Jonathan Lindquist (@TechArtJon) profile picture

Chief Technical Fellow, Duck Shake Games | Former Principal Technical Artist, Epic Games

North Carolina, USA
Joined October 2017
Photo by Jonathan Lindquist (@TechArtJon)Photo by Jonathan Lindquist (@TechArtJon)Photo by Jonathan Lindquist (@TechArtJon)Photo by Jonathan Lindquist (@TechArtJon)Photo by Jonathan Lindquist (@TechArtJon)Photo by Jonathan Lindquist (@TechArtJon)Photo by Jonathan Lindquist (@TechArtJon)Photo by Jonathan Lindquist (@TechArtJon)Photo by Jonathan Lindquist (@TechArtJon)Photo by Jonathan Lindquist (@TechArtJon)
Check out this real-time Niagara sim! It uses Position-Based Dynamics, static volume textures to recreate the character's mesh, dynamically evaluated constraints and simulation stages. HQ: vimeo.com/425280683 #UE4Niagara #RealTimeVFX #UnrealEngine #Techart #VFX
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Check out this behind the scenes look at some of the techniques that were used to bring The Matrix Awakens to life :) youtu.be/alQEf454PjU?t=956 #UE5 #GameDev #VFX #techart #UnrealEngine #realtimevfx
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Jonathan Lindquist retweeted
How do we know what is real? Pre-download ‘The Matrix Awakens: An Unreal Engine 5 Experience’ for @PlayStation 5 and @Xbox Series X/S for a glimpse into the future of interactive storytelling and entertainment with #UE5: unrealengine.com/wakeup
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Unreal Engine 4.26 has just been released and along with it comes a ton of new effect examples. Crack open the "Content Examples" project's "Advanced_Niagara" hallway to give them a spin :)
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Distance fields are used in this test to transition points between a coarse grid and a regularly sampled isosurface. #UE4Niagara
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This video may provide a little insight into how Fortnite's clouds are generated. A Zbrush-generated cloud texture is deformed via a rotate-about-axis derived distortion field. The sampled normals are equally rotated to compensate for the displacement.
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Fortnite contains quite a few weapons :|. Manually capturing screenshots for each would be daunting. Luckily, this blueprint is able to cycle through each weapon in the game, frame the shots and capture high-res images for you :). #gamedevelopment #techart
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We made a cinematic during Fortnite's first few months of development. During that time this automated rigging system was written. Simulate a soft body simulation in 3DS Max, run the script and convert the motion of key verts into bone-driven auto-rigged in-game anims #techart
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Local space decal and gradient projection system's are useful when working with movable objects. This blutility converted a volume's transform into the mesh's local space before feeding it to the shader. Which allows the material to generate an internally projected decal.
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This updated hologram effect was created with UE4's Niagara. A higher quality video can be found here: vimeo.com/295854817 #UE4Niagara #techart #gamedev #UE4 #UnrealEngine
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This demo show's how up-to-date mass calculations can affect inertia. New Niagara modules can estimate a particle's mass using the particle's dimensions and an average material density. Rock, metal, wood, water and other presets are included. #UE4Niagara #TechArt #UE4
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Support for static mesh morph targets has been added to Niagara. This allows artists to easily handcraft 3D particle distributions, attach particles to animated meshes and more. #UE4Niagara #techart #UnrealEngine
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Scene capture actors render the scene's depth, color and normal information which is then used to reconstruct the environment within a Niagara particle system. Kinetic and potential particle energy is visualized as emissive light. The visuals will be tweaked. #UE4Niagra #techart
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This Niagara demo can be examined in UE4's content examples project. #UE4Niagara #gamedev #techart
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We're able to blend distinct and complex particle behaviors together by transferring particles between separate emitters. In this experiment, a particle spawns in an emitter, ages, dies and sends it's payload and a spawn event to a subsequent emitter. #UE4Niagara #techart
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This rope simulation experiment was generated with UE4's Niagara. #UE4Niagara #techart #UnrealEngine #gamedev
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This flocking system was written using UE4's Niagara particle editor. #ue4Niagara #gamedev #techart #UnrealEngine
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