Creating real-time clothes has always been my weakness, and I'm not sure if I have the proper workflow down for creating UV's for clothes with thickness. My current process is
1) Create a base in Marvelous Designer
2) Export out obj with thickness rendered
3) Retopo using quad-draw in Maya
4) Extrude result slightly inward until I get desired thickness for clothes (outer and inner UV's are stacked on top of each other)
5) UV the edge "rims" (the thick parts aka the sleeve area, the bottom-most area, and the hood opening) so they're not undefined in UV space
6) Bake in Substance Painter, XNormal, or Marvelous Toolbag 3
7) fail every time?????????????
In the SP shot the normals for ONLY the front half of the sweater are seemingly reversed, and I also get these strange shading artifacts on the sleeve. Idk which stage my problem is coming from, I could really use the help!