Very simple model done in Zbrush. UV-tiles were applied manually (important for later processing!), the surface-displacement was done via the “Noise-Editor” (Zbrush) using a fabrics-like alpha map and UV-mode. Thus, the fabrics change direction with the UV-tiles (giving it a patchwork-like look). Then textures (brownish and dirty) are applied (manually, backface-masking turned on). The breaks between the UV-patches are clearly visible and are “covered” with a “stitches”-brush (also available here on Art-Station). The Textures were fine-tuned later in Photoshop (more dirt).
The edges of the buttons were stressed by applying the displacement map (contrast enhanced in Photoshop) to the texture map (screen-mode in Photoshop), while the caves were darkened by overlaying the ambient-collusion and cave-maps (cave map was a little bit blurred in Photoshop to get it smoother).
Rendered in Cinema4D (“Physical renderer”), for close-ups DOF was activated.