Ive tried a number of tools and Hexagon seems to be the only one I can gain a thorough understand of to create shapes within however ive discovered a lot of inconsistancies, there are several shape types you can start off with editing to assist you in producing a sculpt within hexagon to be exported to Hexagon, despite this they all have a varying number of points between the faces, now sculpts being composed of a 64x64 image, shouldnt there be exactly 4096 points regardless of shape? not every sculpt starter prim designed for secondlife in Hexagon seems to reflect this, ive heard from a few individuals secondlife actually only reads 64x63 of the image so this would reflect 4032 points, but it seems no matter what in Hexagon if I export to a sculpting format for secondlife it always gets downgraded to 3970 points in the shape, while some of the sculpt options in Hexagon do start off with only 3970 points some start off with only 4096, but nonetheless no matter which shape I start with when exporting from Hexagon(I avoid using anything in the tools menu as that does not support sculpts and will break the export even more so than it already is), but using just the basic manipulator tool, and exporting to sculpt format and reloading in Hexagon I can see loss is always incurred unless I save in Hexagons native file format which of course secondlife cannot use. also I am aware that if your texture for upload to secondlife(the sculptmap) is not within a certain filesize per resolution scale that the upload will incur dataloss but save as a sculpt in Hexagon and reloading within Hexagon is showing im having data loss before uploading
so the question:
-does anyone here use hexagon?
-of the secondlife prims within the hexagon editor which one is most optimal for producing a sculpt and will incur the least loss upon save
-if you do use hexagon are you getting lossy results?
-if you are not getting lossy results is there a certain sculpt option you start with or procedure you follow?
-if you are not getting lossy results are you using a different program to handle exporting to sculpt and doing all your editing within Hexagon? and if so which program?
-if your not getting lossy results do your sculpts have a lot of fine details or not?(it seems fine details get smoothed/wrinkled out)
Final note:
Id prefer to stick with using Hexagon as Ive tried a number of other programs and cant seem to get any results with them or the tutorials for them, if anyone knows of a method of producing something in Hexagon and producing a sculpt with the same details as in the editor please share, I know its possible to get what you see in some editors as some sculpters use multiple sculpts in their work and are able to get their sculpts to connect edge to edge with linked together within secondlife and have an almost seamless final presentation of their work(the felis avatar by uchi desmoulins for example[not sure what editor he uses though]), Ive been able to create in hexagon as the tools for that just make sense to me and it comes naturally(its almost just like editing in SL except your working point by point)