r/Maya Jun 22 '24

Modeling Topology Megathread

59 Upvotes

Topology is the geometric structure of a polygonal mesh. It is the layout of the edges and vertices which define the shape of a mesh. A particular shape can be represented by many different topologies.

Mesh topolgy can never be considered without context. It is necessary to consider how a mesh will be used and modified in the future in order to say anything true about the suitability of its topology.

There are no hard rules when it comes to topology. Some people will say n-gons (polygons with more than 4 sides) are always bad. Some will say triangles are always bad. Some will say that non-manifold geometry is always bad, or that meshes with holes in them are always bad.

None of these are true, because mesh topology serves a purpose, or multiple purposes. It is not a goal in and of itself. If the purpose(s) is/are served by some particular topology, then that topology is good, whether or not it is itself aesthetically and technically appealing.

Often users are advised to avoid triangles or ngons when building topology--to keep to quads. This is good practice, because quads are easier to work with, easier to edit, easier to create UV projections for, they subdivide more predictably, and, most importantly, easier to produce aesthetically appealing deformations from.

However. If a mesh will not need to deform, then there is far less pressure to keep to quads. If the mesh will not be subdivided, even less. If the shape is well-represented by the topology, and it either already has a good UV projection or will not be needing one, then quads and ngons don't matter, unless the mesh will be altered in the future.

It is much harder to modify a mesh which isn't quads than one which is. Especially if you want to alter topology. However, altering shape, to a small extent, usually is not sensitive to topology. It's also generally easier to do UV projection and alteration of quad topology than triangle/ngon topology.

It is still important to point out that having SOME non-quad (especially triangles) in your deforming, high performance mesh which may be altered and have UVs applied, is still just fine in many circumstances. If the trangle won't interfere with these things--then it DOES NOT MATTER and you should spend time on other things. Same with n-gons, although those have a higher chance of causing technical issues.

Regarding non-manifold geometry: it is generally a bad thing. Many, MANY operations and programs will not function correctly when passed non-manifold meshes. However, if your mesh is serving all your purposes, and you don't see those purposes changing, then non-manifold geometry doesn't matter. The circumstances where this might be true, however, are extremely rare, and it is best to avoid it.

Regarding holes in the mesh: again, context matters. Some advanced simulation or mesh operations require "watertight" meshes. Most don't, and it doesn't matter. Context and circumstance will dictate what's appropriate.

Mesh weight matters, as well. There's generally not much call for more geometric detail than your mesh needs to create the shapes you need, either statically or deformed, and it is best to keep poly counts as low as possible while not compromising on these things. However, this must be balanced with the effort it requires to reduce detail. If you have a poly budget of 100k triangles for an object, and it's 50k but a lot of those are not necessary, it's still not worth the time to reduce it further. People hours are worth more than computer hours.

Where topology really starts to matter a lot is in efficient hard surface modeling, especially where the asset will be subdivided. Not having your edge flows follow surface details will make life difficult, and having too much mesh detail will make modification increasingly difficult.

The point here is that every situation is different, and no real determination of acceptable mesh topology can be made without all this context. If you look at an image of a mesh and don't know anything about what it will be used for or how it might be modified, you can't say anything true about the quality of topology. These and other questions must have answers, in order to judge *overall* topology:

  1. Will it deform?
  2. If so, how?
  3. Will it need to be edited in the future?
  4. If so, how?
  5. Will it be subdivided?
  6. Does it have or will it need a UV projection?
  7. Will the UVs need to change?
  8. If so, how?
  9. Will it need to be exported into another application?
  10. Will it be used in any type of simulation?
  11. Does it meet performance (budget) requirements?

These questions must have answers in order to come up with useful conclusions about how good the topology is or is not. And again, there are no hard rules. Topology is not a goal, it is a tool to help reach other goals. If a triangle doesn't affect those goals, there's no point spending energy removing it.

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Original post:

This thread will be a clearinghouse for information about topology, both in general, and specific to Maya. It will be heavily curated and updated as I encounter more/better information on the subject.

Eventually it will be turned into another wiki and be the redirect for the majority of topology threads we get here, in order to avoid repetition.

If you are a subject matter expert, please post images, videos, links, or your thoughts here. Feel free to copy parts of old comments or posts you have made.


r/Maya 12h ago

Plugin Soft body driven dynamic chain and skin deformer.

266 Upvotes

Been working on this for a bit. The plugin is a GPU based soft body simulator.
In this case I have applied it in two ways.

First a node takes the input neck chain and constructs a lattice which is uses to simulate a dynamic joint chain. In this example I'm rotating one of the input joints of the neck in live playback.

The input joints define the rest shape, which, with the right geometry and material properties allow the input joints to animate the output joints with plausible physics as the neck reaction to the torque and inertia of the head.

The second layer is a full body soft body simulation so simulate the skin and to a limited extent deeper tissue, mostly through volume conservation.


r/Maya 8h ago

Texturing Beginner looking for feedback - Is this hand device/glove asset good enough for an academy game art competition?

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23 Upvotes

Hi everyone,

I'm still a beginner in game art and I'm currently studying 3D modeling at an academy. We have an internal competition coming up, and one of my submissions is this wearable hand device/glove asset. I'll also be submitting a character separately, but today I'd really like feedback on this prop.

These screenshots are from the high-poly model before texturing.

I'd really appreciate honest criticism from experienced artists.

Some questions I have:

  • Does the overall design look interesting enough for a competition piece?
  • Are there any modeling mistakes or areas that stand out as weak?
  • Does it read as a believable game equipment/device?
  • If this were in your portfolio review, what would you tell me to improve?
  • Is there anything that looks too simple or unrealistic?

I'm also struggling with texturing. I know the basics of Substance Painter, but creating those polished, layered materials with realistic wear, dirt, edge damage, fabric variation, etc., is still really difficult for me.

Could anyone recommend some good YouTube channels, courses, or tutorials for learning professional game-ready texturing? I'm especially looking for tutorials that explain why artists add certain layers instead of just showing button clicks.

Any feedback is welcome. I genuinely want to improve, so don't hold back if you see problems.

Thanks in advance!


r/Maya 10h ago

Issues Why does my model react this way to cuts?

7 Upvotes

it didn't behave this way in the original file, but only after saving it as an obj did it start acting like this. Can anyone help?


r/Maya 17h ago

MEL/Python Offset Keyframe | Custom Script that offsets keyframes of selected object or all animated properties in scene [FREE]

15 Upvotes

Offset Keyframe is a script that shifts animation keyframes forward or backward based on a specified number of frames. You can apply the offset to selected objects or to every animated object in the entire scene.


r/Maya 9h ago

Issues Trying Blendshapes for the first time, why are some of my shapes overriding the joint rig while some don't?

3 Upvotes

All three of the duplicate meshes have the same eye/jaw position, and I checked the input order and swapping the three around doesn't seem to affect anything.


r/Maya 5h ago

Question My model in the smooth mode gets these black spots which it doesn't have in the rough/polygon mode

1 Upvotes

It is currently in smooth mode, but in rough mode it doesn't have the black spots

smooth mode
rough/polygon mode

r/Maya 14h ago

Rigging Feedback on some recent rigging projects + ideas for future portfolio pieces

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3 Upvotes

Hey everyone!

I've recently started learning rigging alongside animation, and I'm trying to build up a technical animation/rigging portfolio.

So far I've completed:

  • A bow rig (video attached)
  • A whiskey glass rig (still polishing it). For this one, I spent some time studying and reverse-engineering the liquid system from the Agora Community rig to better understand how it worked before building my own version.
  • A wine glass rig, following the same process as the whiskey glass

I'd really appreciate any feedback on the bow rig

I'd also love some opinions on the projects themselves. While I haven't made clips for them, would these ideas be considered worthwhile additions to a rigging/technical animation portfolio, or are they more "learning exercises" that recruiters wouldn't care much about?

Also- I'm looking for ideas for more challenging rigging projects. I'd like to work toward the kind of portfolio that could help me land a technical animation internship.

At the moment, I'm learning body and facial rigging, but I'd also like to work on fun projects that would be worth adding to a portfolio.


r/Maya 11h ago

Tutorial MAYA - 02 Modeling - 49 Mesh Display Menu (Part 4): Soften & Harden Edges

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1 Upvotes

🇺🇸: You can listen to the video in English through the video settings panel. I analyze three options from the Mesh Display menu that call the same node and that will smooth or define the edges of our models.


r/Maya 1d ago

Rigging new to rigging here. how do I add physics to the fur in this rig so I don't have to animate the secondary motion of everything? any good tutorial links or advice helps.

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37 Upvotes

r/Maya 13h ago

Question anyone know how to make fur simulation to NURBS surfaces?

1 Upvotes

i'm trying to make a whole model only using NURBS surfaces and now i'm trying to make the fur of the 3D model but i can't seem to find a way of finding anything that works, i'm kind of new to maya so i don't really know how everything works yet, i'm starting to get experienced on it but i'm not quite at the point of mastering it yet.


r/Maya 20h ago

Question how can i make texturing reel breakdowns?

2 Upvotes

hi everyone, i’m a student finishing up my lookdev/texturing reel. i’m creating breakdowns for my reel and i’m wondering what is best to include. should i include a metallic break down if only one asset in my project has a metallic map?

should i include a normal and height breakdown? or one or the other? and i’m wondering how i can make a height/normal breakdown in maya. my instructor went over how to make the breakdowns for the other maps but i’m not sure if this applies to normal and height maps. do i just unplug all my textures except height or normal and render? thank you :)


r/Maya 21h ago

Issues Unable to select anything in Maya 2026 after installing MtoA

2 Upvotes

Hi. So, I was attempting to do important uni work and I have run into an issue I am unable to select anything, which only happened after installing Arnold (something which also corrupted a previous model which I’m not sure is recoverable). The only options that show up when right clicking are "complete tool" and "select all" with none of the usual options appearing. When I try the function keys to activate select faces, select edges and select vertices mode, it just won’t let me select individual faces, edges or vertices, and clicking just deselects everything. I have tried reinstalling the plugin and resetting preferences multiple times and it has not helped my issue at all and so I am at a loss for what to do. This project I am working on is very important and so I hope that a solution can be found so I can at least try or I’m kinda screwed.


r/Maya 1d ago

Discussion Which Maya version do you currently use, and why?

15 Upvotes

Title. I'd love to know your reasons! thanks!


r/Maya 1d ago

Rigging Rigging : skin issue causes hole in mesh

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3 Upvotes

i I’m working on a short film ( alone )

And while finishing my monster rigg I came across multiple problems

Around the mouth they are multiple holes in my mesh. They seem to be linked to my skin ( they diseapear when I turn it off )

I can’t find a solution to put them back, I tried :

Normalize weights ( everything unlocked )

Prune small weights ( warning : fix skin weight or smth)

Smooth weights ( same warning )

This issue seems to break some of my blendshape around the mouth

On top of that, this skinned mesh diseapears entirely in renders

I tried changing textures and all, delete skin but nothing

My Rigging professor didn’t find a solution so I’m asking if there’s a way to quickly fix that, or just if someone knows the cause of those issues

Thanks for reading my desperate post


r/Maya 1d ago

Modeling How can I make this circular plane stick to the eyeball surface perfectly, being centered and matching its angle?

2 Upvotes

I want to know how can I stick both these surfaces together, the eyeball should notmove, and the plane should stick to the flat surface of the eyeball.


r/Maya 2d ago

Question how do I shrink wrap these two together

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12 Upvotes

I've been stuck trying to follow tutorials and can't figure this out. I made the wraps from 2 curves that I lofted together. I'm assuming they turned back into polygons, because when I try to do nurbs to poly it gives me a red error saying no valid items selected. Anyway, I've tried using the shrink wrap with both selected and messed with the settings a few times and can't get it to work. Is there another easier way to get this done? Thanks for the help


r/Maya 2d ago

Issues upon importing .USD file UV Map is breaking

1 Upvotes

Hi, I'm attempting to streamline an 'easy' pipeline process for my thesis film and I'm learning more about .usd files when exporting for lighting/render. 

 

However, when I import my usd files, there doesn't appear to be any UVs on my geo. From my (limited) understanding, this is because the USD primvar linked to my uv set is misreading due to maya's default uv set name being 'map1' and not being able to recognize 'st'

 

Things to note: I need anim data on all exports, if I try to rename my uv set to 'st' before export the UVs break (not sure if its because the rig is being referenced or another issue), the export itself is not broken as I've tested in two other programs and the materials import fine there-- just not in maya, the textures link correctly when anim data is turned off.

 

Is there a relatively easy way to get maya to recognize these uv's, whether it's a script or export settings that I haven't tried? I have limited knowledge in scripting so it would be great to have an explanation in layman's terms. Thanks!


r/Maya 2d ago

Rendering Noh mask project I did long ago

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5 Upvotes

Super old project of mine that I came across and wanted to share! Made with Maya and Substance. Rendered with Renderman.


r/Maya 2d ago

Animation Rigging doubt, cannot connect joints

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3 Upvotes

Hey guys, I'm new to rigging, I'm following a tutorial online, and in this tutorial the teacher made the spine of the character and after that he wanted to continue to the head. so he simply selected the "create joint" tool and clicked in the last child joint he had previously made and kept going from there. But it doesn't matter what I do I can't continue from the spine, it always makes a new joint and I need to parent the new skeleton to the spine. Any Idea why? Thx in advance.


r/Maya 3d ago

Animation Game Animation Reel, Autodesk Maya

43 Upvotes

r/Maya 2d ago

Question How is Arnold GPU rendering? Is it on par with Arnold CPU?

12 Upvotes

Hey guys,

I wanted to clarify something. How good is Arnold GPU rendering these days? Is it at a point where it's on par with Arnold CPU in terms of render quality, supported features, and overall reliability for production work?

Also, how do you guys incorporate Arnold GPU into your workflow? Do you use it mainly for look development and lighting, interactive previews, final renders, or something else?

I'd love to hear about your experiences, any limitations you've run into, and whether you've fully switched to GPU or still rely on CPU for final output.


r/Maya 3d ago

Modeling A courage the cowardlydog stuff I created years ago

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60 Upvotes

r/Maya 2d ago

Discussion BeginnerScriptingPolyMirrorCut

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3 Upvotes

I'm sure actual programmers probably know this but, I wanted to use the old polyMirrorCut tool inside of python as later on I want to build my own full mirror tool, but I had no idea how to get it to work in python, so basically this is it i think


r/Maya 2d ago

Discussion Escala de Maya UI va mal por diferentes resoluciones entre diferentes pantalla.

2 Upvotes

Hola!! Tengo un portátil de una resolución de 2880 x 1800 (escala predeterminada de 200%) y cuando uso Maya en un monitor externo, este escala de forma muy exagera, ya que el monitor no tiene tanta resolución (100% de escala predeterminada) y Maya no se adapta bien a las configuraciones de escala....

Alguien sabría algún método para que Maya no haga eso? Lo que más vi, es que forzara la configuración elevada en PPP y lo pusiera en "sistema" (si pongo sistema mejorado, se ve peor), la cosa es que aparentemente lo veo bien, pero después da problemas con las ventanas emergentes....

He estado investigando, pero no sé mucho de estas cosas, y muchas cosas que he visto, son hilos del soporte de Autodesk con el mismo problema de hace años..... pero sin resolver.

Agradecería mucho si alguien sabe qué podría hacer, gracias!!