I am working on some clothing that will be using cloth sim. For this reason, it's best to keep it as a flat mesh without any thickness for the simulation. I then add a solidify modifier after the cloth sim to give it thickness, and a subsurf and/or bevel to prevent sharp edges.
The downside of using a mesh with no thickness is that it can't have much surface detail. And since cloth meshes do better with consistent vertex spacing, I don't want to knife detail into the mesh either. My options for getting more detail are to have a separate detailed mesh that is then attached to the cloth sim mesh with Surface Deform modifier, or to bake my detail to textures.
I know I can bake a solid mesh to a flat one, and I'll get the normals of the solid mesh on one side of the flat one. But can I bake to a mesh with a live solidify modifier and have it work properly? As far as I know, each side of the solidified mesh has the same UVs. So you get the same texture on each side. But what about the generated rim? How does this all work?