Timothy Rapp – Content Creation for Video Games – Episode 16

Timothy shows how he uses ZBrush to create ‘Disc Jam’, a fast-paced action-sports game, bringing models straight into the Unreal Engine.

This episode features using orthographic image planes with shadowbox for creating instant base meshes, using spotlight for reference imagery, and sculpting tennis shoes from scratch!

Content Production for Video Games More Scheduled Streams Coming Soon! Segment Summary: "I'll be sharing some of the tips and tricks I've picked up as an engineer-turned-artist in charge of Disc Jam's art pipeline!" Location: Los Angeles, California Hometown: Las Vegas, Nevada How Did You Discover ZBrush? "I first heard of ZBrush during the ZBrush 3.5 release, having previously worked in 2D art only. I tried digital sculpting and have been hooked ever since!" Sculpting Experience: 5 years Most Used/Favorite Feature: DynaMesh Previous Works, Industry Experience & Highlights: Activision, Engineering Lead for the Black Ops 3 core movement overhaul. Fun Facts: "All of my professional experience is in engineering (not art)."