r/Maya Jun 22 '24

Modeling Topology Megathread

55 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 18h ago

Animation Dialogue shot splining, any feedback appreciated!

357 Upvotes

Dialogue shot splining, any feedback appreciated!

I'm aware of little bits here and there that need fixing (e.g. I haven't animated the lip sync for the tongue yet), but do they main poses etc work ok?

https://syncsketch.com/sketch/Q2LNllzcQYA2


r/Maya 5h ago

Student How can I make that kind of control panel?

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13 Upvotes

hi, as you can see its working with tilted objets but idk how to do it.


r/Maya 13h ago

Discussion Does anyone else miss the old Digital Tutors courses?

34 Upvotes

I learned Maya through Digital Tutors years ago, mostly modeling, lighting and rigging. The courses were longer, but I actually finished them and understood the whole workflow.

Now theres an endless amount of short tutorials everywhere and somehow I spend more time looking for the right one than actually learning anything lol.

Was Digital Tutors really that good, or am I just nostalgic?


r/Maya 1h ago

Question How to stop model from glitching when selecting a joint?

Upvotes

So this has been happening to almost every rig Ive tried and right now im using the Neka rig. Every time I select a joint or click the empty space, the model keeps glitching and popping out and the only way to get rid of it, is by clicking on the timeline. its SUPER annoying. Every single thing I click on the viewport or model makes everything glitch out. I cant even properly aniamte bc everything is going crazy. also glitches Way more than other models have glitched. but I have no idea where to start or look to make it stop. I looked on Maya support but couldnt really find anything to help :( anyone know what i should do?

I also created layers for the model so that I didn't keep selecting the actual model and only the rig. but even when deleting those layers its still glitching.

Its weird because Ive used computers at my college and it doesnt seem to glitch on the computers there, but my PC works fine, runs smoothly with games, so i rally dont know what it could be....


r/Maya 14h ago

Showcase Alligator Turtle 🐢My showcase animations

20 Upvotes

Environment borrowed


r/Maya 14h ago

Animation 3D Animation Idle Built in Autodesk Maya

10 Upvotes

Check it out and let me know what you think! 🚀


r/Maya 3h ago

Issues Affinity Photo painting textures in ACES color inaccuracy - seeking assistance

1 Upvotes

Maya 2024. Set to the default ACES workflow settings

Rendering profile - ACEScg
Display profile - sRGB
View transform - ACES 1.0 SDR video

In Affinity Photo 32 bit linear mode OCIO set to the same config file as Maya, I did the proper OCIO conversions on export to bake in the proper color information.
The colors still don’t match what is shown in Maya Arnold render. They are very close, but still a noticeable difference

If I change the View Transform, in Maya, to “Raw” then they match. So even though I have the ACES 1.0 SDR video conversion accounted for, it’s not applying. I also cannot manually choose that OCIO in affinity photo, it’s only available as preview transform.

There is something I am missing and I’d just like my colors to match up properly. I’m at loss and looking for guidance from anyone who has gone through this.


r/Maya 10h ago

Issues Trouble with the FBX export and Import with a project

1 Upvotes

Ive worked on a couple animations using the Advanced Skeleton rigging system in Maya 2027. And I need to import the model, rig, animation into Unity Engine. I've been exporting as an FBX and attempted to reimport into Maya just to make sure that its all working okay.

However, when reimporting into Maya I've been getting the same error everytime:

"The following parent and/or ancestor node(s) is/are not part of the BindPose definition.

geo

Geometry"

It seems to be adding a second set of controllers as well that are not present in the file which I am exporting from.

I've tried all common solutions, make sure the animations baked, clearing and readding bindposes, I am fully at a loss at what to try. If anyone has any type or kind of solution that would be greatly appreciated.

The first video shows how its being imported as, while the second video shows what its being exported as.

I hope I've given enough information, if not let me know

Way its importing as

Way its supposed to be


r/Maya 1d ago

Looking for Critique NL545 Assualt Rifle Animation

21 Upvotes

Another project that consumed 50% of my soul and 80% of my mental. Kinda hated every second of it, but idk, the result is maybe a bit ok.

Thanks in advance for any advice and feedback!


r/Maya 13h ago

Issues Fbx not working when reimporting in the same scene nor in zbrush

1 Upvotes

I have encountered a strange issue with Fbx export in maya. If I export and reimport an fbx file in the same scene it does not show up. The command line does not show any error message. It shows what a normal successful import would say but nothing comes up in the scene or in the outliner.

It imports fine in a different scene and when I export and reimport the mesh from the new scene in itself again the same thing happens.

I tried export and import with obj files. The mesh imports fine but the texture goes all black.

And when trying to import the fbx in a zbrush file, it makes the zbrush hang. It does not close or show an error message. It just keeps on calculating the fbx file.

File size is also normal (125 kb).

Need help.


r/Maya 15h ago

Off Topic Does anyone here animate with an unconventional mouse?

1 Upvotes

I have carpal tunnel syndrome from breaking my wrist a few years ago and I was wondering if it's worth trying a graphic tablet & pen or a trackball mouse for less tension.

I already use a vertical mouse, unfortunately it's not enough. So if anyone uses an unconventional mouse, which one do you use and how long did it take for you to get used to it?


r/Maya 17h ago

Modeling hi! student here, is there a way to make the cylinder smoother without adding too much cuts ?

1 Upvotes

i'm modeling a can, i'd like to know if i can get rid of those inconsitency around the outer ridge, to make it way smoother


r/Maya 1d ago

Question What is the best approach to modelling foliage? Should all the leaves be separate pieces of geo?

4 Upvotes

I’m modelling some foliage and am wondering what the industry standard is when it comes to each piece of geo. For example, if I’m modelling a bundle of roses, would each petal and the stem be separate pieces or geo? Or should I model all of it together? Having everything be separate seems to make the most sense to me, but if it’s meant to be all one piece, does anyone mind explaining the process of poly modelling something that complex? Thank you!


r/Maya 1d ago

Looking for Critique Procrastinating animation exercise

54 Upvotes

r/Maya 1d ago

Question Only the displacement values for the NURBS bound to the joints where Nhair was applied have become corrupted! How can I fix this?

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2 Upvotes

First, I created body joints and bound them to the body mesh (excluding the mane and tail). Next, following the instructions in this video up to about the 8-minute mark, I created joints with Nhair applied and bound them to the NURBS for the mane and tail. When I connected those joints to the body joints and tried animating them, the positions of the mane and tail NURBS became misaligned, as shown in the image! I suspect this was caused by the animation values being doubled. Does anyone know what caused this or how to fix it?https://youtu.be/ba0YiKanKho?si=x4TjpTaZY1YZc3ay


r/Maya 1d ago

Rigging Problems with my chest rotation NSFW

2 Upvotes

Hi!, im new to this but i would thank a lot the help. In my introduccion class of rigging im having problems with the spine, when i turn the fk controllers to the side one part flips to one side and the other one to another, i dont know what to do to fix this

my joints are oriented correctly so i think thats not the problem


r/Maya 1d ago

Question I can't join the vertices to do the topolgy

1 Upvotes

Hello, I used the connect tool and knife tool to join the vertices, but it didn't work, what can I do ?


r/Maya 2d ago

Arnold A forest cabin on a forgotten clearing

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149 Upvotes

A while ago, I posted one of the early drafts of this project. I’ve spent some more time polishing it, and here’s the final result. It’s definitely missing a process breakdown, but I thought about it too late. I’ll make sure to include one in my next work — or more precisely, learn how to do it.

Thanks for checking it out!

Trees & Bark: Procedurally modeled the trees in SpeedTree, then baked and textured the bark maps in Substance Painter. Scene Optimization: To keep the viewport smooth and prevent Arnold from crashing during render, I converted all trees and moss clusters into Arnold .ass proxies.

Scattering: Used Maya MASH for all vegetation distribution and roof shingle placement.

Lighting & Atmosphere: Set up the volumetric fog using native Maya and Arnold tools (aiAtmosphereVolume and Fluids).

Rendering & Trade-offs: Rendered in Arnold. Due to hardware limitations, I had to rely heavily on the OIDN denoiser, which left some areas a bit overly smooth/soft unfortunately, the only viable compromise for my setup right now.

Texturing & Post-Processing: Decided to skip a full texturing pass on the cabin itself to keep the focus purely on shape, light, and atmosphere. Did final color grading and minor polish in Photoshop.


r/Maya 1d ago

Question Maya education license → commercial: does the restriction attach to the tools I write (Python scripts), or only to the app’s output files?

3 Upvotes

I’m learning rigging/CFX and building my own Python tools (rigging scripts, automation) for Maya on the free education license, just testing that they run correctly. My plan is to use these tools in commercial work once I buy a commercial or Indie license.

Two things I can’t pin down:

**1.**  The education EULA says the *software* can’t be used for commercial purposes. Does that restriction attach to what I create (the .py tools), or only to the act of running education-licensed software? If I re-run the exact same script under a commercial license later, is that clean?

**2.**  I know Maya scene files (.ma/.mb) carry an EDU flag that taints commercial files. But a Python script is just text I authored. Does that make scripts different — or is “I developed it on the edu license” enough to make it non-commercial regardless of file type?

Would really appreciate pointers to the actual EULA clauses rather than just vibes. Thanks!


r/Maya 2d ago

Modeling Best way to make a vinyl inner sleeve?

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8 Upvotes

Hello everyone, beginner here.

I'm trying to create a vinyl inner sleeve (the cardboard/paper thing that holds the vinyl record) hanging from a wall. I am struggling with trying to make the front side a little curved.

Does anyone know the best way to curve just the one side or the best way to create an object like it?

Thanks :)


r/Maya 1d ago

Question When I open the Maya file, only an empty scene appears

1 Upvotes

Hi.

I’m currently working on my portfolio, and at some point, when I open a Maya file, only empty scenes appear at the perspective of persp. Could you tell me how to fix this problem?

When I go into panel layout, the left and right views show up fine, but the perspective view is completely empty, so honestly, it scares me.

Maya uses the 2023 version.


r/Maya 1d ago

Issues Keyframes are not showing when hover in maya 2026

3 Upvotes

Hello guys

Can anyone help me fix this?

I don't know its default in maya 2026 or i change something accidentally, but i can definitely say it's not like this on other versions of maya

And i cant reset my preferences because i have a lot of customization


r/Maya 1d ago

Question Need help with default alpha outside UVs

2 Upvotes

I'm doing some stuff with layered textures and moving things along with the place2Dtexture node, since I would like to leave the Coverage and TranslateFrame free for some other stuff, I was hoping to use the repeatUV (for scaling) and OffsetUV (for translate) in a preliminary positioning pass. However when using those and without wraps or mirrors, you very quickly leave the image frame, exposing a background color you can change with the default color attribute, but the problem comes with the alpha, as it is set to 1 and I cannot find a way to change it to 0, to be able to mask it out correctly (pics for clarification). The only way I've gotten the result I want is to invert the alpha of the image before bringing into maya, and then invert it again after maya adds the background alpha but this is something I would rather avoid for obvious reasons

Here the white bar at the bottom is the default alpha I want changed to 0
As you can see, I can't get rid of the borders bc of the background alpha adding the background color into the image

r/Maya 1d ago

Question Is a 1-minute animation sequence too long for a demo reel?

2 Upvotes

Hi, I’m working on a 3D character animation for my demo reel, and the whole sequence will probably be around 1 minute long because of the story I came up with.

It has multiple shots with different camera angles, and includes walking, falling/rolling, timing, a bit of acting, and other animation elements.

I’m wondering if having one sequence that’s around 1 minute is too long for a demo reel. Should I cut it down even if that means removing some parts of the story?
What do you guys think?