So I've been modeling a prosthetic hand prototype for a class project and the fingertip shapes have these fine vertical ridges on them, kind of like the texture you see on a fingernail up close. When I export the part as an STL and reopen it, those ridges turn into a bunch of tiny triangular facets and the whole surface looks chunky and low-res. Someone in my group joked that nails are basically STLs already and honestly the comparison is sticking with me. Is this just how the mesh format works, or am I exporting with bad settings? I tried bumping the deviation and angle tolerances in the export options and it got smoother, but the file size ballooned to something the shop's slicer chokes on. Feels like I can pick either decent detail or a workable file, not both.
Would it make more sense to model the ridges as an applied texture instead of actual geometry, so the base surface stays clean and the STL stays light? I'm still pretty new to surface modeling so I might be approaching this completely wrong. Any pointers on what a reasonable workflow looks like here would help.