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My game engine ask me to create some specific Uv map. I need to have the same number of vertex in the mesh and in the Uv map.

Creating seams and unwraping always create double in the Uv map. To fix this, i have to select my seams, mark the seams, split the edges then unwrap. This way, i create double in the mesh as well and it's working for my game engine. But, when i use an object found on the web and i want to keep it's original Uv map, i have to work hard to find the seams and split the edge.

Question is, is there a way to delete the double edge in the Uvmap. The final result might look bad in blender, but will look perfect in my game.

Thanks

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    $\begingroup$ Finding seams in the mesh might be easier by selecting one edge marked as seam in Edge Select mode and selecting similar via Shift+G > Seam. $\endgroup$ – Mr Zak Apr 26 '16 at 18:14
  • $\begingroup$ wow i've search a lot to find this feature. $\endgroup$ – Thewho77 Apr 28 '16 at 19:00
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You can merge the selected vertices by pressing W and selecting Weld or Remove Doubles

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  • $\begingroup$ I fail to see how this is related to the question. $\endgroup$ – Martynas Žiemys Sep 20 '18 at 16:11

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