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?

1 Answer

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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.

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...

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...

Modifiers 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, Mirror, and SubSurf are ones I've gotten a lot of nondestructive use out of.

It's good practice to try to keep this stuff in mind. 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.

Cool, good tip, cheers.