Once in ZBrush, I imported the high poly model from Marvelous Designer and the mesh from Maya and transferred the details using the Project All function. Before transferring any details I stored a morph target and created a layer so I would be able to erase any unwanted details and errors.

After transferring the details I created a new layer, adjusted the existing folds and added new ones. I also made some small adjustments to the clothes to make a better fit. Looking at the gathered reference images was key to create the folds I wanted.

Once I had all the major forms onto the sculpt I started adding the stitches in a new layer. For this process, I used alphas shared by Jonas Ronnegard. To avoid any visible seams when texturing it would be ideal to have the stitches on one side of the UV. To preview the UV groups you can create the polygroups with Auto Groups With UV.

During the fourth step, I added some tiny folds with an alpha I created in Substance Designer. The small folds give the pants a worn look and will eventually help to add variation in the diffuse.

Once I finished the textures in Substance Painter, I refined some of the folds in ZBrush. Some folds were a bit harsh and made the jeans look more like latex instead of a cotton fabric. I mainly smoothed the folds around the area of the knee.