Quote: Anyways, I'm sure Blender has pretty much options surrounding this. I'll play with 'em.
Not sure what options Blender has, but, if available, try lowering values like rigidity, thickness, bend and compression resistance and increasing values like mass and stretch resistance (so it won't look like rubber). That should give you straighter, "heavier" folds instead of the fluffy look
Not sure if you really should triangulate before the simulation. I'd do it afterwards, but my experience comes from Maya and Maya flips the invisible edge inside a quad-polygon constantly around to make it fit well - unlike 3dsMax, which has a predefined invisible edge that can be flipped manually. So do whatever your Blender cloth tutorial tells you