Cloth folds

I'm designing some superhero uniforms, and I want to put folds marks or stress marks on the uniforms around places like the legs , inside the elbows , the back of the knees , etc. . Would the best way to achieve this be with shaders , or sculpting the actual mesh in programs like Blender ? I've had trouble getting my head around this problem .
Comments
Depends where you make your cloth. The most realistic way to do it would be using dforce or a program like marvelouse designer, that is an actual cloth simulator and does the folds like they would behave in real life. But they are expensive and have some learning curve attached to them. And the cloth sometimes behave bit nasty, they have to be really "able" to be simualted. I would go for dforce, it's inside daz studio already. Search for the dforce thread in the commons forum, you could get some nice ideas there. Hope that helps a bit.
What applications do you use then? Because Dforce is inside DAZ, it's a Plugin included already and free to use, so that would be the easiest and most realistic way. I have no experience in Displacement maps, but as i see it, it would be quite complicated to make folds with them, i think it's more to add some depth where there is actually none, but I don't know how you could create them for wrinkles. It should be possible of course, but no clue how.
Well if you already master blender, it could only get easier. I am not used to blender, never had the time to work with it yet, but i am pretty sure, they have some cloth simulation built in as well? Or if you export the character and your superhero cosutme as seperate objects (and welt the costume, so it is one piece sewn together) you could then use dforce inside daz to add wrinkles before rendering.
You could look into using the multires modifier in Blender to sculpt the folds you want then bake them to a normal map. This has the advantage over displacement that you don't need additional geometry, but of course from sideways on you can see the geometry isn't there. With both normals and displacement the folds will be static, obviously.
You may also want to investigate tension or stress maps in Blender if you have not done so already.