Why is Unreal increasing the amount of vertices i have on a static mesh?

I created a basic cube in 3ds max 2017 that has 6 faces and 8 verts when I export from 3ds max to unreal the amount of verts is then increased to 24 as if it is not welding the faces into one object.

Hi Seth,

This is expected behavior with game engines and how polygons are calculated. For any hard surface break for smoothed edges this can add to the vert count because these faces are individual polygons with three vertices. If they meet at a corner that corner on the cube would have three vertices not one.

Also, the vert count is dependent on how the UVs are setup for these faces as well. If we look at the cube example still and were to make all the edges smoothed rather than hard-edged you could still have 24 verts because the UVs are not stitched together. If each face is broken into its own island it’ll be calculated that way. If I were to unwrap the box so that the majority of faces are stitched together and used a single smoothing group or smoothed all the edges together they would still differ from your modeling program, but have a lower vert count because some polygon vertices are stitched together and smoothed together.

Hopefully that helps make some sense of what you’re seeing here.

Tim

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