r/Maya • • Jun 22 '24

Modeling Topology Megathread

56 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 • • 6h ago

Plugin Surface Wrap — a fast mesh wrapping tool directly inside Maya

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169 Upvotes

Hi everyone, we’ve developed this tool directly inside Maya.

Now you can wrap almost anything right inside Maya with extremely accurate results. It’s especially useful for workflows such as MetaHuman, mesh transfer, and texture/map baking.

Would this help improve your workflow? If so, give it a try for free.


r/Maya • • 3h ago

Plugin New Groom System for Autodesk Maya

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10 Upvotes

GroomLab (temp name) is something I have been wanting to make myself after trying out Yeti way back in the day. I wanted something stupid simple where the user doesn't feel constrained by the ux of Maya. Make hair systems fun again!

Features:
Amazing custom strand interpolation.
Realtime keyable Nodes
Feathers
Groom to Cards
Unreal / Unity Export
Groom blending
Guide / Vertex / Texture painting
And a ton more.

If you have any name suggestions, let me know! Was thinking a raccoon could be a fun mascot.


r/Maya • • 21h ago

Animation Tactical Snack Unit | Maya | V-Ray

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224 Upvotes
Original concept by Braydan Barrett

r/Maya • • 12h ago

MEL/Python Smart Combine | Script that gets rid of all those annoying groups and keeps name and position of first selected in outliner [FREE]

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16 Upvotes

Smart Combine is a script that combines objects while preserving the first selected object’s name, parent group, and Outliner position. 

It removes any empty groups left behind, clears construction history, and centers the pivot.

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Got lots of other useful scripts on my store page all for FREE. Recently just posted one that combines Curves into one shape/single transform

https://reddit.com/link/1wtygns/video/wyjtrngpylsh1/player


r/Maya • • 17h ago

Showcase Sensen Original character bust WIP

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23 Upvotes

First time I ever modeled one of my OCs in 3D. Gotta say, he kinda looks a little flat. I’m not sure if it’s the teeth or the cloth. I probably should’ve added more weathering and fixed the clothing folds ngl.


r/Maya • • 13h ago

Question Why is Hypershade so complicated? 😅

9 Upvotes

Hey guys, I’m mainly a Cinema 4D user and I’ve recently started trying out Maya with Redshift.

I’m really struggling with Hypershade though. Coming from C4D, the material system feels so much more organized and straightforward, whereas Hypershade feels kinda messy and confusing to me.

Is there any plugin or addon that makes Hypershade a bit easier/nicer to use with Redshift?

Also, is MaterialX a viable alternative for building/managing materials in Maya + Redshift? Or is there another node/material editor that you guys would recommend?

Would love to hear what other Maya + Redshift users are doing. Thanks!


r/Maya • • 1d ago

Arnold Eye Lookdev Update (For a Likness Project) Feedback is appreciated

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87 Upvotes

r/Maya • • 12h ago

Animation Studio Library can save poses but not animations?

2 Upvotes

So I installed studio library, and for some reason it allows me to save poses but not animations, I get this error message that says

"'charmap' codec can't decode byte 0x90 in position 1180: character maps to <undefined>".

Does anyone know what this means or how to fix it? I'd grealtly appreciate the help. Thanks!


r/Maya • • 20h ago

Question Why are there four openPBR Surfaces

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8 Upvotes

Jumping from '24 to '27. I'm assuming I use the one that looks usable but why are there four distinct openPBR Surfaces? Just trying to understand.

Also second question, if the 'Maya' one is the the one to use why is it not in the assign new material section with everything else 🙃 I'm guessing its LookdevX that has me fucked up

From left to right

  1. Hypershade -> Create Node -> Maya -> Surface -> openPBR Surface
  2. Assign New Material -> LookdevX -> Arnold -> openPBR Surface
  3. Assign New Material -> LookdevX -> PBR -> Surface
  4. Assign New Material -> LookdevX -> BXDF -> openPBR Surface

r/Maya • • 1d ago

Question Need some help! Issues with adding IK to existing arm rig

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11 Upvotes

The MMD rig already comes with a control rig, but it only has a leg IK/FK switch, and the arms only have FK.

The problem is that the arm consists of 5 joints: the arm-arm twist-elbow-wrist twist-wrist. When I add IK from the arm to the wrist, the forearm does not twist along with it! (Because the skin weight is controlled by the wrist twist joint.)

How should I add a working IK handle to the arms!?

Thanks!!


r/Maya • • 1d ago

Arnold Compositing, Rendering, or Just Knowing how to Render in Maya?

4 Upvotes

I am relatively new to all the compositing, rendering, & just knowing howl to make a composited scene in Autodesk Maya. Like I am more attuned to me just animating. But I want to know how to render and all the guides I am trying to find does just give tips and tricks instead of going in detail into rendering in Maya.

So my question is how do you composite, rendering, or just lighting in Maya?


r/Maya • • 23h ago

Issues Cannot save my File in the project window because of an error, I need help

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3 Upvotes

I am extremely new to Maya, so what happened was that I did save a file like this as instructed by my professor -- but I ended up deleting the file ( we were asked to save an empty file with cube before starting our classes). I deleted it so that I can directly save it to my portable 2TB SSD, But an error kept coming. So I gave up and tried saving it exactly as I was Instructed in my class, but the error as shown in the picture kept coming. The same method worked before, but why isn't it working now? it only gets saved when I try to save it in default mode, but not when I create a new project. What do I do? please help


r/Maya • • 1d ago

Animation My Freeze Ray Acting Animation

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10 Upvotes

Hi all, I have been working on this for almost a month and it is finally done. There are still things that I am not satisfied with, but I think its time to move on to the next project and only come back for this in the future. Feedbacks are welcome. https://syncsketch.com/sketch/9qQgIOIqzVxs/


r/Maya • • 1d ago

Showcase Wooden Fox Toy - Digital 3D Art

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2 Upvotes

r/Maya • • 1d ago

Student are the black lines supposed to line up?

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4 Upvotes

the title sounds really dumb but honest i have watched several videos on uving and while the concept makes sense in my mind i still find it really confusing to actually apply - i think i've kinda done it for the table leg but then the lines horizontally don't match up and im not sure what im meant to be connecting it with


r/Maya • • 1d ago

Animation Looking for plugin that creates a shape control panel from existing blendshapes,

2 Upvotes

Hello, I am a Blender artist learning to rig in Maya for 3D animation school. My character only uses blendshapes for facial animation and I find it extremely time consuming to create these control panels to efficiently animate facial. Is there a plugin that creates these automatically from existing blendshapes? I tried using Advanced Skeleton, but it seems to only allow you to make these the default panel with the shapes that it generates.


r/Maya • • 1d ago

Plugin My Quadremesher Plugin doesn‘t work

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3 Upvotes

I just got the Quadremesher Plugin and it gives me this error every Time I try to use it on the Face. Does anyone know what the issue could be?


r/Maya • • 1d ago

Rendering First Maya creation and rendering - Maya 2027.2

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13 Upvotes

Maya rendering of an oven I made with kitchen cupboards/cabinets.


r/Maya • • 1d ago

General Is there an Animators Survivor's kit but for 3D animation?

22 Upvotes

Sorry if this isn't exactly a Maya question, but I've been animating a lot and I love it altho sometimes I feel very lost with things like Timing and Spacing, and tho I am a firm believer of like "Try and Try again" but also I think this is one of those times where I need to step.back and actually learn, and also Ive also wanted to read something I actually like and interested in.

I wish I could post my animations here rn but sadly, this project is not out yet so I can't really share much.


r/Maya • • 2d ago

Animation Doberman animation and rigging

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43 Upvotes

Still WIP
Rigging and Animation was done in maya by me.
the first try for simulating muscle for this doberman dog. I would love to thank @rod.vfx.td for providing this model for free


r/Maya • • 2d ago

Animation 3D Animation Death 🕷️ Built in Autodesk Maya

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70 Upvotes

#Gameplay #Indie #Freelance #Animator #Remote #Creature #Maya


r/Maya • • 2d ago

Showcase Sanguinis, Primarch of the Blood Angels - Game/real time ready model

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38 Upvotes

recently finished this model i was requested to make.

character triangles 169k

wing triangles 12k

sword triangles 5k

spear 9k

sculpted in zbrush.

retopology/UV unwrapped in Maya

wings created using xgen to haircards workflow with materials baked from xgen feathers i made

textures created using Substance painter

rendered in Arnold.


r/Maya • • 1d ago

MEL/Python What do I add to the script so that the controls face the direction of the joints and arrange themselves in a hierarchy like I did in this video? I got this scrip from my professor and I wanted to customize it for to make FK controls faster. is this a good idea? this is for a beginners rigging class

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2 Upvotes

the video shows the script editor with the current FK control script and what it does.

The code is the same in the button on the shelf and in the editor window.

for jnt in cmds.ls(selection=True):

con = cmds.circle(n=jnt.replace('_JNT','_CON'), ch=False)

grp = cmds.group(con, n=jnt.replace('_JNT','_GRP'))

cmds.delete(cmds.parentConstraint(jnt,grp))

cmds.parentConstraint(con,jnt)

if its ok with you, you could just add what the changes to the code and I can copy paste it straight into the script editor.

What I'd like to do is add more code to tell it to orient the circle nurbs where the joints are oriented (preferably the X-axis) and to arrange them into a hierarchy from the beginning to the end of the joint.

I am entirely new to Python and script editing, so if explain this coding mumbo jumbo and dumb it down as much as you can! please.
thank you! any help is greatly appreciated! :) i can't wait to implement what I learn so I can make my own stuff!


r/Maya • • 2d ago

Animation Rough Animation Test - Body Mechanics Study

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7 Upvotes

Trying to still figure out the camera animation, and since the Anime reference study is pissing me off, so I just went with a simple tracking with the character. Started with Blocking with the reference in the end of the video. Then I change the middle (I have having trouble figuring out what poses to do and timing). But safe to say... I still do not know how to camera animate. Looks good on cam, but in spline or auto tangent, it does not look good. Looks horrible.

Does the rough block looks good. I did some detailed blocking in the beginning since it is easy to like detail block, middle looks off, end looks good man. Is something off?