Yes, however, if you have a hard edge where you also have a uv split, there is no increase in verts, as the verts are already doubled along the uv seam. When doing normal mapped stuff, its essential to have uv seams where you have hard edges(to avoid baking artifacts), so this works out well naturally. So in any realistic…
Awesome Post EQ thanks. Would you happen to know if theres a similar script floating around for max (from viewport grabs you post seems like you use modo possibly)?