I have a textured mesh that I have bisected and the mesh now only contains the parts that I want (the rest has been deleted).
The result is, in my limited understanding, that the parts of the mesh which used to refer to parts of the texture no longer exist.
This leaves a texture with only about 50% in use and the rest is junk as far as I'm concerned.
I want to get rid of the junk; the stuff that falls outside of the UV coordinates, as seen in the image:
I've tried baking the texture and replacing, packing islands, packing UV, and anything else half obvious in the UV Editor window. Nothing I've tried is having the desired result.
I suppose I could texture paint really coarsly outside of the UV coordinates, but this is something I'd rather avoid if possible, especially if there is an automatic way to do it.
Can anyone give an advise?