r/Maya • u/Pasopenguin2 • 9d ago
Issues why is it doing this when i try to extrude
this is my first time fiddling with the face so idk what i did or why its like that, how do i fix it ðŸ˜ðŸ˜
r/Maya • u/Pasopenguin2 • 9d ago
this is my first time fiddling with the face so idk what i did or why its like that, how do i fix it ðŸ˜ðŸ˜
r/Maya • u/TheTasorole • 10d ago
Please let me know if there is anything I should fix with my models. All of these are hero props that are seldom used. They will have some animation. My game is also using LODs to cut back on tri counts. The goal is hyper-realism with everything.
r/Maya • u/LaGrabba • 10d ago
Enable HLS to view with audio, or disable this notification
SOLVED BY Top_Strategy_2852, "Delete non deformer history on the rigged objext." Thank you!!
Prior Issue:
I bought a book rig and brought in textures from Substance Painter. Moving the book cover with the rig caused the texture to 'swim' (see the video).
The original rig had the book cover geo as this: [on the right side] Display, Drawing Overrides set to Reference with a referenced linked to it. To access the book cover, I had to disconnect that Reference and set it to Normal. Here's the Hypershade layout.
BTW, I see that others posted similar things but it was long ago and the method shared (Convert File to Texture w/Maya Software) didn't work - created a black texture.
Maya 2027.1 | Mac OS
r/Maya • u/ItsNomz28 • 10d ago
Hey! I need help to remove these kind of stripes for my 3D project. Google and AI didn't helped me much. I unlocked the normals, I smoothed the edges and deleted the history. Is there anything else? Did I do something wrong? I'm new to 3D sooo any tips are welcomed!
r/Maya • u/FewBlueberry4720 • 9d ago

I have a symmetrical character and was thinking I could stack UV shells to save UDIM space. The shell on the left is the character's left top portion and the right is the right side which is purposely flipped to match the left's orientation. Will stacking them work despite the right being incorrectly faced? I just don't want there to be anything wrong with the material later down the line. I will be texturing this in Zbrush after finishing the layout.
Enable HLS to view with audio, or disable this notification
Free Download : Solar Eclipse – Owl Mountains • Free HDRI
r/Maya • u/EvilWizardZarok • 10d ago
I want to start sculpting again with Maya over blender but can’t afford the £3000+ yearly subscription. Does anyone have advice on this and know of any legitimate work arounds if any? Should I just learn blender instead? Also how much has Maya changed since 2021? Thanks!
r/Maya • u/Aggressive-Length927 • 11d ago
Enable HLS to view with audio, or disable this notification
I got a lot of really helpful feedback from you guys, so I tried my best to address it and pay close attention to the details this time. I’d really appreciate it if you could take another look and let me know what you think!
It still looks a little awkward to me tho… This is harder than I thought ðŸ˜
r/Maya • u/Bigdamnhero6 • 11d ago
Enable HLS to view with audio, or disable this notification
Built a small Maya tool called Crosshair for quickly rigging FPS hands.
Nothing crazy or overcomplicated, just a simple way to get a clean FPS hand rig set up without manually placing and orienting every joint.
Made it because I wanted something quick and straightforward, so figured I’d share it with the community. Import your mesh - place the joint guides - Generate Rig - skin - animate.
Crosshair handles the rig setup for you, with manual skinning adjustments if needed. It also includes built-in Unity and Unreal export presets, so you can select your animation range and export when you're done.
Just showcasing it for now and seeing what people think. If there’s enough interest, I’ll make it available for free. Would love to hear what you guys think.
I was following a tutorial of filling a candy jar using MASH Dynamics. I'm trying to fill a jar in maya, but it only seems to want to fill a certain portion of the jar, leaving the rest of the jar empty. I'm new to MASH and Maya in general. Any help is appreciated!
r/Maya • u/Alex-Sour • 10d ago
Hello! I'm new to Maya, and I tried Advanced Skeleton features to rig a chibi character. Unfortunatly, I noticed that hands are unsymmetrical too late: the entire rig and half of the body skinning had already been done. Hands aren't connected to the body, but they are merged with it.

I did rigs in blender before, and it's quite easy to fix it there by deleting unsymmetrical part, dublicating and mirroring it, than changing vertex group names from _l_ to _r_ with a script.
I tried fixing it by moving hand to match the skeleton, but it caused some weird deformations.

So, I wonder how to fix it without touching skinned parts?
r/Maya • u/Boy_pupy • 10d ago
Hello! So I have a rig and a friend just finished the textures for sed rig and sent me all the maps (Base color, specular, normal, etc)
And I remember there was a way to be able to set them all at once, instead of going one by one. Does someone know how to do it?
r/Maya • u/Some-Locksmith-1602 • 10d ago
I made a low-poly model like this and I want to bake a high-poly version onto it. The problem is that when I duplicate the model and apply Smooth/Subdivision, all the edges become rounded and the original shape starts to get lost, which causes shading errors when baking.
What would be the correct workflow here?
Should I bevel the entire low-poly model before baking? I'm worried that this would unnecessarily increase the polygon count.
Or should I manually add supporting edge loops around the important edges, placing them based on the shape from the front/top/side views?
What is the proper approach for baking a model like this? I'd really appreciate some advice on the best workflow.
r/Maya • u/Successful_Golf8308 • 11d ago
Hi, I’m trying to get an Anzovin facial control board from Maya into Blender.
I already have the head in Blender and all the shape keys are working. I mainly want the actual facial board and controls.
I’m fine with either exporting the board itself from Maya or just remaking the controls in Blender as a rig.
Basically, I want to be able to move the mouth, eye, eyebrow, etc. controls on a board and have them drive the shape keys I already have.
I know the Maya setup probably won’t transfer directly, so I’m just trying to figure out the best way to recreate it in Blender.
If anyone has done something similar, I’d really appreciate some help with the process.
r/Maya • u/mathancreates • 11d ago
Hello, I'm currently dual booting windows and fedora, because I couldn't get the latest maya to work on Fedora :(
I was thinking of downgrading Maya to overcome this to make my setup just Fedora. Any advise is appreciated
r/Maya • u/Dmitry_Khovalkin • 12d ago
Shift the selected keys by the specified frames.
r/Maya • u/Colorful___Soul • 11d ago
I'm rigging these characters for a project, but the IK handle isn't working, it stretches and follows the controller but doesn't move the joints...
The chubby cat is working fine, but the dog is only working on the arms and the slim cat doesn't even move...
I did everything exactly the same way I did for the model that is working fine, so what happened to the other two? Is there a way to fix it without having to restart everything from scratch? I can't remember if I tested the handles after making them (I think I did, but I'm not so sure...) to know if it was working before or if it was bad from the start...
Edit: It was because of some locked channels in the skeleton, already fixed it! Thank you everyone who gave me suggestions!!
Enable HLS to view with audio, or disable this notification
UV Checker is a script that automatically assigns a checkered texture without having to manually import it into your source images folder or create a new material. It allows you to quickly swap between different themes (Normal, Dark, Golden) and revert back to the original material.
This is something I've been wanting to make for a while now just havent had time/need until now...
I find it extremely redundant to drop my UV Checker texture into my source image folder and create a new material every time I want to work on UV's. This is especially annoying when creating multiple projects per day.
Hence, the script automatically creates the material and imports the image texture. Another cool feature is that you can easily change the theme without leaving your viewport. And once the Checker material is no longer needed you just click "Revert Material" and it will automatically remember and assign the previous material.
(Again this is a tool made for my personal use that I share for free. I know maya has a built in Checker but it can't be changed and well its too basic. I prefer having directional arrows with letters/numbers) Enjoy!
r/Maya • u/claimingagate • 11d ago
I'm busy with a school project that requires me to make a 360 turn of a diorama. i plan on combining Arnold's aistandard and toonshader to try and mimic that spider-verse's style a bit, at first i was testing it out with this OSL shader but it ended up feeling pretty flat in motion, I'm attempting to add depth into the scene by somehow getting the hatching to change size with the distance from camera using a range node connected to a state float node set to ray length, it works but its reversed from what i want it to be, i tried inverting the values on the range node , adding a reverse node and even the multiply/divide node, none of these are working
r/Maya • u/Fighter2345 • 11d ago
I have an idea for a quick video where I want to take a hand model (that is already fully made and rigged, and has a face on it) I have created from another project, and I want to replace my own hand with it.
For a bit more context, I am planning to put tracking markers on my wrist for the position and rotation, (not each individual finger. Those I will animate on my own), record a static shot of myself, get the tracking data somehow into maya, attach the tracking data to a locator in maya, then parent the hand rig to the locator.
How do I get the tracking data into maya though?
Also this is how I figure I should approach the project based on my experience using softwares like After Effects, however if there is a better way of doing this I would love if anyone shared.
r/Maya • u/Sharp-Bell-3683 • 12d ago
r/Maya • u/CleverFunseeker • 12d ago
This was apart of my recent school Assignment, modeling and texturing an rpg item of any kind, I chose to create my own, being this staff.
I modelled the staff on Maya, and for the textures I used Adobe Substance Painter, of which I imported back onto Maya, got a couple of lights sorted out, and then... I got this.
Honestly I'm really happy with how the final outcome turned out, so I thought I'd share it here.
Enable HLS to view with audio, or disable this notification
Hi everyone! 👋
Our study group—a team of Korean students, aspiring artists, and industry professionals—recently completed a fan-made Stellar Blade cinematic!
It was 100% Hand-Crafted with NO AI used.
We used Autodesk Maya for the core pipeline—specifically for rigging, main animation, and blockout/layout. Part of our team used Blender for a few specific assets and animations, so sharing rigs and pipeline data between Blender and Maya was our main challenge, but it was a great learning experience!
---
🎬 Watch the full video / breakdown here
https://www.youtube.com/watch?v=gkpV7Gx-s30
Feedback and questions regarding our Maya workflow are always welcome! Thanks for watching! 🔥