We have GLB export since 5.650 (with texture embedded in the .glb file): 5.650 - Manage references in History
I adapted my workflow to the different needs I have.
Most of the time I need photo real rendered images. While Shapr3D Visualisation is better than nothing, I need more realism. Keyshot and the cheaper Light Tracer Renderer get me there.
But for projects where I need models with UV maps for textures, logos etc., triangulated models wonât do. So I export my Shapr3D models as GLB or OBJ files to ZBrush and convert them to polygon objects. It doesnât work in every case as some objects get distorted.
Plasticity is shortly supporting STEP files, so I will find out if it will do a good job of converting them to OBJ or GLB without breaking them.
The point of me posting this is because the sheer ease of use of Shapr3D on iPad is why I keep using it even though it isnât ideal for people who make models for games or VR projects where polygon objects are more suited. I still get the job done much faster by making the initial object in Shapr.
If they ever give us a Shapr that makes polygon objects, it will be a real winner.