Due to limits in resolution for fine detail, I've thrown the fabric detail into a displacement map. Unfortunately that requires a color texture which overrides materials applied to the mesh. So I cannot combine them with the different shaders used for pants and outfit. Anyway, things are getting there.
Here some render tryouts with a slight touch of NPR filters applied (although the cellshading variations are set in the materials themselves; filters are there for outlines and a bit of crosshatch in the shadows)
Right now the workflow is: low poly in default pose to Maya, bind to rig there, pose, export posed back to zbrush and apply as layer. I've been going back and forth that way a lot as I tweaked the default posed model itself a lot, so the posed version has no polish on itself. Fortunately my rig handles most issues, as I've built a lightweight muscle system in there which helps a lot with preventing areas from collapsing when doing such extreme poses, but there are still a few areas that might need a bit of correction once I am satisfied with model and pose.
Here some quick screengrabs of the mesh in default pose with displacement map applied for the fabrics.
The web pattern has been projected back onto the suit, and quite thick as you can see in the close-ups. That doesn't look too nice up close like that, but I want the lines to really seem to be on top of the fabric even when seeing spidey from a bit further. Still, perhaps I should tone it down a bit around the fingers. I should have the version without web pattern stored as a morph target though, so that should be fine.