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Over the course of modelling, my mesh has gained a bit too much geometry. If I use the Decimate modifier, it tells me I need to get rid of my Shape Keys, if I do that, the modifier messes up my UV seams. I've tried using Planar and selecting UV, but that just makes a mess of the UVs and the textures, even if I re-unwrap them.

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    $\begingroup$ Please Edit your title to express what you're looking for, as for the question, you can always model a low poly mesh, and bake the normals from high to low, actually, if you're modeling for a game, this is how it should be done. Yet for the shape keys, hmm... I'm not sure TBH if there's a work around $\endgroup$
    – Georges D
    Commented Dec 20, 2018 at 14:37

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ctrlE > Un-Subdivide will give a rather good result with your topology as it's mainly quads, then you'll have to make some corrections manually (F to make a quad from two triangles)

enter image description here

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  • $\begingroup$ I had no idea that option was there. Thank you, I'll give it a go. :D $\endgroup$ Commented Dec 20, 2018 at 16:39
  • $\begingroup$ What's the best thing I can do to fix my textures/UVs? I've un-subdivided every object once, but the texturing, seams and UVs are broken? Thanks. $\endgroup$ Commented Dec 20, 2018 at 16:57
  • $\begingroup$ Yes sorry I guess you have to redo it $\endgroup$
    – moonboots
    Commented Dec 20, 2018 at 17:11

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