HI Eric,

What you see in the image http://tinyurl.com/y3sqtbt are the faces of the model in UV space. The image is therefore an explicit specification of texture coordinates on a per-face basis. That is to say, the representation allows texture coordinates to independently specified for each face. And as a result, seams appear in the UV space representation whenever a vertex has more than 1 texture coordinate e.g. a diffuerent texture coordinate for each face or group of faces.

CGI artists refer to this process of creating this representation as UV-unwrapping. See:
http://www.blender.org/development/release-logs/blender-234/uv-unwrapping/

But I see what you mean. It is possible to export each UV patch of my model as a different sub-object, where each vertex of the sub-object has one texture coordinate.

Back on track ...

Thanks,

- Olumide
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