I found a copy of James Haywood's ubervert script for 3ds Max. It was pretty slow to run, but it did give an accurate count. Might give you some ideas. http://www.ericchadwick.com/examples/files/HaywoodTools-UberVertCount.mcr
any chance you are gonna share this with the world ?! because i am looking all over for a script that calculates the inevitable in game vert count and i cant find anything ! ( when it comes to squeezing everylast vert out of a drawcalls vertexbuffer knowing the precise number in maya while building is KEY )
Yea I was looking into this a few weeks ago when I needed to break the edges on a bunch of models along UV boarders. Its nearly impossible because max doesn't transfer edge or vert selection out of the UVW Unwrap modifier like it does poly, it's totally retarded and broken. Actually, according to renderhjs it is more or…
I did one for Maya, it's slightly harder in Max because smoothing groups are horrible - for example if you have a mesh with more than 32 unique UV shells, you're going to run out of smoothing groups unless you start doing stuff like comparing UV shells to see which ones aren't geometrically "touching" at all in order to…