Real-time character rendered in Marmoset Toolbag. The goal for this wasn't to necessarily make it game-ready - in-fact I modelled this mostly posed asymmetrically.
I used a beard cap to fill in most of the beard and then added volume and variation with hair cards.
One of my hair card sheets, there's a few...
Beard and eyebrow sheet. I groomed the beard and eyebrows and unwrapped the mesh with a shape key using UV space.