Hi Sketchy. Actually, exporting from Rhino is not as bad as many people claim it to be. Here is an example of a filleted box, exported from Rhino to Modo as OBJ. One thing very nice about Rhino's exporter is that UV islands are nested for you, something which Moi can not do but which I requested to Michael recently. He said that nesting is complicated and will take "a while". I am sure he will add that feature at some time. Once the Rhino OBJ is brought into Modo, each of the 26 mesh "parts" will be detached from each other but still considered to be one mesh. All you have to do now is use Modo's "Align" tool in the Vertex menu, set with distance of 0 units. And now the mesh becomes unified and the UV islands remain intact. A nice feature of Modo is that it does not destroy UV data when editing the mesh

. So this is a very easy way to get a pre-mapped model into an external render engine. You can do the same workflow when importing a mesh from Moi if it has unwelded mesh edges. But then you must select each UV island and arrange them by hand. Depending on how many islands you have this can take a long time. I've modeled an object in Rhino which had 900 surfaces. I can't imagine spending a few extra days to sort this all manually... There are times when Rhino and Moi both will have their advantages over each other.
shorty
PS - Yes know this is an example of an unnecessarily high-poly mesh. I didn't pay much attention when i created it...