I didn’t see the picture either.
Here’s my 2 cents worth:
I model with Hexagon.
Import the clothing to D/S and load on the default textures which were created in an image editor.
Then create the clothing file.
Then save the clothing file.
Hexagon and D/S have an interesting method of communication when it comes to textures.
Uvmap in Hexagon.
Make sure every Shading Domain has its very own name AND very own material.
Later in D/S one can give an .obj “all the same colour” and keep multiple Shading Domains.
If the Shading Domains have the same material in Hexagon, D/S will want to make “them all one”.
For a deformed mesh ... sounds like it was not tessellated enough to hold its shape. Easy to check in Hexagon by applying “smoothing”, level one or two. I usually use 2. And when finished modeling, collapse the geometry so it will hold its shape in the other programs.
In Hexagon, delete out any “clothing dummies” [aka V4, Genesis, M4] before exporting out the clothing .obj.
I know some use the bridge for making clothing; I only use the bridge for making morphs.
And when I do use the bridge, I set it for “no” on the collecting images part. D/S doesn’t send images to Hexagon, and Hexagon doesn’t have to send them back. The few times I did let it collect and send/receive images, it was horrible.