Nomad doesn’t compute UVs (hard to do in a robust and automatic way)
UV is simply 2 coordinates assigned to each vertex.
In other words, it’s the data that tells you how to unwrap any model to a flat plane.
They paint the texture, like any other texturing apps.
Technically it paints the vertex, not the polygon itself.
Except for STL export as it can only exports colors on the triangle (but there only a few software out there that can read the data back, and it’s not really something standard)
It does but only partially, if you go in Interface and check “keep UVs” it will conserve UVs when you load a model that has them.
It doesn’t load any associated textures though, it will simply display a debug texture on it (if the model has UV of course).
Also there is no Vertex painting baking to textures as of now (it’s easy to do but it’s a bit useless as there is no realistic workflow that could make use of it in Nomad)
Also, the Cube/Box primitives in Nomad do compute UVs, so in theory you could have a workflow Nomad->Procrate: if you check the box AND then create Cube/Box AND restricts yourself to not use Voxel Remesher or Dyntopo you could then export OBJ to Procreate and it will work.
But it’s experimental, don’t rely on it.