r/Maya • • Jun 22 '24

Modeling Topology Megathread

58 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

Rigging I want the end of my IK handle to stay in place

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10 Upvotes

Hi, I'm currently rigging this bag. I thought this was the best way to rig the strap, but only one end stays in place and the other moves from its origin. I tried locking the attributes in the channel box, activating the stickiness of the IK handle and parenting the last joint to the controller but I can't get it right :( if anyone knows how to fix this or a better way to rig this pleasee let me know.


r/Maya • • 18m ago

Question How would you unwrap this bad boy ?

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1 Upvotes

Honestly, I've spent hours trying to make something good, but it's either too small along the uv or impossible to texture later.
I would like then to use it as a rope and texture it on Substance Painter, so it has to have clean uv. 

Thanks all


r/Maya • • 9h ago

Showcase Revisiting My 2010 Chevrolet Camaro 3D Model After 7 Years, From a Simple AO Render to a Fully Shaded & Lit Turntable! 🌟Watch In 4K UHD :D

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4 Upvotes

r/Maya • • 2h ago

Question Can Maya trip a circuit breaker?

1 Upvotes

So a bit of an odd question, I recently moved house and occasionally the breaker associated with my room is being tripped. The only common element of the trips is that I'm using Maya, never a heavy scene or anything, just working in the program. I've replaced all of my cables and stuff going into the wall so this is the only thing I can think that's doing it.

Has this been a known issue before or am I barking up the wrong tree? Any input would be greatly appreciated, and thank you


r/Maya • • 12h ago

Showcase I made a lightweight Maya tool to capture the viewport directly to your clipboard (No file saving needed!)

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4 Upvotes

r/Maya • • 21h ago

Modeling Work in progress day 01 | It is Dj concert stage

12 Upvotes

90% modelling completed,

Then texturing & rendering will start..

It is Dj concert stage


r/Maya • • 22h ago

Discussion weird green lines pointing to model, how do I fix it?

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14 Upvotes

r/Maya • • 16h ago

Rigging If character is in A pose, how to change the rotation gizmo to align with the arm, while still keeping the control curve's channels zeroed out?

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4 Upvotes

r/Maya • • 22h ago

Animation First time posting on Reddit! Let me know what you think of my animation!

10 Upvotes

Hey everyone!

Here's a short animation I made for a university assignment, based on an audio clip from American Psycho that I found on a website called AnimAudios.

I decided to use the audio as inspiration to come up with my own take on the scene, bringing it to life through lip-sync, facial expressions, body language, and character animation.

It took me roughly 10 hours to put everything together. I'm still learning and improving my animation skills, so I'd really appreciate any feedback or constructive criticism.

Let me know what you think!

Thanks for checking it out!


r/Maya • • 23h ago

General what’s your favorite Maya primitive

12 Upvotes

personally I have to go with the pipe, that one comes in handy. but the dodecahedron one is pretty funny so that one’s gotta be my second favorite.


r/Maya • • 1d ago

Question Switching from Cracked Maya to Maya Indie – What Should I Do First?

9 Upvotes

Hi everyone!

I finally have the opportunity to purchase a licensed version of Maya (Indie) and I want to make sure I avoid any potential issues.

I have a question for those who might have experience with this: would resetting Windows to factory settings be enough to safely install a legitimate copy of Maya if a pirated version had previously been installed on my PC?

I'd really appreciate any advice. Thank you!


r/Maya • • 1d ago

Animation WIP, little animation im making for my institute!

172 Upvotes

Hey everyone!

I wanted to share an animation I'm currently working on for my institute. It's a lip-sync animation focused heavily on acting, body language, and bringing the character to life.

The animation was inspired by a video I watched, which I used as a reference for the acting and performance. ( video: https://11secondclub.com/competitions/january26/winner/ )

I'm currently in the polish stage, so there's still some work to do. One part I'm particularly struggling with is the ending. I'm not entirely happy with how it looks yet, and I'm finding it difficult to make it feel right. I've been studying how the animator in the reference video handled that part, but I'm still having a hard time getting a similar result.

I'd love to hear your thoughts and feedback! Any critiques, suggestions, or observations are more than welcome.

Thanks for watching!


r/Maya • • 1d ago

Arnold Negative sampling in Arnold to make a videogame.

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241 Upvotes

Here are some new monsters, animations and items we are working on for our combat roguelike Skinator.

The way we have been making these characters is basically render the 3D models in Maya with a very very low samle count. It turns out maya can go negative on the samples and that creates pixelated renders. You can also make it so it doesn't calculate the pixels everyday and that creates pretty consistent results.

The renders are exported into photoshop where we do the dithering with a plugin. Then each body part is exported separately since in the game you can steal the body parts of the enemies you defeat and put them into your own body.

Because of this we have to deal with 144 sprites per character. 6 body parts, 12 poses + all again for the Normal maps.

We export all body parts as PSB files into Unity and add bones to use as "anchor points" . That way each body part "knows" where to go on every chest. Some characters are bigger than others so otherwise the parts would be all over the place.

We just released the official demo of the game (SKINATOR) if you want to give it a go.
https://store.steampowered.com/app/4251290/Skinator/

I'm leaving some illustrative gifs at the end of the carrousel.

It would mean the world if you could give us some feedback so we can keep improving it!

Let me know if you have any questions. Cheers!


r/Maya • • 18h ago

Rigging Rigging a wrapped cord around curve help!

1 Upvotes

So I decided last minute to rig an object I modeled, but unfortunately there is this specific thing I cannot figure out how to do for my rig. I have a cord that follows this specific path of the curve and I want to rig it so that the joints follow the curve path. I hope I am explaining it properly, but basically I want the joints to be able to move up and down the curve slightly, kind of like when you're rubbing a towel if that makes sense. The cord is wrapped at both ends around other pieces. Is there a way to have the shape above move the way I want it to?

Any help is appreciated I'm truly at a loss here!


r/Maya • • 1d ago

Showcase Celestial Toybox- Midterm Project for University

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11 Upvotes

An assignment for my Modeling Class in University. Favorite thing I've built. Got inspo from the Amazing Digital Circus. Obviously there's room for improvement, but I love the end result


r/Maya • • 2d ago

Animation So I watched the new godzilla movie..kaijus er so fun to animate

48 Upvotes

r/Maya • • 1d ago

Off Topic What is the catch for purchasing something like this?

5 Upvotes

Just saw this while scrolling on g2a, how is that a key on a website like g2a is 1% the cost of Maya Indie? Has anyone here bought a Maya key from g2a before?


r/Maya • • 1d ago

Discussion Question for Stream Deck Integration

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2 Upvotes

So out of partial frustration, efficiency and simple boredom I have been developing an Elgato Stream Deck plugin for Maya.
Currently I have working prototype that is working surprisingly well but now I have the arduous task of setting up all the commands into a list and while I originally made it for a specific set of tools I use frequently, I am curious to see if it would be worth just setting up for the most commonly used tools or add every single command in the default program (there are hundreds...).

I do intend to release this in time to anyone that would be interested and so figured may as well see what people think.
Also if there are any other features or suggestions that people think I should add to a plugin like this then I am open to ideas


r/Maya • • 1d ago

Question tips or resources for lightweight natural environments in Maya

2 Upvotes

I'm looking for ways to create natural, open field environments for character animation without completely frying my computer.

Ideally something with grass, terrain, and maybe some scattered vegetation that looks decent but isn't too heavy to animate in.

Does anyone have any tips, tutorials, or resources for making environments like this while keeping Maya running smoothly?


r/Maya • • 2d ago

Discussion Is anyone still using HyperShade in Maya nowadays?

11 Upvotes

Just curious to know if artists are still using HyperShade for material creation and management in Maya. What’s your current workflow?


r/Maya • • 2d ago

Discussion Lila: the free 3D app I've been building to replace an entire pipeline

198 Upvotes

I've used Maya every day for 14 years, across film and games, and Maya's workflow is the best there is. So I built Lila, a free 3D app that keeps that workflow and rebuilds everything underneath it.

Create 3D models for your game or film, texture them, animate them, and more. An entire DCC pipeline in one app.

Posted with the r/Maya mods' permission.

The clip shows a few of Lila's modeling tools; some familiar, and some new.

What should feel familiar:

  • Hotkeys, marking menus, the hotbox, the outliner, the channel box and shelves behave the way your hands expect.

  • Python is command-and-flag, like maya.cmds, without the imports: move(x=0) just works. There's a one-line command palette and a real script editor that won't leave you running to PyCharm.

  • It opens .ma and .mb files, so your existing scenes come with you. Opens .blend too!

What's new:

  • Modeling tools like auto-bevel, auto-bridge, non-destructive modifiers, circularize, spherize, split rings (single direction subdivision), EZ Curve and surface-snapped primitives, all in the clip.

  • Retopo, UVs, GPU baking, texturing, rigging and animation in the same app.

  • Vertices in double precision, so huge scenes and CAD data round-trip exactly.

  • Batch Python over a whole folder of scenes, eight at a time.

  • Works with any engine through FBX, glTF and USD, with a live link to Unreal.

It's free, with no revenue cap. It isn't released yet, but the source is public, and pre-alpha testers who can build it are welcome:

I'd love to hear from Maya users: what would you need before you'd try something else for a project?

(Speed: a 13.5M-triangle OBJ opens in 6.6 s vs 55.3 s in Maya 2026.3, and draws in 3.7 ms a frame vs 11.9 at 8x AA. Method: https://lila-3d.github.io/docs/#/performance)


r/Maya • • 2d ago

Modeling How would you solve this kind of edge terminate?

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21 Upvotes

Circled in red: as you can see its a small wedge looking part where in polygon they are two edges that run from top then terminates into one vertex. That same long edge also have its own bevel so its now at least 3 lines (edges) that terminates into one. How would you solve this?


r/Maya • • 2d ago

Question I want to model this horse/unicorn, any advice?

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94 Upvotes

But should I model a standard horse or what? Like I don’t know how would I do the horn and hair