UV workflows for objects out of Indie Plasticity
Does anyone have a decent workflow for working with UVs in Blender on objects sent directly from the bridge into Blender? The poly count is pretty decent with the new edition and still maintains nearly all of the shell integrity but the actual flow of the polys isn't something that the loop select is really good at detecting. In most cases, it's not the end of the world to just go around and select the loop manually. But in longer selections, it can be really aggravating if you click on something else and your finger has left the shift key, windows initiated the sticky keys pop up, etc. The other thing with working with the bridge versus manual export is that you don't have a lot of control on the poly count, unless I'm missing something. I know there is an option to export as quad only with the obj export but the live link with bridge can be really handy for making edits directly within Plasticity.