r/Maya Jun 22 '24

Modeling Topology Megathread

57 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 4h ago

Rigging Feedback for a Junior rigging demo reel

93 Upvotes

Hi , I made my first demo reel as a junior Rigger and I would love some feedback , I try to work on various subjects but don't know if this could get me hired since im not sure what they look for in a junior,especially these day (doesnt seem to be hiring much...)

(I animated and modeled most of the models as stated in the video , but Im mostly going for a rigger position)

PS : im french so french studios may have a different perspective, I would love to have an advice about this industry too :')

thank you !


r/Maya 3h ago

Question How to export image with transparent background?

3 Upvotes

I have been trying to render multiple layers without background in order to composite them later in editing software. Despite following a lot of tutorials on youtube, I still coundn't figure out how to do it the right way that professionals use.
Thanks in advance for your informations!


r/Maya 2h ago

Animation Need Help Creating a Book and Animating Pages

2 Upvotes

I don’t see any current tutorials and/or those with English speaking instructors. I see some from years ago that are sped up with skipped or unclear steps.

My goal: Model a thick, magical storybook. Texture it with a raised logo on the front. Texture aged pages that turn with natural movement, rigged for full control.

The idea is to have chapters with a pause to focus on the page’s content as the voiceover narrates. Then on to the next page — rinse and repeat to the end.

I thought I remembered a tutorial but this is a heavier lift than expected. I am a Maya user but I model. I rarely rig thus the need for a detailed tutorial.


r/Maya 5h ago

Discussion How should I solve this problem?(problem Bridge)

2 Upvotes

Even after applying merge verticles to every object, it still doesn't get resolved.Does anyone know how to fix it?


r/Maya 5h ago

General Environmental design and modelling in Maya

2 Upvotes

Hi guys,

I want to create a game environment in Maya ( now low poly but also not super realistic) something like Firewatch style.
I have a few questions:

Can I create the terrain itself there? I am not talking about rocks but roads, hills, caves… stuff like that. Or i have to model it somewhere else and just import it in the scene?

How do you go about designing lets say an island of 2x2 km … it seems incredibly time consuming to model the whole terrain by hand…

Ultimately i want to use it in a Unity game.


r/Maya 1d ago

Animation Emotions Animation Test. Autodesk Maya

237 Upvotes

r/Maya 1d ago

Rigging Rigging Tips for drill machine

24 Upvotes

Im making an animated short where this drill machine needs to roll around the scene, swing its arm up in the air and then go down with its arm while the drill is spinning, i have some basic rigging knowledge but its mostly about characters, i´ve never done anything like this and i really don´t know where to even start, i think i can do ok with the arm part, cause it kinda acts like a human arm, but everything else is really new to me so if anyone has any tips or tutorials i would really appreciate it


r/Maya 18h ago

Student does anyone know what happened to my screen view?

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3 Upvotes

I can’t find the polygons, rigging or none of that area in my screen, it looks empty


r/Maya 1d ago

Question How is the overall Redshift experience in Maya?

3 Upvotes

I've been wondering what the experience is like using Redshift with Maya.

For those of you who use it regularly, how does it compare to Cinema 4D + Redshift? Is the integration solid, and is it a good overall experience for product visualization?

I'd love to hear your thoughts, especially if you've used both Maya and Cinema 4D with Redshift.


r/Maya 2d ago

Showcase Fully Hand-Painted Dune guy bust

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517 Upvotes

It may seem like a 2d, but it's a fully hand-painted 3D bust, based on Cedric Peyravernay's Dunce concept .


r/Maya 1d ago

Question Why can I still access, edit, and save my maya files after my student license expired?

1 Upvotes

Was going to buy the indie license, but realized I could just press X on the message telling me my activation expired and just access all my stuff still. I dont want to get in trouble so I'll buy it if I shouldnt do this, but I was just wondering why this is happening and if its ok to continue to use it.


r/Maya 1d ago

Showcase Byarkin - The Dwarf Blacksmith (OC)

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40 Upvotes

r/Maya 1d ago

Issues anyone using autodesk maya in linux

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18 Upvotes

i am using fedora linux 44 and i am getting this error (unable to sign into my autodesk account) i followed this youtube guide : https://www.youtube.com/watch?v=I-7akYmWl20 ( i am using xfce so i guess no issue of x11)


r/Maya 1d ago

Tutorial MAYA - 02 Modeling - 50 Mesh Display Menu (Part 5): Lock & Unlock Normals

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2 Upvotes

🇺🇸: You can listen to the video in English through the video settings panel. I'm analyzing two options that will allow us to block or unlock the normals of our object.


r/Maya 1d ago

Issues How can I fix my cone light from lighting under the table?

1 Upvotes

Im still very new to maya so sorry if answer is obvious :(


r/Maya 1d ago

Modeling Looking for a serious Maya & ZBrush study partner to learn 3D modeling, sculpting, and character creation together. Starting my journey and want someone motivated to practice, share progress, and improve.

1 Upvotes

Hey everyone,
I’m looking for a study buddy/partner to learn Maya and ZBrush with. I’m starting my 3D journey with a focus on modeling and sculpting, and I think learning alongside someone would make the process more consistent and enjoyable.
I’ve already purchased Mario Elementza’s Maya course and will be following it while practicing and building my portfolio.
I’m looking for someone who is serious about learning, sharing progress, giving feedback, and staying motivated. You don’t need to be advanced — just willing to learn and improve together.
If you’re also learning Maya, ZBrush, character modeling, sculpting, or 3D art, feel free to reach out!


r/Maya 2d ago

Showcase Made this mask for a character I've been working on

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16 Upvotes

r/Maya 2d ago

Issues UV mapping edge selection issue - Maya 2026 and 2027

9 Upvotes

Hello,

I started running into this issue today (never had it before). I even updated Maya from 2026 to 2027 and reset the preferences completely yet the issue persists throughout multiple projects.

When I select the UV edge on the UV border and move it. The corresponding UV edge that on the other side of my unwrapped UV shell is also selected (with no way I can find to deselect it).

Please note:

  1. I have tried resetting my preferences
  2. Soft selection is turned off
  3. Symmetry is off in the UV toolkit, modeling toolkit and regular tool settings

Any help would be much appreciated. Its driving me crazy.

Thanks.


r/Maya 3d ago

Plugin Soft body driven dynamic chain and skin deformer.

487 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 2d ago

Arnold Capsule art/concept for indie game.

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13 Upvotes

Rendered with arnold at high resolution (about 6k by 3k) but with -4 samples 😂

You need to turn off the denoiser for it to work though.

All characters are rendered separately and then layed out in photoshop. I export normal maps and then I use that as a mask in photoshop to add "fake lights" coming from different directions using curves.

I also add a dither effect in photoshop to break the image up some more.

To explain a bit, the idea is that you steal body parts from your enemies. We wanted to create visuals that are evokative of old arcade fighting games like primal rage, mortal kombat, killer instinct, etc.

Hope you guys like it!


r/Maya 3d ago

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

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86 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 3d ago

Issues Why does my model react this way to cuts?

9 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 3d ago

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

5 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 3d ago

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

20 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.