Omar Adel
I’m Omar Adel, a 3D artist with a deep love for the craft, working across both stylized and realistic character work.
About
I’m Omar Adel, a 3D artist with a deep love for the craft, working across both stylized and realistic character work. I focus on every step of the pipeline—from first digital sculpting to final in-game assets—especially facial modeling, head textures, and blendshapes that bring characters to life.
I’ve contributed to game-ready character production for real projects and R&D concepts, including full-character modeling, retopology, UV unwrapping, and texture creation. I also enjoy using photogrammetry/photocapture workflows to clean and detail scans, then convert them into production-ready high- and low-poly assets.
- 5 years' experience
- Joined October 2026
Industry experience
- Gaming
- Media & Entertainment
Work experience· 5 roles
Worked on 3 game-ready characters for an early R&D concept of the game Haven's Compass. Responsibilities included facial modeling and blendshapes, photogrammetry/scan cleaning and detailing, Photoscan texture processing and cleaning, retopology, UV unwrapping, texturing, and full character modeling across high/low-poly pipelines. Also supported conversion of 2D designs to 3D models, ensuring assets were game-ready for production needs.
Worked on 3 game-ready characters for early R&D concept work for the game Haven's Compass. Responsibilities included facial modeling and blendshapes, photogrammetry/scan cleanup and detailing, Photoscan texture processing and cleanup, retopologizing, UV unwrapping, texturing, and full character modeling across high- and low-poly workflows. Also supported converting 2D designs into 3D models and delivering complete character assets.
Worked on 3 game-ready characters for an early R&D concept of the game Haven's Compass. Responsibilities included facial modeling and blendshapes, scan/photogrammetry cleaning and detailing, Photoscan texture processing and cleaning, retopology, UV unwrap, texturing, and full character modeling from high/low poly to final game-ready assets. Also supported 2D-to-3D model creation workflows.
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