I do UV Mapping in Blender for model displays I create which requires QUAD mesh for the colours and images to apply correctly.
I prefer to always use Shapr3D to create the models but it has been absolutely impossible to UV Map them because the mesh created on export is a mess for STL, 3MF, and OBJ which takes many hours to try and fix.
I did find a solution via Fusion 360 which is also a mess on export but not if you convert to mesh first. It would be nice if Shapr3D added a Mesh option but until then this process works.
1> Build Model in Shapr3d (don’t merge bodies) - Export to STEP
2> Open STEP in Fusion 360 and save as Fusion file.
3> Select each body in Fusion and under Mesh Create - Choose Tessellate
4> Drag ALL the arrows to the left so Surface is Custom, Normal Deviation is 1, Maximum Edge is 1 mm (or 2 or 3 depending how detailed) Aspect Ratio is 1 and check Create Quads.
5> Export all Mesh bodies as FBX
6> Import into Blender - select mesh bodies and Alt J for Tris to Quads.
This is pretty exciting for those that want to use Shapr3D for more than just 3D Printing.