Customers often have polygon “budgets” or limits for their work (especially when it comes to assets being used for games or real-time mobile applications), and as such, it is very important that you report your vertex count properly as part of the metadata when publishing. Otherwise, it is possible that a customer will buy your model with one set of expectations, and ultimately find out that they can’t use a model without further modification. This can lead to returns, and no one wants this.
The most common problem that can occur is reporting the vertex count based on subdivision smoothing applied to the model instead of the actual base mesh. It’s easy to forget if you have subdivision smoothing on for the various elements of your model, but you should turn it off for all parts of your model before you gather up the vertex count information.
Finally, if you have a model that consists of multiple elements (e.g. a car with separate wheels), make sure you select all of the parts and not just the main body or biggest element when reporting the vertex count.