Originally posted by mikhael
No, the vertex count hasn't changed, but a TWO TRIANGLES have twice as much ancillary data (you know, normals, UV and surfacing information, etc) than ONE QUAD. There /is/ a difference. If there was no difference, I wouldn't have mentioned it, would I? Fire up Lightwave and give it a shot so you know what I'm talking about.
No: the quads are still dealed as triangles, , like it or not, coz otherwise explain me how... hmm... an exemple... yeah: there's still one normal per triangle, otherwise how would the prog deal a spheric UV mapping on a non planar poly? Damn, I sure think all I've learned about 3D basis during my max formation wasn't pure crap

Don't wanna fire up LW as you say (couldn't even find the polycount key anyway ), but I can get a look at the max file if Ryx can provide it to me