Timothy Rapp – Content Production for Video Games – Episode 18

Timothy shows how he uses ZBrush 4R8 to create ‘Disc Jam’, a fast-paced action-sports game, bringing models straight into the Unreal Engine.

In this broadcast, Tim uses the new features of 4R8 like Gizmo 3D and Deformers to block out game environment props and also covers DynaMesh group slicing.

 

Content Production for Video Games

December 7 – Postponed
12:00pm – 3:00pm PDT

December 14
12:00pm – 3:00pm PDT

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).”