Heavily inspired by the incredible game 'Ghosts of Tsushima.' The character was built/sculpted in ZBrush and Maya. I wanted to get away from the general (non animation friendly) retopology of MV clothing. Instead, I re-meshed the base clothing and re-topped as normal to get proper topology that flows nicely for animation (in my case, to pose the character using the Quick Rig feature in Maya). Once that was finished, I added the displacement before channeling any diffuse maps into shaders.
I'm a big fan of simple lighting, so I just added an HDRI environment as the global light of the scene and used an area light to highlight the figure from top to bottom. I also added a rim light to capture the SSS.