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title: Designing a Character Led CGI Campaign with Unreal Engine
description: A behind-the-scenes breakdown of &#x27;Big Flea&#x27;, a CGI advertising campaign for Elanco&#x27;s Advantage Spot On flea treatment. Director Antonio Milo at SuperBlimp...
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og:description: A behind-the-scenes breakdown of &#x27;Big Flea&#x27;, a CGI advertising campaign for Elanco&#x27;s Advantage Spot On flea treatment. Director Antonio Milo at SuperBlimp...
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# Designing a Character Led CGI Campaign with Unreal Engine

**[80 LEVEL](https://daily.dev/sources/80lv)** · 9 min read · 0 upvotes · 0 comments

## Summary

A behind-the-scenes breakdown of 'Big Flea', a CGI advertising campaign for Elanco's Advantage Spot On flea treatment. Director Antonio Milo at SuperBlimp details the full production pipeline: character design and sculpting in ZBrush/Maya, hand-keyed animation by Encounter Studio, Houdini-based grooming by Argentum Studio, and real-time rendering in Unreal Engine using a Maya-to-Alembic-to-UE pipeline. Key insights include how Unreal Engine's deferred rendering with custom internal tools (Hair Cinematic Tool, Lighting Cinematic Tool) narrowed the visual gap with offline renderers like V-Ray and Arnold, enabling live creative decisions during lighting and lookdev. Nuke handled compositing to resolve UE's depth-of-field limitations on groom assets, and DaVinci Resolve was used for grading. The campaign was delivered across multiple broadcast and social formats natively rendered per platform.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://80.lv/articles/building-captain-itch-designing-a-character-led-cgi-campaign-with-unreal-engine>

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Tags: [#3d](https://daily.dev/tags/3d), [#unreal-engine](https://daily.dev/tags/unreal-engine)

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