Available on Artstation Store: https://yaschan.artstation.com/store/e56D/mechanic-uniform-for-games
Here is a personal project of mine, air force mechanic uniform. This one was great learning experience on how to make clothes for games.
I started this in Marvelous Designer by laying out the pattern, as simple pattern as really as it gets. I used the steam tool to add strategic wrinkles. Then exported to ZBrush to add detail, and then finally retopology in Maya. I baked the maps in Marmoset Toolbag from the high poly. And materials were created in Substance Painter.
I rendered the final model in Marmoset Toolbag. Then final mesh is about 10k tris.
Few tips I learned, mainly that for re-topology and baking we absolutely need thickness for the areas like collar. Also, re-topology on areas that have multiple layers of geometry like pockets is painful and close to impossible. Maya's Quad Draw tool doesn't know which layer to place in the points and usually the points get stuck and sandwiched on the under layer. Instead I had to export pocket-less version from MD for the retopology purpose. All this added complexity to the workflow. When possible try to avoid having overlapping geometry from MD, maybe make fake pockets.
Next cloth is going to be way faster.