This is a bit of an odd question but I was wondering if there is a way to preserve vertices to remain unphased when using a modifier that decimates/adds geometry?
The mesh contours don't quite work out very well in this explanation but imagine the red lines are vertices that loop all the way around and connect again; ideally these would function as joints that could be used to move limbs. I would like to decimate the mesh detail without destroying the vertices marked with a red line. I suppose you could manually reduce the level of detail by dissolving certain edges or vertices, but I think decimating the geometry with a modifier is quicker, albeit dirtier.
Would you need to add the vertices you wish to remain untouched in a vertex group, or a sculpting mask? If anybody has a recommendation I would love to hear it. Thank you for reading.
UPDATE: I tested a method suggested to me. I selected the vertices I wanted to keep, created a vertex group, assigned them to the vertex group and named the vertex group to Joints. I then applied a Decimate modifier to my model, selected the Joints vertex group, and clicked the double arrow button on it, which decimates everything except the vertex group.
My result looks a little sloppy and could use some tweaking, but I am very pleased. This could prove useful for creating different levels of detail (LODs). :)