So I’ve been using blender for a while, and I’m pretty competent in moving everything around and making things look how they need to look. Now however I have to keep a “true vertex,” count in mind. I’ve googled a lot of things on this subject and found barely anything so it’s more than possible I’m using the wrong term. To clarify what I’m asking about:
When I export an unwrapped model to Unity, the engine is reading the vertices on the model and the vertices on the unwrap’s seams as separate, which leads to an increase I’m not prepared for.
I was wondering if anyone here who’s had experience of this knows if there’s anything I can do in Blender to show the vertex count as what I’m looking for.
Thank you for taking your time to read this
I am not sure what you mean by counting. UV has to do with image coordinate. So along the seam that vertex appears twice as coordinate on image. Are you saying each UV coordinate is counted as a vertex in Unity?