How to remove unreferenced UV Coordinates from a Texture 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?

Thanks.
The geometry is reflected on the UV. If you mention it is junk, probably delete the mesh junk park associated with it as well. Otherwise, re-unwrap Uvs.

I read this question 3 times. I know what you´re having: shadow uvs. Yeah, bisecting is a special boolean case. I´d strongly recomend you re-unwrap. It will only take a second. Baking textures: yes, you can do that as well, you´ll also get the old UV set. Got to object properties> vertex groups> Uv coordinates, delete them both vertex groups and coordinates. Then Un-wrap. Then bake old bisected to new unwrapped. Should work out of the box.