r/Maya • u/KJ_DiamondMiner • 6h ago
Modeling Topology Megathread
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:
- Will it deform?
- If so, how?
- Will it need to be edited in the future?
- If so, how?
- Will it be subdivided?
- Does it have or will it need a UV projection?
- Will the UVs need to change?
- If so, how?
- Will it need to be exported into another application?
- Will it be used in any type of simulation?
- 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 • u/LeventAnimTools • 47m ago
Animation I've been developing 4 Maya animation tools in my spare time — would love some feedback!
Hey Maya users!
I'm a 3D character animator with 12+ years of experience, and for the past 6 months I've been working on a few Maya tools in my spare time.
I originally started building them to make some of my daily animation tasks easier, and somehow ended up with four different tools :)
Here's what I've been working on:
Advanced Bézier Arc Editor – Edit and reshape motion arcs directly in the Maya viewport using interactive Bézier handles.
HandForge – A library of 48 hand poses that can be reused across different compatible character rigs.
BreathForge – Generate procedural breathing animation with customizable presets, speed, and intensity on a separate Animation Layer.
FrameFlow – Import video references directly into Maya, sync them with the timeline, and retime them using Reference Time Warp.
I've been using these tools in my own animation work, but I'd really love to hear what other Maya users think.
Are there any features you'd find useful, or things you'd approach differently?
I've attached some screenshots of the tools. You can also watch the actual Maya demos on my YouTube channel:
https://www.youtube.com/@animtoolsL
Thanks for checking them out!
r/Maya • u/ImpressiveAct5779 • 19h ago
Arnold Test Render arnold maya // Compo View
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r/Maya • u/oxidizedelbows • 12h ago
Rigging does anyone have a good auto-rigger recommendation?
i know maya has one built-in but i used it in the past and when it was time to animate it kinda blew up in my face. i probably just suck at it but if anyone has any tips or auto-riggers to help me out that would be greatly appreciated!
r/Maya • u/UniversityDramatic84 • 7h ago
Issues Need help with this Paint Skin Issue
https://reddit.com/link/1xhdqxx/video/7ib0kz8kp4yh1/player
So working on a school project for my rigging class in Maya, having issues with what seems to be verts pulling everywhere, I have tried Component editor and it doesn't seem to work when I value it to 1 or 0. Please be patient with me, Maya rigging is hard for me. Any help would be appreciated
r/Maya • u/ThatBell4 • 1d ago
Animation A standard run cycle, any advice?
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Been fiddling with this but can't seem to make it look right. She looks like she's jumping moreso than smoothly running. Also I don't get what a good run animation cycle is supposed to look like - making it more like an irl running video looks too stiff, but the run animations I could find have so much variation between them that i dont know what to reference.. :/
r/Maya • u/the_dag_node • 1d ago
MEL/Python Collaboration: Maya Asset Manager
thedagnode.comAbout a year ago, I started working on a custom Asset Browser for Maya, but never got around to continuing development. I'd love to pick it up again and turn it into something genuinely useful!
I'm looking for collaborators who are interested in working on similar tools, exchanging ideas, and learning from each other. If that sounds interesting to you, I'd love to hear from you! Feedback and suggestions are also very welcome :-)
And if there already are open source tool that is perfect I'd love to hear about it.
Looking for Critique I don’t know which skateboard is correct
I don’t know if it has to be very detailed or what
r/Maya • u/RememberHalo2 • 1d ago
General What creative pipeline do you abide by, and how do you fair with character rigging?
It's been many years since I've used Maya, aside from the multitude of amazing plug l-ins, terminology adjustments, and complete 180 of difficulty in understanding the guide books, things have relatively been manageable to understand/refresh on. I aim to create my own feature animation short film but would appreciate to hear the pipelines others have used. At the moment I am just creating generic objects and eventually will export to Zbrush for texturing but I will be utilizing other software I've never used before and strictly use Z-brush for character sculpting. The auto-rig feature is nice and I understand the animation for facial expressions/speech alignment to audio is extremely tedious. But what software do you prefer for designing environments?
Sometimes when I am rigging or even sculpting, those time extensive moments I always get this aching feeling that i could be studying other avenues in life. For some reason it always comes up after realizing how much time has elapsed of me being hyper focused. What do you tell yourself in these moments to keep yourself from getting discouraged?
r/Maya • u/Big_Pride_7843 • 2d ago
Animation Sneaky Sunday Afternoon project.
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Sunday afternoon Project.
Took About 3-4 hours.
really fun 2 second clip, After doing a few longer shots and trying to get Showreels worked on it's nice to just sit down with a little no pressure shot.
r/Maya • u/kotarix231 • 2d ago
Animation Personal animation - combat finisher (Maya + Unreal)
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Excited to share my latest personal project - a combat finisher animation built in Unreal Engine 5!
During some downtime between projects, I decided to dive deeper into the 3Cs (Character, Camera, Controls) and challenge myself to create a cinematic finisher that seamlessly transitions from gameplay and back again.
Beyond the animation itself, this was a great opportunity to get more hands-on experience with Unreal Engine 5, exploring retargeting, Motion Matching, Contextual Animation, Motion Warping, camera integration, and even setting up cloth simulation for Hornet's outfit. It was a fun challenge, especially getting all these systems to work together!
r/Maya • u/Mazhuka3D • 1d ago
Tutorial MAYA - 02 Modeling - 56 Mesh Display Menu (Part 11): Prelight
🇺🇸: You can listen to the video in English through the video settings panel. The Vertex Bake Sets group contains tools for working with the storage of precalculated lighting information. Prelight is the first of these tools in Maya.
Arnold Critique of Lighting and Rendering Work
For a dark, Gothic style, which version aligns better with mainstream aesthetic preferences?
r/Maya • u/ocargooball • 2d ago
Animation First real 3d animation for a college course!
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I've got some experience in Blender but this was my first attempt at Maya. It's different but I'm liking it!
r/Maya • u/AnimalKnown6365 • 2d ago
Animation A run cycle after almost a year and a half away from Maya et Animation. *Thor's feeling of "I'm still worthy!"
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Hey y'all! Here's a simple run cycle I worked on. It took me about 3–4 hours of getting back into the groove, dealing with Maya crashes, and having plenty of those "Oh yeaaaaah, that's how it was supposed to work!" moments. XD
Feedback is definitely welcome!
I've been going through this community lately and have felt inspired to get back into animating. It's been my passion for as long as I can remember. That was until the writers' strike happened, followed by... AI. Since then, I've been on a path towards changing careers.
But despite everything, my love for animation never died. I still find myself daydreaming about different shots I could try and bring to life. Unfortunately, getting caught up in my new career path and barely having any time for myself has kept me away from animating, or even opening the software.
Working on this simple run cycle has reignited that fire in me and brought back a kind of happiness I'd almost forgotten I had.
Thank you for taking the time to check out my work! And once again, feedback is always welcome.
I'm hoping this post will serve as a milestone and a reminder to myself to keep updating my animation work whenever I can, no matter how busy life gets.
Have a good day, everyone! 😊
r/Maya • u/Individual-Space-586 • 3d ago
Rigging Working on a new facial rig in Maya (Ribbon mouth, sticky lips, eyes motion path, blendshapes)
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ArtStation : artstation.com/karltourelle13
Instagram : kt3d_rig
Lindkedin : linkedin.com/in/karl-tourelle
r/Maya • u/finndawgydawg • 2d ago
Issues Arnold not rendering certain objects
Arnold not rendering certain objects
I have an animation involving a skeleton character with floating limbs that I need to render but I am finding that most of the bones (meshes) of the character are not rendering. The rig is one complete individual with the limbs and ribcage parented to the respective joints, the spine and hips as one mesh bound to the spine joints and the skull attached to a controller.
Only the skull and the spine/hips meshes show up in the Arnold render. The render stats of the objects that show up in the render are identical to the ones that do not and they also share the same aiss material so I’m not sure why they do not appear in the Arnold render.
At first I wondered if it’s because the bone meshes are parented to the joints but when unparented they still do not appear in the render as well as when given a new material. I did do a mock up in another file with objects (with aiss materials) parent to joints with an IK handle and they appeared in the render.
If anyone has any advice on how to correct this please let me know.
r/Maya • u/_OFFICIAL__Hapk_ • 2d ago
Issues Correct way to fix normals before Rigging?
I use Advanced Skeleton when rigging, and one of its steps is to export the character as an OBJ and import it back. This cleans up the character but also locks its normals, so when I rig and animate it, I get some shading artifacts.
I noticed that if I go back to the original model, unlock the normals, and soften them, the artifacts disappear.
But my question is: Could this cause problems? I've never heard of anyone unlocking and softening the normals before rigging. Could this cause issues down the line? Should I just leave the normals locked?
r/Maya • u/InsanelyRandomDude • 2d ago
Question [WIP] I'm trying to recreate a shot of strudel on a plate and the icing sugar on top of the strudel doesn't seem to look good enough. What can I do to better match the reference?
1 - Arnold render in Maya, 2 - Reference, 3 - Screenshot from Substance Painter
I'm trying to understand what I need to do to have the icing on top of the strudel look more like icing sugar as seen in the reference. I sculpted the model in Zbrush, textured in Substance Painter and am rendering using Arnold in Maya. I'm mostly satisfied with how the powdered sugar fallen on the plate looks but the icing on the plate and on top of the pastry looks like they're not made from the same thing. What do I do here?
Edit: I'm planning to use this as a reusable asset and I want it to look like a layer of icing from any camera angle I choose and with different lighting setups.
Another question: While I was working on the icing fallen on the plate, the shadows were too dark and I decided to use transmission at 0.5 value to reduce the intensity of shadows on it to get it to look how it does now. But now I'm wondering if this a bad approach because it isn't supposed to have transparency at this level. Wouldn't the fact that using a different environment or lighting setup change how it looks make this a bad approach? Do studios avoid using fixes like this?
r/Maya • u/the_dag_node • 2d ago
MEL/Python Collaboration: Qt Marking Menu
Hi everyone!
Lately, I've been really deep into developing tools and systems to improve my Maya workflow, and I recently started building my own marking menu using Qt/PySide, with a more modern look.
I've always liked the speed and convenience of marking menus, but I wanted to experiment with a more customizable, modern UI.
I was hoping to find some like-minded people to collaborate with, share ideas or just get feedback :-)
My github is private for now, I would at least like to get some more features in before making it public.
r/Maya • u/CleanCryptographer22 • 2d ago
Question Is there any way to bring back graph editor ? ( OLD UI )
The graph editor that was present in the UI of older versions of Maya is now missing. Is there any way to make it back ?
r/Maya • u/DaddyGDjimbo • 3d ago
Animation practicing some subtle acting !
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r/Maya • u/23rd_Pickle • 2d ago
Question Kia Ora! Isolating Shadows with Render Layers?
Heyo! This is a render for a Lighting and Rendering school project that I have been working on, and am currently setting up render layers so that I can have an easier time in post.
My question (that I can’t find a good answer for, though I might not have looked for long enough) is how best to go about isolating shadows onto their own layers? This is mainly so I can remove the shadow cast on the planet by the ship, but also for compositing.
A little more context:
Rendering Using
Arnold, combined with (this is an important part): the legacy render layer system as that was what we have been taught to use as an introduction because it is “easier to wrap your head around.”
Scene Layout
The spacecraft is practically touching the planet to get the blockout composition I want while not making the scene obscenely massive.
Lighting
Primarily lit by a large directional key light from behind the camera that emulates a star. And I have a few area lights to fake extra bounce light from the star and especially the planet. Though it being so close already helps.)
Would it be better to just cut my losses and spend some time to get to know the newer render layer system instead?
Thank you! :)
r/Maya • u/Jorge_Haswag • 3d ago
Issues Mesh turned ...gloopy for some reason?
I was working on my mesh and must've hit some hotkey or rendering preset which made all the geometry turn mushy like this. It didn't go away when I hit undo and I have no idea what to search so I put it here.
Thanks for any help you can give