I made a bust of a tiefling, along with a FACS based rig using blendshapes and some dynamic normal maps! It features most of the major facial movements along with a lot of correctives and in-between shapes to make them all look cohesive. In total, there are 122 different shapes that I blocked out in Maya first using various deformers and then refined in ZBrush. This was a super fun challenge  Someone more competent at animation could probably get much more use out of it than what I did...
I've always wondered how some games and movies create amazing facial animations, and wanted to try and make something like that. I knew from the get go that if I tried to make something very realistic, it would just lead to the uncanny valley, so I decided to not make a simple human. And after having played Baldur's Gate 3, I was already very keen on making a tiefling, so that was perfect!
I've been learning some Python on the side for a couple of months now and used this project to create a handful of little scripts to make the process smoother, such as an easier way to disable deformers, duplicating blendshapes and renaming them automatically (this saved me so much time!) and export tools. The script to export grooms with correct attributes that I show at the end of this page is the most complete one, with interface and all. It just made iterating with the hair so much faster not having to faff with the script editor.
A lot of my pains came from Unreal just not being cooperative with a bunch of small bugs and crashing hundreds of times. There are still some small issues here and there with normals, anti aliasing, physics etc. that I just wasn't able to solve in the end. And looking at it now, I see a lot of things that I would want to change but is way earlier in the pipeline so I'm just leaving them as is.
Background assets are from the Unreal marketplace, I didn't make any of them. The stills are lit using path tracing while all the video clips use lumen 
If you're interested in a breakdown of the project, I wrote an article for GamesArtist where I show the workflow: https://gamesartist.co.uk/tiefling/
The quality isn't great since I had to compress it down for Artstation :(
Physics! SHEEESH
It's a mix of bones, cloth and groom simulation.
Rig in Maya, eyes controls hidden due to them being in the way
Setting up group IDs, guides and root UVs from xgen to UE5's groom system is a bit of a faff when following Epic's instructions. So I wrote a script that can automate a lot of it for you using Python!