I started to add details on my model using multiresolution mod and sculpt mode. I added hair, nips and feathers. I also further smoothed out area of the model. I imported this stylised feather brush from Flipnormals.com. In Blackboard, I realised one of the limitation was feathers during the baking. So the feather in my model is more of an aesthetic rather than a rig-able feature.
This is what my baked UV map looks like. Then I moved the Fbx version to Substance. When I imported the textures back to blender I ran into a shading issue which I fixed by using the Orignal Normal map and well as adding a Texture coordinate Node. Then I did the same thing for the egg prop.