I have a UV-mapped ZTL. I want to just slice out some edges with the slice brushes, to aid in rigging, etc., but it complains that there are multiple subdivision levels. If I freeze subdivisions, it quietly deletes UVs. I tried just deleting subdivisions and then re-projecting, but even then the new faces created by the slice tools seem to just have bogus UVs. Adding edge loops works, but that’s about it.
I can export subdiv 1 to Maya and make the edits there easily enough, but then I have to reproject the subdivs from the original, and it’s a massive pain for such a basic thing. (Reprojecting doesn’t seem to recreate the geometry exactly, either, even for parts of the mesh that didn’t change at all.)
How do I slice edges into a subdivided mesh without losing UVs, just interpolating new UVs for new vertices?