Blaine91555: Luckily I can still focus if it is less than four feet which is a huge plus when going to the toilet without glasses or contacts
Regarding materials there are many modifiers that only have a visible impact when doing a best render. However the Current Material icon updates with all the Best Render attributes, minus the effects the Light > Shadow settings have. I often use that to determine a value change. There are also some material modifiers that are dependent on other material modifiers being active (above/below 0). For example the High Dynamic Range only affects the Diffuse and Specular modifiers at Preview render (I think). But it affects other modifiers at Best Render time. But again the Current Material acts as a Best Render, without the shadows, so judge the material by that.
slocik: Did you apply low intensity and low saturated colors/textures to your models? The render will most definitely come out as over lighted if not. A green color, for example, with very little saturation and intensity is boosted after baking by the Render > RGB Levels curve you load. If you choose higher intensity/saturated colors/textures you will need to adjust the RGB Levels curve.
The material and the baked material are nothing special. But using this method you can concentrate on creating a low intensity/saturated render with shadows and highlights in the right places that are turned into highly saturated and intensified values after baking. getting the highlights right in the first render should help in getting the SSS effect across. It might seem a little gimmicky but the main point was to show the baking aspect. And since the shadows are baked all you have to worry about is the final look, which speeds up productivity.