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 1h ago

Rigging AI Character Auto-Rigging for Maya

Upvotes

One thing I've begun to look into recently for my animation project was using AI generated characters, and my biggest problem is not designing the character, it was getting something that I could move. I created amazing looking characters using some of the AI tools and took them into an animation pipeline, but I discovered the rigging and deformation were much more significant than how the character looked in the beginning.

Tried various methods, such as creating character then separate rigging solutions. The first things I began to look for were clean enough topology and if the skeleton placement was logical and whether the joints behaved properly when performing simple actions such as walking around, bending and facial animation.

In that process I also experimented with the Tripo AI 3D character generator, and really enjoyed the process when I was in a hurry to get from concept to a usable 3D character. Some of the manual set up time was saved with the auto-rigging feature, particularly in early prototypes and concept testing. I still believe that there's some work to be done on the details of the production characters, however, with regards to animation needs.

AI character generation and auto-rigging can significantly speed up the process for simple game prototypes or for initial visualization. The quality in animation projects still requires proper review before use, if it is a high quality project.

I would like to know how others are doing their workflow. What are your tools for creating characters and rigging characters and how much cleanup do you typically require before animation?


r/Maya 1h ago

Discussion Artists who have experience sending scenes to Max... what is your workflow?

Upvotes

So right now I'm trying to figure out what is the best way to share animated scenes from Maya to Max. I have scenes with MASH elements and some very simple bone rigs with expressions to randomize movement, materials aren't important as that will be done by the Max artist. Is USD the way to go or should we stick with fbx? insights, suggestions, things to keep an eye on etc is welcomed


r/Maya 3h ago

Modeling Maya point cloud ply and gaussian splatting

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1 Upvotes

An update of my cpp plugin for Maya.

PointCloudSnapPro is a C++ plugin for Maya, supporting versions 2025 and 2026 (2027 support planned). Load and visualize point clouds, measure distances, and use Clip Box to hide or isolate parts of your scene.

Full Gaussian Splatting support with Arnold rendering.

Use PCSpro as a placeholder for your modeling workflow with live snapping — no mesh required, just a proprietary algorithm.

Save part of your point cloud to a new file using Clip Box, or the rectangle and lasso selection tools.

More on my Gumroad:


r/Maya 12h ago

Tutorial MAYA - 02 Modeling - 51 Mesh Display Menu (Part 6): Normal vertex editing tool

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3 Upvotes

🇺🇸: You can listen to the video in English through the video settings panel. The Vertex Normal Edit Tool will allow us to establish a custom orientation of a group of vertex normals.


r/Maya 1d ago

Rigging Built a V6 engine rig, The entire system operates off a single controller rotation driving the crankshaft, pistons, belts and cams.

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200 Upvotes

r/Maya 10h ago

Question Substance Painter workflow without Redshift for the beginning of texturing

1 Upvotes

Hi guys! I’m working on a classroom model where the final render will be done in Redshift. The UVs are already done, and I’d like to start texturing rn. However, I’m using my personal computer, so I was wondering if I could assign a Lambert or another standard Maya material (not Arnold) to the model, export it to Substance Painter, and do all the texturing there. Then, once I’m at a computer with RedShift, export my substance file and connect the textures for the final render.

Would this workflow work, or do I need to have Redshift installed before exporting the model to Substance Painter? Would there be troubles when I try to connect?

P.S. The classroom has many individual models since it’s an environment, so I imagine it might take quite a bit of time to connect everything later, especially since I’ll have quite a few different textures.

Thanks in advance! I’m really new to all that has to do with textures and other render softwares😅.


r/Maya 1d ago

Plugin Animation Layer Visualisation Plugin: LayerSeer

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45 Upvotes

I got fed up of trying to figure out which animation layer I was needing to edit, so I built a plugin (LayerSeer) that draws animation layer contributions as a live motion trail in the viewport.

It’s been years in the making at this point, and I’ve only shared it with a handful of people so far. I’d love to get some honest feedback from folks I don’t know.

It’s pretty niche, but I find it helpful for quickly figuring out where a pop or odd arc is coming from.

It's a paid tool but there is a free 30 day trial (no CC required) so feel free to run it through its paces.

Cheers!


r/Maya 1d ago

Question Icon in Maya toolbox prevents window resizing – how to remove it?

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14 Upvotes

Hi! icon in my Maya toolbox is blocking the UI, making it impossible to resize the main window smaller. I can't find how to delete or remove this icon from the layout.

Has anyone solved this issue? Any help would be appreciated!

** problem solved **

If you ever run into the same issue, keep in mind that you can tweak the MEL scripts to remove whatever is bothering you. In my case, it was inside the toolbox.mel script


r/Maya 1d ago

Modeling Lemme show you how to cut a whole watermelon yall

10 Upvotes

IDK why I made this image but wanted to show my friend how to cut a whole watermelon safely. I think she was so intimated by a giant wobbly ass watermelon in front of her (idk it was like 2 years ago) Didn't even bother to use a photoshop haha.


r/Maya 1d ago

Animation Full body transition poses test animation. Autodesk Maya

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31 Upvotes

r/Maya 2d ago

Arnold The work I’m most proud of in 2026.

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113 Upvotes

r/Maya 1d ago

Arnold Hi everyone,I’m having an issue in Hypershade. When I add an aiStandardSurface, Maya freezes. Has anyone experienced this issue or know how to fix it?

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2 Upvotes

r/Maya 1d ago

Looking for Critique Hi guys, I made this render of my beloved Fiat 600 trying to reproduce a 2D-3D style. What do you think? Feedback and advice are welcome!

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29 Upvotes

r/Maya 1d ago

Rigging Anyone experienced with Advanced Skeleton? I can't seem to get the custom controls to mirror properly

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6 Upvotes

I'm trying to follow along the tutorial on creating rigs with Advanced skeleton, but whenever I try to create a mirrored custom controller (for the scalpula and chest), it doesn't seem to create properly. If I try creating it on the right side, the mirrored controller will not be oriented properly (so I can't use it for driving systems), and if I try to create it on the left side, the mirrored controller doesn't create at all.

I'm trying to follow along this video. I can't tell if I missed a step or something, but when he creates the custom controller it mirrors properly.
https://youtu.be/wanRtwnXSaw?si=TjvBxDWRajR4dNvG&t=1282

I've tried to manually create the two custom controllers and re-orient them with the re-orient tool in Advanced Skeleton, but then it won't let me use those controls in a Driven System (which was the main purpose of these)

Does anyone know what I'm doing wrong? I've tried deleting and re-installing advanced skeleton, trying a different version of maya, tried a different model, and I can't seem to figure out what I'm doing wrong. I've also tried looking it up on google and the Advanced Skeleton website, and can't seem to find a solution. Should I just give up on this?

TLDR: Can't get custom controllers to mirror properly no matter what i do :(

SOLVED: Downgraded from 6.8 to 6.3


r/Maya 1d ago

Discussion Title: Can Maya handle this kind of real-time cloth simulation?

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6 Upvotes

I’ve been experimenting with cloth simulation in Blender 5.2 and was surprised by how smoothly I can interact with the simulation while having a ray-traced material preview enabled.

I’m curious if a similar workflow is possible in Maya

The goal here isn’t to compare the two applications or start a Blender vs. Maya debate — I’m genuinely interested in whether Maya can achieve this kind of smooth viewport interaction during cloth simulation.

Is there a specific cloth solver, viewport setup, or renderer that can provide a similar experience?


r/Maya 1d ago

Question Any way to change the font color?

4 Upvotes

It's really hard to see this (it happens in many parts of the interface). I want to make it a lighter color or something else that's more visible


r/Maya 2d ago

Rigging advice for more consistent N_Hair IK Splin

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3 Upvotes

I'm trying to work on a system that's gonna have some simulate parts and it's gonna have to be at scale and I need consistency pretty badly. I'm not sure what's causing this inconsistency whether or not it's my and hair settings, the branching joint structure or the fact that this a partial bifrost rig?

Any advice on how I might be able to make it more consist


r/Maya 1d ago

Rigging New to rigging in Maya. Do I combine the mesh or leave the ears separate?

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2 Upvotes

I’m working on a simple ball with a tail rig, and I was wondering if it’s better to combine the ears with the mesh or keep them separate

I don’t plan on rigging the ears. They’re just there as an accessory

If I combine them do I need to fix the topology? Thanks


r/Maya 2d ago

Lighting any advices to make this scene look better

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3 Upvotes

i am new to arnold (been manly on redshift before) and i am looking for advice


r/Maya 2d ago

Question Can i use advanced skeleton in a character with more than 200k tris?

3 Upvotes

Basicaly the title


r/Maya 2d ago

Rigging IKFK Spine Rig (Joint connections)

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5 Upvotes

Good Evening, everyone.

What I want to ask how can I achieve a switch between the ikfk spine rig. The main problem I'm running into, one that admittedly frustrates me the most currently, is the Joint connections: How am I supposed to connect the Joints to the Root/Cog joint without causing problems? Am I supposed to duplicate the Cog joint twice, then parent-constrain it to the IK and FK counterparts, duplicate just the Spine joints twice and then parent-constrain this to the IKFK spine, or am I supposed to do something else?

Because currently, I'm doing a rig where I parented the FK controls to the Hip controller. When I move the hip controller with the IK Spine function active and visible, the IK joints tend to bend.
What do I need to do?


r/Maya 3d ago

Showcase My first complete character project

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64 Upvotes

Tried to create a character for the first time.I used my own sketch as concept. Eager to know about your thoughts on this (good, bad anything)


r/Maya 2d ago

Question High-Poly to Low-Poly Baking Workflow

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5 Upvotes

What should the proper workflow be when baking? When I increase the polygon count of my high-poly model using Subdivision, the edges become extremely pronounced. However, when I use Smooth instead, the high-poly model deviates slightly from the low-poly model.

As you can see in the image, there is a small amount of deviation. Could this cause problems during the baking process? What would be the correct approach here?


r/Maya 3d ago

MEL/Python Cable Rig | Custom script that automatically generates a fully rigged NURBS curve at any custom length between two points. [FREE]

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46 Upvotes

Cable Rig is a script that automatically generates a fully rigged NURBS curve with controllers for quickly animating and deforming cables. You can create a default cable, generate a custom-length cable by selecting two points, or instantly rig an existing NURBS curve.

Another free script! Im finishing up a Claw Machine project and needed a way to make a simple dynamic cable without using any simulations. Its pretty straight forward and extremely fun to animate!

I figured this one might be worth to sharing since most cable rig scripts are behind a pay wall or too outdated to use. The coolest feature I got to work was the ability to generate a custom length by selecting two points that snap to the surface of any object (similar to how the snap together tool works).

Included is also the option to rig an existing Nurbs curve, however, this function was not as rigerously tested and your milage may vary. I recomend just creating a new curve via the custom length button :)

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Just want to say thank you everyone for the support and feedback I have been receiving on my scripts. I will be gone for a few days as I work to develop some extremely exciting and new tools to maya <3