Lower clothing poly count without destroying UV Map
So here's what I have going on: I'm using the Montana outfit for G3 on a G8.1 in Blender. I've noticed that G3 clothing tends to have a higher poly count than G8, even at base resolution. I tried using the Decimate Modifier with Un-subdivide set to 2. It did a great job and didn't destroy the topology by creating polygons or triangles. The only issues are the UV maps and their corresponding textures. Now the side seam of the pants has weird artifacting in the texture, and when I went to the UV editors, the areas of the seams were chaotic. I know if you only use 1 level, it creates a diamond pattern (rotating the squares 45 degrees). The Collapse and Planar options keep the correct UVs somewhat, but it creates HORRIFIC topology once you apply it. Is there a workaround to this?

Comments
Is the issue completely scrambled UVs, or it just broken at the seams (where different areas of the map join)? This isn't a Blender feature I have used, but is there an option to protect UV seams if it s the latter you are hitting?
Unfortunately unsubdivide can't keep the uv islands, also I don't know of any software capable to do that, any polygon reduction tool keeping the uv map seems based on triangles. However, it is possible to unsubdivide within uv islands, this way the uv island border is not affected thus uv maps are preserved. This is implemented in diffeomorphic so you can just use the tool there.
mesh > lowpoly > make low poly
https://bitbucket.org/Diffeomorphic/import_daz/wiki/Features/Mesh Tools/Low-poly/Make Low-poly