InstaMAT triangulates meshes when imported. However, if you aren’t manipulating the UVs of the mesh in InstaMAT, you can texture the mesh in InstaMAT, and the texture maps should work with the original quad-based mesh in Blender. The important part is that the UVs stay the same.
Here’s the Asset Texturing project in InstaMAT:
Here’s the exported maps in Blender:
If you are unwrapping the UVs of meshes in InstaMAT, however, the mesh will be triangulated.
I had actually already tested your workaround, but I originally wanted to create the UVs in Instamat because they look a little better with organic shapes than in Blender.
It would be great if we could also work with a quadrified mesh in Instamat in the future.
Thanks for mentioning! Glad to hear that you’re liking the results of the unwrapped UVs in InstaMAT. I’ll be sure to pass along your feedback about quadrified meshes to the team!