so I've got a project where I'm importing (non-organic) nurbs geometry into maya from rhino;
now I'm wondering about the texturing workflow--I've got a basic handle on how to do it w/ polys, but now I've got all these separate, floating planes to deal with...
so do you attach all the "loose" patches first? for instance, into manageable, logical objects? if so, what's the best way?
I could start just applying textures to each face, but it doesn't seem efficient; for instance, if I have a wood box to texture, each face shouldn't be it's own bitmap... or should it? and of course, the objects are more complex than boxes

thanks!! LML