Fixing UVs after editing geometry
Greetings!
I have a 3d-scanned, textured model as a polymesh which I need to fix. Amongst other issues there are these donut-style* holes I need to get rid of. I do so by deleting the faces inbetween the two surfaces that are supposed to be outer and inner surfaces and then "mesh -> fill hole" them and cut them into triangles using the Multi-cut tool.
I have gotten rid of the hole that way BUT the UV-texture is messed up. I tried to cut along edge to seperate the newly created faces from the rest of the original uv-shells, because the new uvs are spread out over the whole set and will distort the original ones they are connected to if i try to scale them down.
I also tried to create new uvs but that makes the original texture disappear in UV editor.
I also don't know how to propely lay these new ones out in the editor, they are mixed up and I don't know which way they should be scaled/distorted so they are aligned with the according face's normal.
Please help!
Tutorials I watched do not adress this issue.
*donut-style hole:
With intermediate faces between the two sides which are so to say inside the object's mass.