Hello Blender community!
Hopefully, I’ll get this right, and get across what I want at least somewhat coherently. I have a textured mesh that is basically a plane, 3x2 vertices. 2 vertices in the middle are completely useless, so I’d love to know if there’s a function that lets me un-subdivide the mesh without screwing up the UV? I tried some google-fu, but I couldn’t find anything that would give me an answer for this specific situation.
Thanks for reading!