I'm not sure if I understand the issue. Do you by chance have a screenshot?
You can subdivide it, which will turn one polygon into multiple smaller ones, then you can select and hide some of them, but I'm guessing it won't be on the exact line you need, and subdivision could affect the object.
You could create your own opacity map to make part of the polygon invisible.
I don't know how to modify UV maps, but presumably you could (with much work) remap it to fix the issue.
That's why the existing tool, from Cayman Studios, uses a geoGraft to replace the existing boundary geoemtry with new mesh that has the right edges. You can't do this to the base mesh without creating a new figure.
Comments
I'm not sure if I understand the issue. Do you by chance have a screenshot?
You can subdivide it, which will turn one polygon into multiple smaller ones, then you can select and hide some of them, but I'm guessing it won't be on the exact line you need, and subdivision could affect the object.
You could create your own opacity map to make part of the polygon invisible.
I don't know how to modify UV maps, but presumably you could (with much work) remap it to fix the issue.
It's not an issue, I'm trying to make the Michael 4 UV for Genesis 8 UV in order to convert the textures with Map Transfer.
But the M4 arm-shoulder boundary cut several G8 polygons.
That's why the existing tool, from Cayman Studios, uses a geoGraft to replace the existing boundary geoemtry with new mesh that has the right edges. You can't do this to the base mesh without creating a new figure.