Note: this very likely applies to other formats than pof, and to other apps than 3ds Max. However, since this is the combination I'm familiar with, I'll talk only about them and let you decide where else this is applicable.
In the pof format (and I imagine quite a few other model formats as well), the number of vertices isn't going to be the same as the one you'll see in Max. In pofs, a model will be split into groups according to the smoothing groups of the model so that a single vertex can only share triangles which have the same smoothing group. If a vertex borders a face with smoothing group 1 as well as a face with smoothing group 2, the vertex will get duplicated, exactly as if you had actually detached those faces from each other in Max.
This means that the vertex count of any given model will actually be a lot higher than the "real" vertex count of the source model. A model where every face has the same smoothing group would be unaffected, but that's not something you're going to see on a typical model. For example, a cube with a single smoothing group applied to it will end up using up 8 vertices (as you'd expect), whereas a cube with "normal" angular smoothing (or no smoothing at all; it's the same thing) will actually take up a whopping 24 vertices.
So... I just thought that people would like to know that.
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