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Question by robinking · Mar 16, 2011 at 07:52 AM · blenderuvunwrap

Does adding UV seams in Blender create duplicate vertices?

As I understand it, at least in Unity a vertex has one UV (per texture) - so if I mark a seam in Blender, there would be 2 UV coordinates for a particular vertex. Does that mean it duplicates the vertex, as it does when marking a sharp edge?

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Answer by Jessy · Mar 16, 2011 at 12:48 PM

Yes. The third thing that will do this is using vertex color "masks". It's not the vertex itself that needs to be duplicated, but that's the only choice, when you need more than one data type in one location. UV, UV2, Normal, and Color are those possible data types.

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avatar image robinking · Mar 16, 2011 at 01:10 PM 0
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Thanks - and will the FBX importer automatically do all the vertex splitting for me? I figured with marking sharp corners that I'd have to apply the edge split modifier before saving...

avatar image robinking · Mar 16, 2011 at 01:16 PM 0
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It seems I was wrong - just tried importing same model without applying edge split and the vertex count almost halved in Unity while still maintaining the sharp corners...

avatar image Jessy · Mar 16, 2011 at 01:55 PM 0
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$$anonymous$$odifiers are converted automatically via FBX unless you manually export and tell it otherwise. So you should rarely have to apply modifiers. Non-destructive workflow with Blender is generally easy, in my limited experience. Edge Split, $$anonymous$$irror, and SubSurf are ones I've gotten a lot of nondestructive use out of.

avatar image Jessy · Mar 16, 2011 at 01:56 PM 0
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It's good practice to try to keep this stuff in $$anonymous$$d. If you need hard edges for lighting, or vert colors, then try to put UV seams in the same place. Your vert count won't go up any more than necessary then.

avatar image robinking · Mar 16, 2011 at 03:42 PM 0
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Cool, good tip, cheers.

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