Fun character integrated into an Unreal Engine 5 map ///

The concept:
As part of a short film at EDAIC in Lyon, as well as at Brassart in Grenoble, France, I taught my students how to integrate a character created in Tripo AI. The character concept was initially developed in Gemini, then in Adobe Firefly to test different possibilities and visual qualities. The 3D character was then refined in 3ds Max and ZBrush, and the textures were created in Substance Painter. The short film is Unreal Engine-oriented, with no specific animation required, hence the choice of AI. The rigging and animations were then created in Mixamo (simple idle and walking). We then moved to Unreal Engine, where we created a material landscape with three or four surface materials: Megascans and Fab. Vegetation and various assets were added using Quixel and Fab.

Here, I added all the sounds from Freesound, including the footstep sounds.

We created all the lighting using Unreal's post-processing (no plugins).
The water effect was also integrated, and the color grading was adjusted to give the most realistic effect possible. A backpack was also modeled and textured; we added a socket to seamlessly integrate it with the character's movement. I added a point cloud system as well as a Niagara smoke effect.

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