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The geometry is reflected on the UV. If you mention it is junk, probably delete the mesh junk park associated with it as well. Otherwise, re-unwrap Uvs.

I read this question 3 times. I know what you´re having: shadow uvs. Yeah, bisecting is a special boolean case. I´d strongly recomend you re-unwrap. It will only take a second. Baking textures: yes, you can do that as well, you´ll also get the old UV set. Got to object properties> vertex groups> Uv coordinates, delete them both vertex groups and coordinates. Then Un-wrap. Then bake old bisected to new unwrapped. Should work out of the box.

The geometry is reflected on the UV. If you mention it is junk, probably delete the mesh junk park associated with it as well. Otherwise, re-unwrap Uvs

The geometry is reflected on the UV. If you mention it is junk, probably delete the mesh junk park associated with it as well. Otherwise, re-unwrap Uvs.

I read this question 3 times. I know what you´re having: shadow uvs. Yeah, bisecting is a special boolean case. I´d strongly recomend you re-unwrap. It will only take a second. Baking textures: yes, you can do that as well, you´ll also get the old UV set. Got to object properties> vertex groups> Uv coordinates, delete them both vertex groups and coordinates. Then Un-wrap. Then bake old bisected to new unwrapped. Should work out of the box.

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The geometry is reflected on the UV. If you mention it is junk, probably delete the mesh junk park associated with it as well. Otherwise, re-unwrap Uvs