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I am not sure if this has been answered already, but as a newbe to Blender V2.73a, I have listed the steps I have taken so far and what I need to achieve.

  1. Created a plane, scaled to 25 blender units in X and Y plane

  2. Subdivided this into 65,536 faces

  3. Sculpted a terrain from the plane using sculpt mode

  4. UV Un-Wrapped and Texture painted the entire terrain

What I need to achieve now is it break this single mesh object into 5 equal pieces across the X and Y plane so that each piece (now 5 x 5) can be exported as a separate collada file complete with its texture map for import into Secondlife. I have trawled youtube and wiki and the various forums but with no joy...I am also rubbish at phython, so I am on bended knee in the hope that some kind person can provide an answer..

Many thanks in advance...Kushiel

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Go in edit mode with Tab
Select a loop where you want a cut with Alt+RMB
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hit V to cut and RMB to cancel movement
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Repeat this all along your mesh on the same axis
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Now on the other axis, Alt+RMB the 1st loop and Shift+Alt+RMB to add the cut loops to your selection
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hit V to cut and RMB to cancel movement, repeat on the same axis
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You can select each separate part with mouse over and L but...
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Select all with A and hit P then select by loose part in the separate menu
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now every square is a separate object sharing the same material and keeping the UV
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Don't forget to change the origins if needed, by default they'll use the base object's origin.

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  • $\begingroup$ Thats a great help thanks, but are the steps the same if I have run the decimate modifier against the whole mesh object, as I need to create 4 levels of LOD (level of Detail) lowest, low, med and high, and the original source. What I have found is once all the objects have been cut and decimate ran against them it shows all the edges out, so I end up with gaps in the mesh object. $\endgroup$ – Kushiel-BC Mar 11 '15 at 11:03
  • $\begingroup$ it could work if u used decimate with "unsubdivide" with an even number. Else you'll have trouble cutting or making parts fit without limiting decimate to vertex groups inside the objects $\endgroup$ – Bithur Mar 11 '15 at 11:27
  • $\begingroup$ Maybe you could cut decimated triangulated mesh with boolean modifier on a cube based grid to keep the overall shape. but it's more complex. $\endgroup$ – Bithur Mar 11 '15 at 11:34

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