Unwelding vertexes while maintaining UVs?
mtl1
Posts: 1,507
Like the title says, is it possible to unweld vertexes while maintaining an objects UV map? I have a few custom projects in mind, but I would like to keep the UV map the same.
Comments
In which modeller?
Hexagon or Blender.
Blender should just do it...I think that the UVs staying in sync with edits is on by default (at least I don't remember turning it on).
Wouldn't adding extra vertices to unweld seams change the UV map? Or am I thinking of something else here?
If you split them out in Blender, as opposed to just adding verts, it should update the map accordingly.
I'll see if I can come with some screen shots showing this...
Morphs, perhaps - those are dependent on vertex count and order.
Yeah, I was looking at manually adding vertexes, but it turns out that there's a knife tool available?
For Blender...
If you have groups or materials already set up, it's even easier. Go to either the groups or the materials tabs and pick the one you want to separate out, make sure you are in Edit mode and face select. Hit 'select' for the group/material and then with the cursor in the main viewport, hit 'p' and 'by selection'. It's now split...
Or you can manually select the faces you want...or you can use the knife tool.
I'll try seParate :) Thanks!