promoted textures to higher quality in Substance Painter and Substance Sampler for two different outfits of various materials, such as cloth, leather, metal, and more.
Shaded the textured assets in Arnold in Maya, using realistic lighting and materials.
Received positive feedback from clients and supervisors for delivering high-quality work on time and within budget.
Sci-fi and armor suits collection that I created using Substance Painter and Substance Sampler. I used these tools to promote the textures to higher quality and apply various materials, such as leather, metal, and more. I also shaded the assets in Arnold in Maya, using realistic lighting and materials. I had a lot of fun working on this project and I learned a lot about texturing and shading techniques.
This project is to enhance the textures and shading of various 3D assets. I used arnold in maya to create realistic look with emissions and atmospheric effects. I also used substance painter to make the existing textures higher in quality. I used substance painter to bake all the final maps, such as normal, ambient occlusion, roughness, and metallic maps, and then imported them into arnold maya to apply the shaders and lighting. Renders showing the improvement in the appearance and realism in different cases of on/off emissions.
I embarked on a project focused on grooming the braids of a cartoon female head, showcasing my expertise in XGen and Arnold within Maya. I started by meticulously studying various references and guides to understand the intricacies of the desired hairstyle. Utilizing XGen, I created multiple groom variations, each carefully crafted to capture the distinct characteristics of the braids, including their thickness, texture, and overall style, Employing a combination of interactive grooming tools and precise manipulation of guide curves, I meticulously shaped and positioned the braids to achieve the desired look.
creation of captivating environments for cartoons, with a recent focus on developing a realistic African village. Proficient in utilizing industry-leading software such as ZBrush for sculpting, Substance Painter for texturing, and Arnold Maya for rendering. Demonstrated expertise in the entire production pipeline, from 3D sculpting and modeling to UV mapping, texturing, shading, and final rendering. Successfully received exceptional feedback from clients for the creation of a vibrant 3D African village, showcasing attention to detail and a keen understanding of cultural aesthetics. Passionate about pushing creative boundaries and delivering high-quality artwork.
Creating advanced asset for real-time rendering and games. Developed a "gravity generator" utilizing ZBrush for modeling, Substance Painter for texturing, and Marmoset Toolbag for rendering. Created an additional LOD version for optimized performance. Combining technical expertise with artistic vision, I deliver visually immersive assets for the gaming industry.
"Wall Tree," sculpted from scratch with micro details for 3D printing industry, the "Wall Tree" showcases my ability to achieve high detailed results. I consistently strive to exceed expectations in every project I undertake.
"Vase," sculpted from scratch with micro details for the 3D printing industry, exemplifies my ability to achieve highly detailed results. With meticulous craftsmanship and a keen eye for aesthetics, I crafted this vase to showcase the fusion of art and technology. The intricate details and seamless patterns of the vase demonstrate my commitment to excellence in every aspect of my work. I consistently strive to exceed expectations and bring a touch of elegance to every project I undertake.
I embarked on a captivating project that involved retopologizing a 3D female head using 3D Coat, showcasing my expertise in this powerful software. To document the process and share my skills, I created a mesmerizing time-lapse video capturing the entire retopology workflow.
The video showcased my meticulous approach as I carefully reconstructed the geometry of the head, ensuring optimal edge flow and topology for animation and rendering purposes. Leveraging the comprehensive toolset and intuitive interface of 3D Coat, I demonstrated my ability to efficiently navigate and manipulate the mesh, while maintaining the integrity of the original sculpt.
April 2010 - Present
Throughout my career, I have undertaken numerous projects across diverse sectors such as the game industry, movie production, and 3D printing. I have actively participated in every stage of production, including 3D sculpting, modeling, UV mapping, texturing, shading, and rendering. The remarkable feedback received from my clients serves as a testament to my exceptional work.
January 2021 - Present
Created and rendered various projects for Gourgel VFX studio, including characters, assets, props, and more. Utilized industry-standard software to deliver high-quality 3D content. Contributed to the successful completion of projects and maintained effective communication.
2004 - 2007
+201006911869
Cairo, Egypt
As a skilled 3D artist, I offer a range of services that can bring your creative vision to life. My expertise includes 3D Sculpting, 3D Modeling, UV Mapping, Texturing, Shading, and Rendering. Working with various specialized software products for excellence with 12+ years of experience, developed the skills to deliver high-quality outputs in fastest time possible Whether the required is hyper-realism or high detail for rendering and movie production, or optimized assets for games, or anything in between. i can bring your ideas to life in a way that exceeds your expectations.
Independently sculpted a detailed hyper-realistic 3D portrait of Hollywood & Egyptian actor "Omar El-Sherif" from scratch using industry-standard softwares. Meticulously captured facial features, expressions, and likeness. I received others feedback and maintained progress updates. Achieved a visually striking and accurate representation, showcasing artistic skills and dedication.
Breakdown video with levels of details, Just glance out of much details in Short breakdown video of My 3D Portrait project of "Omar El-sherif".
My Artwork of making realistic beard grooming of adult male ... I used interactive grooming method of XGen in Maya to groom the overall shape of the beard then i started to groom the details individually for each hair strands to add variations in density and length to different areas on the face.
Designed and created a 3D imaginative scene from scratch, using ZBrush as the main tool.
Sculpted and modeled all elements of the scene, using ZBrush’s powerful features and brushes.
Added fibers to some of the elements, such as socks and thread ball, using ZBrush’s FiberMesh system.
Rendered the scene using Keyshot, applying realistic materials, lighting, and effects.
I have created the entire project from scratch, featuring Anubis, the Egyptian symbol of death and mummification. I have designed the body and accessories with imagination and respect for the ancient Egyptian art and culture using various references for inspiration. I have sculpted, textured, and rendered this character from scratch, using brush for sculpting different levels of details, substance painter for creating and baking high quality textures of different types and keyshot to apply different materials and setting up the light sources and cameras for render scenes. The final renders are the result of my whole process.
-------------------------------------------------
Created detailed fur for a hyena model using XGen Maya for generating fur. Applied various grooming techniques such as clumping, noise, cut, and density maps to achieve the desired look and style. Rendered the final result with Arnold.
Promoted textures to higher quality in Substance Painter and Substance Sampler for two different outfits of various materials, such as cloth, leather, metal, and more.
Shaded the textured assets in Arnold in Maya, using realistic lighting and materials.
Received positive feedback from clients and supervisors for delivering high-quality work on time and within budget.
Sci-fi and armor suits collection that I created using Substance Painter and Substance Sampler. I used these tools to promote the textures to higher quality and apply various materials, such as leather, metal, and more. I also shaded the assets in Arnold in Maya, using realistic lighting and materials. I had a lot of fun working on this project and I learned a lot about texturing and shading techniques.
This project is to enhance the textures and shading of various 3D assets. I used arnold in maya to create realistic look with emissions and atmospheric effects. I also used substance painter to make the existing textures higher in quality. I used substance painter to bake all the final maps, such as normal, ambient occlusion, roughness, and metallic maps, and then imported them into arnold maya to apply the shaders and lighting. Renders showing the improvement in the appearance and realism in different cases of on/off emissions.
I embarked on a project focused on grooming the braids of a cartoon female head, showcasing my expertise in XGen and Arnold within Maya. I started by meticulously studying various references and guides to understand the intricacies of the desired hairstyle. Utilizing XGen, I created multiple groom variations, each carefully crafted to capture the distinct characteristics of the braids, including their thickness, texture, and overall style, Employing a combination of interactive grooming tools and precise manipulation of guide curves, I meticulously shaped and positioned the braids to achieve the desired look.
creation of captivating environments for cartoons, with a recent focus on developing a realistic African village. Proficient in utilizing industry-leading software such as ZBrush for sculpting, Substance Painter for texturing, and Arnold Maya for rendering. Demonstrated expertise in the entire production pipeline, from 3D sculpting and modeling to UV mapping, texturing, shading, and final rendering. Successfully received exceptional feedback from clients for the creation of a vibrant 3D African village, showcasing attention to detail and a keen understanding of cultural aesthetics. Passionate about pushing creative boundaries and delivering high-quality artwork.
Creating advanced asset for real-time rendering and games. Developed a "gravity generator" utilizing ZBrush for modeling, Substance Painter for texturing, and Marmoset Toolbag for rendering. Created an additional LOD version for optimized performance. Combining technical expertise with artistic vision, I deliver visually immersive assets for the gaming industry.
"Wall Tree," sculpted from scratch with micro details for 3D printing industry, the "Wall Tree" showcases my ability to achieve high detailed results. I consistently strive to exceed expectations in every project I undertake.
"Vase," sculpted from scratch with micro details for the 3D printing industry, exemplifies my ability to achieve highly detailed results. With meticulous craftsmanship and a keen eye for aesthetics, I crafted this vase to showcase the fusion of art and technology. The intricate details and seamless patterns of the vase demonstrate my commitment to excellence in every aspect of my work. I consistently strive to exceed expectations and bring a touch of elegance to every project I undertake.
I embarked on a captivating project that involved retopologizing a 3D female head using 3D Coat, showcasing my expertise in this powerful software. To document the process and share my skills, I created a mesmerizing time-lapse video capturing the entire retopology workflow.
The video showcased my meticulous approach as I carefully reconstructed the geometry of the head, ensuring optimal edge flow and topology for animation and rendering purposes. Leveraging the comprehensive toolset and intuitive interface of 3D Coat, I demonstrated my ability to efficiently navigate and manipulate the mesh, while maintaining the integrity of the original sculpt.
April 2010 - Present
Throughout my career, I have undertaken numerous projects across diverse sectors such as the game industry, movie production, and 3D printing. I have actively participated in every stage of production, including 3D sculpting, modeling, UV mapping, texturing, shading, and rendering. The remarkable feedback received from my clients serves as a testament to my exceptional work.
January 2021 - Present
Created and rendered various projects for Gourgel VFX studio, including characters, assets, props, and more. Utilized industry-standard software to deliver high-quality 3D content. Contributed to the successful completion of projects and maintained effective communication.
2004 - 2007
+201006911869