@eightylevel: Eugenia Zanina discussed the workflow behind the Owl Harpy project, focusing on how she created the hair and feathers using XGen, how she used a custom hair shader to make the feathers look soft and fluffy, and how she set up the lighting in UE5. "Simple techniques like retopology, baking, or lighting setup came easily and improved over time, but creating game-ready hair was an insurmountable obstacle. The complexity and scope of the task always scared me, yet I kept trying to achieve it. "From my experience, I've seen several hair shaders, and they always looked very complex, so I was scared to approach this stage. But luckily, the 3D community is friendly and responsive. My friend, a grooming artist, recommended an excellent video showing the step-by-step creation of a cool shader, where the author explained what each node was for. It took time, but I successfully created my modified shader based on the video example because the original didn't work well for feathers." . Read the interview: https://80.lv/articles/how-to-create-hair-and-feathers-for-an-owl-harpy-character . Want to get noticed? Register on our Talent platform and publish a portfolio page to get featured 80lv.pro/join . . . . . #harpy #owl #character #zbrush #unrealengine

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Wednesday 19 August 2026 22:23:35 GMT
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