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.