For the Nine Tailed Fox, I began by sculpting a 3D model in ZBrush. Since it would later be covered with fur, I didn’t sculpt it in excessive detail. Next, I used ZRemesh in ZBrush to create a lower-polygon model. Afterward, I did UV maps in Maya and made the textures in Substance Painter. Returning to Maya, I developed the fur description using XGen, adjusting properties like hair density, root width, curvature, and noise. Once this XGen step was complete, I exported the hair data as an Alembic file and imported it into Unreal Engine. Along the way, I set up the material and shader for the fur in Unreal Engine, achieving the silvery-white color I desired. Before placing the nine-tailed fox in the scene, I did a render test in a new level to ensure it rendered realistically.