# Vertex count when exporting from 3ds Max

**URL:** <https://forum.babylonjs.com/t/vertex-count-when-exporting-from-3ds-max/38240>\
**Category:** Content creation (3dsMax, Maya, Blender, glTF)\
**Created:** [February 15, 2023, 9:01am UTC](https://forum.babylonjs.com/t/vertex-count-when-exporting-from-3ds-max/38240 "2023-02-15T09:01:54Z")\
**Posts on this page:** 1\
**Showing post:** 4

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**Author:** ![Boye](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/boye/32/27574_2.png) [@Boye](https://forum.babylonjs.com/u/Boye)\
**Post date:** [February 17, 2023, 9:40am UTC](https://forum.babylonjs.com/t/vertex-count-when-exporting-from-3ds-max/38240/4 "2023-02-17T09:40:39Z")

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@PatrickRyan Thanks for replying

I was exporting with an active stack, but it’s the same when collapsed to Editable\_Poly or Editable\_Mesh

Morphing works correctly in Max before exporting.

I have found another fix, which is splitting the edge (created with Shell modifier) into a separate mesh. This creates two meshes with consistently **2964** and **300** vertices across all models

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