Base mesh draped and simulated in Marvelous Designer, polished in Zbrush and reintegrated in a realtime ready way in Autodesk Maya. I have this up and running in a scene in Unity 5 with PBR shaders but Im not satisfied with the realism so I have started from scratch in Unreal Engine 4. A big obstacle is the vertex cache that is not supported in UE4. For now this leaves the supported APEX format as a substitute solution. Further research will commence.