Unreal not sure, but Unity can import and render quads. When we talk about final rendering though, even modeler like Blender or Maya or Max uses a triangulated geometry under the hood. It's the most stable geometry.
This sort of effect isn't possible in Toolbag. I would suggest a game engine like Unity or Unreal with a custom cartoon shader, or a renderer that has a built-in toon shader.
Agreed. Especially seeing the nice connections for substances in Unreal and Unity (and apps like Modo and Max). Photoshop is quite limited in workflow compared. The indie pack is a bit of a no-brainer.
Using dDo? Bake OBJ space, convert with handplane to Unity tangent space for use in the 3Do previewer. You will get perfectly matching tangents, so no shading errors.
cool. I'm willing to help test. A feature that would be great would be to solve the pipeline issue of wanting to set up scenes in Maya, and export this information to a Unity scene.