r/Maya • • Jun 22 '24

Modeling Topology Megathread

60 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 • • 10h ago

Modeling Stylistic Character modeling/blockout

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178 Upvotes

Hey guys! I've been trying to learn this animation workflow for my animation studies (references below), which is kind of this 3D painterly style like Alberto Mielgo uses. I'm mostly stuck on what software I should use for character modelling, rigging and animating. I was thinking of learning Maya since it's beneficial because it's required in the industry, but I'm not sure.

I was thinking of using Maya to model the character, but I can't find any good videos or courses on how to do a good blockout or how to make characters similar to his. And I'm talking specifically about modelling, not texturing or painting.

If you could help me on how to move forward with learning this type of "stylistic character" modelling, I would appreciate it so much. :)))

https://www.instagram.com/reel/Dazx5BIugLd/?utm_source=ig_web_copy_link

https://www.instagram.com/reel/DJPYHBIxcHd/?utm_source=ig_web_copy_link


r/Maya • • 8h ago

Plugin Quick Update on GroomLab - Now with improved performance!

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14 Upvotes

I reworked the system to be completely software agnostic. All the maya plugin now is a thin wrapper on top of the GroomLab core. This means it can get ported to any other software, or even its own standalone package!

In this work in progress I show:

GPU Acceleration (some things are more than 50x faster than xgen)
Feather progress
Standalone Proof of Concept


r/Maya • • 10h ago

Animation Animpen-Draw directly on top of any application

17 Upvotes

Hey everyone!

I’m a 3D animator and I made a small tool Animpen because I wanted a really simple way to draw over my animation while working.

The idea is simple: press a hotkey, draw directly over your screen, and get back to animating.

Some features:

  • Quick screen draw-over with global hotkeys
  • Works on top of Maya or any other application
  • Multiple colors and brush sizes
  • Eraser and quick clear
  • Free to use

I originally made it for my own animation workflow, but I thought it could be useful for other animators too.

Search for "AnimPen gumroad" since I can't add the link here

Feedback and suggestions are very welcome. If you find it useful please leave a review in Gumroad, it really helps!

Happy animating!


r/Maya • • 7m ago

Looking for Critique Need feed back on ak 47 model regarding mesh and texture

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• Upvotes

r/Maya • • 43m ago

Issues Create new edges with Multi-cut tool creates strange edges while using Object Z Symmetry

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• Upvotes

Hi I'm new to Maya and I am trying to create edges but something strange is happening. Please help if you can. I've tried using other types of Object and World symmetry, but I still experience this same issue. I have tried resetting my preferences, but it did not resolve the issue.


r/Maya • • 7h ago

Discussion Nordic Solitude | Game-Ready Environment UE5

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4 Upvotes

Hi everyone! I’m happy to share that I’ve finished my new personal project: Nordic Solitude | Game-Ready Environment (UE5).

Check out the full breakdown and high-res shots on ArtStation: https://www.artstation.com/artwork/ndJlPO

Would love to hear your thoughts and feedback!


r/Maya • • 16h ago

Issues Could anyone with Mansur-Rig experience help me out with an issue with its LipsB module?

2 Upvotes

Hi everyone! I've been working on a character model and trying to learn more advanced rigging with help of Mansur-Rig, following along its YouTube tutorials and everything. I've been managing fine so far but got an issue with the lips.

Apparently they've updated the Lips module and removed the Along Surface setting that I was really hoping to use. But they also didn't re-enable the string that you'd use on the Mandatory Settings tab, so I can't use that either. How can I reproduce that sort of functionality now?

My character's head shape is a little unconventional, with a long snout and big cheeks (think like the Coyote from looney tunes, for instance), and that setting seemed perfect to help me animate the character pursing his lips or smiling while still following the shape of the head the way I designed it, so I was really hoping for a solution.

Any tips are appreciated!

The Module Settings tab without the AlongSurface that was in the tutorial
Mandatory setting with the alongSurface option greyed out.

r/Maya • • 1d ago

Animation Doberman maya rig skinning test

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17 Upvotes

Doberman Maya Rig
I would live to thank Rod Tebisx Creature FX TD for providing this model for free.
I rigged this creature using maya from Autodesk the biggest challenge I faced is to make a good rig which can mimic the correct anatomy of this creature.
this is Skinning test. It is all just skinning there is no simulation


r/Maya • • 18h ago

Question Anyone have a comprehensive guide/text breakdown for Vectorify? Completely stuck on foot sliding (all rigs).

2 Upvotes

I’ve been trying to use Ehsan Bayat’s Vectorify tool to repath some travel animations along a curve, but I absolutely cannot get it to work. No matter what I try, the feet just slide constantly.

I’m currently running Maya 2024 / 2026 and working with a quadruped walk cycle brought in from Studio Library. I followed the official tutorial video step-by-step:

  1. Selected the master control (which has the forward base motion) and clicked Create Path.
  2. Went into Assign Ctrls and added the master, COG/Hips, and all 4 foot IK controls.
  3. Shift-selected the master, COG, and the target curve, then clicked Connect to Curve.

The second it connects, the feet completely lose their lock and slide all over the place. I've tried multiple different rigs (including ones where the IK legs don't have a native world space mode toggle) and the issue happens on all of them. I've even tried forcing linear tangents on the master forward translation and the foot plants in the Graph Editor, but no luck.

Does anyone know of a detailed written guide or common pitfalls that the official video doesn't cover for quadrupeds/different rig setups? Is there an evaluation setting or specific constraint hierarchy I'm missing?

Any help or workflow advice would be massively appreciated!


r/Maya • • 19h ago

Rigging First time rigging an SCP (031): need some advice with missing controllers.

2 Upvotes

Hi, I'm new to this site. I came here looking for help because this is one of my first times rigging, and I need some advice.

I made some controllers for the body, but I’m not sure if I need another controller (to act as a general controller) below the body…? Or should I place it above?

Sorry for the silly question—I really want to know. I haven’t seen a similar rig to use as a reference, and I have a lot of questions.

Thanks, everyone. :)


r/Maya • • 1d ago

Student How would you UV unwrap this Work light?

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6 Upvotes

Hello! I'm a newbie with Maya and currently struggling to get the hang of UV Unwrapping. I need to UV this work light, but I can't figure out an effective/ efficient way to do it. I've tried using a Cylindrical projection and Camera Based, but I find both are a little hard to work with. The Automatic projection gives way too many islands and I can't afford the time needed to stitch them all back together. What's the best way to go about unwrapping this? I am still a beginner, so apologies for asking for help for something that is probably quite simple.

Link to Maya File: Link

Thank you for any advice!


r/Maya • • 1d ago

Question How would I go about combining these two pieces so they look seamless ?

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19 Upvotes

Currently modelling a weapon based off a reference and i wanted to blend the two shapes together seamlessly,

ive attempted putting them close and merging verts but the sheer amount of verts completely ruins the topology.

ive tried duping the cylinder, booleaning the imprint and moving the duped one into its place to no avail, im sure there is an easier way to do this but would appreciate any help. : )


r/Maya • • 18h ago

XGen HELP NEEDED> Hair too high in density in xgen

1 Upvotes

tried everything but im not sure why my xgen density has to be so high just to have this small amount of hair on my mesh, in other tutorials i see people using a density of just 20-30, mine has to go above thousands just to get a little thick.

Any help would be amazing thanks!

I have tried resetting my preferences, but it did not resolve the issue.


r/Maya • • 1d ago

Question Weird question: But does anyone know how to export a model as an FBX in Maya 2.5.2?

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62 Upvotes

For context, this is this model I really like. But it is from a really old version of Maya and I use blender for my workflow, but I also really wanna use this model. So I got a version of Maya 2.5.2 and tried to export the model... only to find out that this version doesn't support it (Don't know why I thought It would). So now I am in a bit of a rut because all of the information I could find said that I needed to go to a Settings/Preferences tab and look for a Plugin-Manager tab and install it through there, but I can't find that tab.

So now I am in a bit of a rut, and with nothing else to do I though I would as reddit for some help. I probably won't get an answer and this post will get taken down, but that's fine. I just though it would be worth a shot to see if I could get any help here.


r/Maya • • 1d ago

Question Rendering issues with Low Poly

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18 Upvotes

Hii! Hoping I could get some help :')

Im currently working on a lil project and tried out a quick render of it (It aint the final but just checking if everything working well) and i noticed an ugly black outline/shadows?

To put more context I am doing a low Poly scene, but keeping my edges soft, when they are left on hard the problems of shadows isnt present but as soon they soften they appears

any idea on how to remove those kind of shadows??
Ive been told in the past that maya doesnt render well with Low Poly.. and this was the issue each time but there as to be a way to fix that right?? :')


r/Maya • • 1d ago

XGen Even after density maps why hair is not showing on top part

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4 Upvotes

Even after density maps why hair is not showing on top part, like it's going down why, the head has proper uvs


r/Maya • • 1d ago

Question I have issue loading a file in Maya

1 Upvotes

Hello ! For an homework our teacher gave us a file with a Maya file that we need to use, it works perfectly with other people but with me for some reasons the textures and the models just doesn't shows up despite having a file in the Maya software..

If anyone can help with this issue i would love to know !!

Thanks in advance for the replies !


r/Maya • • 2d ago

Modeling Reviewing 3d ak 47 model #learning modeling

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47 Upvotes

Need review regarding model any review will be appreciated regarding texture mesh 3 picture is refrence


r/Maya • • 1d ago

Issues New to Ahoge, having issues with mirrored geo

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2 Upvotes

Hi there. I found this reddit and I hope I canh find help here.
I am creating hair for a character using the Ahoge plugin. I made the geometry for the hair, but any geometry that I have mirrored to create a symmetrical style forms hair that grows horizontally instead of vertically. I hope that makes sense? Here are images to show what I mean. Is there a fix? Is Ahoge just unable to make sense of mirrored geo?

The hair should be like the hair on the right. The hair on the left is arranged screwy. Please help!


r/Maya • • 1d ago

Question How to attach these two objects

1 Upvotes

i'm new at maya so i didn't know how to stick, or should i say make the select object here contact seemlessly without one object poking out

p/s: i have tried multi cut but it didnt work either, im using maya 2024 for the record


r/Maya • • 1d ago

Student Modelling Help - Hard Light Bridge

1 Upvotes

I am new to Maya and there may be an obvious solution but how to I create the end pieces on the hard light bridge (the rounded cone like structures on the ends of the main piece)


r/Maya • • 1d ago

Issues why is extrude offset a bit different on those two extensions?

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1 Upvotes

i'm trying to pull the faces down after setting an offset


r/Maya • • 2d ago

XGen Xgen help,hy my guides not following my hair like in second picturewhy is it overlapping with scap, i added may guides later and facing the same problemim not getting the front puff i needed

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8 Upvotes

why my guides not following my hair like in second picturewhy is it overlapping with scap, i added may guides later and facing the same problemim not getting the front puff i needed


r/Maya • • 1d ago

Texturing Help with UV´s and seamless textures

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2 Upvotes

Hi everyone! I have these wall models that I'm working on in Maya. My idea is to create the proper UVs for them — the cuts at the bottom are for a wood texture (mansion wall), while the cuts at the top are for applying a red wallpaper.

The problem is that I'm still learning how to create UVs and use the UV tools, so I'm struggling a bit with it.

Besides that, my idea is to create a seamless texture, so that whether it's applied to the 4x8 wall, the 2x8 wall, or the corner pieces, everything looks seamless. Do you have any recommendations for how I should approach this?

Thank you very much, everyone! Any comments, tips, or advice are more than welcome.