Do all CAD models need to be textures without UV mapping?

Hi,
When I convert a CAD model (Rhino, SOLIDWORKS,…) into a mesh (OBJ) and import it into Substance Painter for texturing, the final result is not good because the mesh isn’t a standard with any proper topology mesh.
What is the solution?
My renderer is KeyShot.
Do we need to use box mapping or triplanar for texturing CAD models in KeyShot and never use UVs?

use FBX instead of OBJ.

No,
See the result:


Those pale areas are because of improper mesh and topology.

Using fbx should make zero difference in terms of UV’s. Rhino doesn’t know most of the entries of that table anyway.
The typical per surface UVs of Nurbs geometry may be a challenge - if the mapping types you mentioned fail one may hand edit (which may turn out time consuming) or remesh the exported mesh to a unwrap-friendlier layout.

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I see, I misunderstood, I thought the issue was getting your maps from A to B (which FBX is good for) - missed the topology part of your post.

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It would be useful if you attached a 3dm file and the resulting obj file with a screenshot of the settings you used to export.

Otherwise it’ll be guess work.

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I found the solution. I changed some settings in Substance Painter and it worked.