I tried a different method by starting in ZBrush to sculpt the knit loops. I baked the AO and brought it into SD6. From there I quickly generated normals and masks to be brought over to UE4. Once in UE4 I setup the parameters to allow adjustments to base color, normal strength, AO strength, roughness, & scale. I added a true or false statement to allow the ability to add a design.
This was used as a 3D representation of a crew neck for an apparel company I worked for recently.