This was a very challenging personal project that I'm particularly very proud of because I learnt to create very detailed fabric materials with Substance Painter and I started to discern where the highest detail needed can be achieved with relief, bump and normal texturing or old style high density sculpting/polygonal modeling. I made this model Turbosquid high quality models complaint and it's a model that can be used in real-time rendering engines like Unity and Unreal because is not too dense when subdivision is off.
This model can be explored in real-time in any browser here:
https://skfb.ly/6SRyo