I didn't do any tests beyond this.
A person asked me for help because he had problems to importing a similar model in substance painter. I was able to do it... and I thought to try with armorpaint, but when I imported the mesh, the object did not respect the topology of the hole created with a boolean modifier in blender.

The hole in the mesh say him can't join to the party tonight

ArmorPaint.org - v0.8 (2021-01-24) - be7346c
Linux - OpenGL
Fedora 32
https://drive.google.com/drive/folders/1JbL4ZW6Zb1osoJ0V_znFOn4lcLQp4KLo?usp=sharing
Hello, thanks for report. When exporting the .obj file enable the Triangulate Faces option. (hoping to fix soon at https://github.com/armory3d/armorpaint/issues/228)
Should work out of the box with https://github.com/armory3d/armorpaint/commit/6ff8fc7f1b3158f0e8050146752d2db4ece2c0dd. 馃敤

works fine, thx.


I'm doing some small tests, and it seems that it still lacks a little magic touch for meshes with multimaterials, or udims....
ArmorPaint.org - v0.8 (2021-01-27) - 9696e42
https://drive.google.com/drive/folders/19Vvhu5thj7Gk0eS9iDAONgWj3CI9E9fR?usp=sharing
Thanks, that helps a lot! Pushed a fix for material split at https://github.com/armory3d/armorpaint/commit/a2458db31c56661a8ba713ac75c6157234ef812f. The udims issue seem to be related to Material tab (should fix itself if you switch to Paint tab), not to triangulation - will investigate.
in neither of the variants did I use triangulation, but now it works correctly in both cases.
ArmorPaint.org - v0.8 (2021-01-27) - a2458db


Yes, no need to triangulate on your own anymore because ArmorPaint now does it internally. 馃憤