Is there some way to decimate a mesh which does not create faces that crosses seams?
I have tried the Decimate / Un-subdivide modifier, which gives a reasonable mesh except that faces can cross seams. The first picture shows the original and subdivided meshes
The seam is in the middle of decimated faces. The original UVs are located in two separated regions, but the decimated faces are streched out,
and the render becomes ugly:
Is there some way to avoid this problem, apart from writing a better decimation algorithm myself?