r/Maya Jun 22 '24

Modeling Topology Megathread

59 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 14h ago

Arnold A forest cabin on a forgotten clearing

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87 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 3h ago

Modeling Best way to make a vinyl inner sleeve?

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5 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 1h ago

Issues Keyframes are not showing when hover in maya 2026

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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 2h ago

Question FK/IK switching in Maya, how do you handle it?

1 Upvotes

Anyone else struggle with FK/IK switches popping, especially when the character is holding a prop? I’ve tried matching the controls, but sometimes the hand still shifts when switching between FK and IK. What’s your go-to workflow for keeping the transition clean?


r/Maya 22h ago

Rigging AUto Corrective Pose - one click

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28 Upvotes

Hi everyone! The Auto Corrective Pose feature is officially complete.

With just one click, the entire pose driver system is automatically set up, and corrective blendshapes are generated for each supported joint.

What makes it different is the way the pose driver works: instead of relying on how much an FK control rotates on a specific axis, it calculates the actual bending angle between three bones. This means the corrective system works consistently in both IK and FK modes.

And because everything is driven by blendshapes, you can still manually sculpt and fine-tune the corrective shape for any joint in the list whenever you want.

A setup that could normally take hours — now done in one click.

Would this save you dozens of hours of rigging work?


r/Maya 1d ago

Animation I'm working this rig in Maya 2009.

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48 Upvotes

This is my work from Outfit7 in 2018.


r/Maya 1d ago

Question Only wanna select the front side from here on. any suggestions?

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6 Upvotes

r/Maya 21h ago

Question Im new and hope the drawing explains the shape im trying to make.

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3 Upvotes

r/Maya 16h ago

Arnold Help needed with nparticles inherit colour option not showing texture in arnold renderer or maya hardware render. In viewport it is appearing but not in render.

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1 Upvotes

r/Maya 19h ago

Tutorial LEARN TO MODEL - 04 Surface Modeling: 12 - Common Tools: Analysis

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1 Upvotes

🇺🇸: You can listen to the video in English through the video settings panel. When working with surfaces, it becomes necessary to analyze their continuity to detect possible failures.


r/Maya 23h ago

Issues Matching the edges between two objects

1 Upvotes

Hi guys. This past semester of college I had a 3D modeling course in Maya and it was my first time working in such a professional program. For my final exam, I have to model a temple. Since I'm a beginner, could you guys help me with aligning edges of two objects that have the same amount of edges ? I'm gonna include a picture in case that helps. I've tried using google, youtube and even AI to help me, but I've wasted hours and hours trying to come up with a satisfying solution, please help me. Thanks :)


r/Maya 1d ago

Discussion Animation student/Maya newcomer here. Any advice?

4 Upvotes

I'm going to community college right now & majoring in animation. Last week, I started a course on Maya & I'm kinda nervous. My professor said she'd be a little lenient since since almost all the students in the class (including me) are inexperienced with 3D, but at the same time she's expecting professional-level work from STUDENTS.

We're going to be learning things like modeling, lighting, texturing, and simple animations. I have a surface-level understanding of 3D, but I can already see myself getting stuck in "tutorial jail" where I'd feel productive watching YouTube tutorials, but I get lost somewhere in the process. I've done well in all of my other art/animation classes (Adobe Animate, Illustrator, Photoshop, etc.) because those programs, while they're not necessarily easy to learn, I got the hang of them pretty quickly (probably because they were intro classes, but IDK). Maya on the other hand, is complicated & I know I won't master it in a short amount of time & be ready to work for a studio like Pixar.

I know I shouldn't worry too much because I'm there to learn, but what worries me is that people have told me that the industry is much less forgiving than school is. It's not that I don't want to work hard or challenge myself, I just want to get better without overwhelming myself. After all, we don't learn anything without getting it wrong.


r/Maya 1d ago

Modeling Curve Wrap not working correctly

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3 Upvotes

I am trying to attach curves to the braid on my character's head using the Curve Wrap deformer but no matter what I do, it just doesn't work as it should. I've heard about freezing transformations and checking the curve wrap settings but neither has produced the results I need. To try isolating the issue, I've ensured all braids are ungrouped in the Outliner with frozen transformations and centered pivots, and I've repeatedly tested the deformation on just one of the braids. As shown in the images, applying the curve wrap seems to offset and warp the braid incorrectly. I also tried baking the pivot of the braid and while it corrected the weird offset, it still twisted the braid incorrectly and the curve still wasn't properly aligned with the braid.


r/Maya 1d ago

Question Maya refuses to export a specific selected rigged and blendshaped mesh

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1 Upvotes

The teeth I have selected here will not export under any circumstance I understand. It instead will try and export the teeth that are being used for the primary set of teeth's blendshapes.

Removing the blendshapes doesnt work.

The blendshape teeth are in a separate group.

The blendshape teeth are not selected.

Ive tried screwing around with groups and naming, and nothing works.

The target teeth are rigged and appear to work completely fine, they just wont export. Every other blendshape target exports perfectly fine, its just these two teeth meshes that will not export.

Either the blendshape teeth export, or if I delete any connection between those and the primary teeth, then the blendshape teeth dont export, but the target teeth continues to not export.

What in god's name is happening, I cannot figure it out at all.

This is being taken in to Unity, the teeth arent showing up in Unity. At all.


r/Maya 1d ago

Question Is there anyway for the arms of my creature to appear like the mesh on the left, by using extrudes?

1 Upvotes

I'm doing a course on 3D modelling and currently we're modelling our own creatures, and the tutors for this course say that when modelling our creatures we have to extrude from the main base to create the limbs, head, etc (only exception is like small details i.e. eyes, teeth, claws, etc). However whenever I tried to extrude it from the main body it creates a strange curve outwards (the mesh on the right), I want to see if there is a way to create the appearance of the mesh on the left by using the method my tutors want us to use. (the two images are the same mesh the bottom image is just the rough display and the top image is the smooth display)


r/Maya 2d ago

Animation Very early into blocking, feedback appreciated.

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10 Upvotes

This is very early into the blocking phase but I want this animation to be perfect so any feedback would be nice!


r/Maya 1d ago

Animation Are there any plug ins for holding?

4 Upvotes

I've got a few scenes where my character has to hold objects, that are normally props with simple rigs, it's really time consuming to change pose and then have to go to the prop, and change its pose with it, and then when I finally do put curves in, they are all wonky and require more cleanup.

Is there a Plug in that lets my character "hold" an object?


r/Maya 1d ago

XGen XGen hair mesh and guides disappeared

1 Upvotes

Hello! I am working on hair for a character model and had completely finished it last night. However, this morning when I opened my file, the mesh I had attached my xgen description to was completely gone. Not in the outliner, not in the viewport, not in any layers. I had previous iterations of the file, so I exported the missing mesh as an obj and re-imported it into the version without it, but Xgen refuses to read it because the file name is one version up (but attempting to rename it the correct version just bumps it up another number). I’ve tried searching the outliner for hidden objects that might be using the name, but nothing comes up. I also tried exporting/importing/re-assigning the Xgen description to the new mesh, but it was giving me the same error about it not having the right name. Eventually I ended up changing the file path that the Xgen file itself was reading from via find-and-replace on the notepad, and now the error I get is that there are no guides. I’ve seen people online say that you can convert guides in the outliner to curves in order to save them, but they aren’t in the outliner either. Is there anything I can do besides biting the bullet on a day’s worth of work?


r/Maya 2d ago

General Why does it take so long for Maya 2027 plugins to come out?

6 Upvotes

For example, Maya 2026 had vray or yeti in a month, whereas Maya 2027 has vray in 5 months and yeti still isn't out. Other plugins are late too

Did Autodesk change api that much?


r/Maya 2d ago

Issues Textures Connected in UV Map, Rotating Twists Them

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18 Upvotes

Hi! This is probably something super simple but I'm watching my first tutorial and this is messing me up, I have no idea what to look up. The tutorial asks me to rotate these textures and I'm doing it, but it creates this weird twisting cause they're connected to their neighboring textures for some reason. Does anyone know what toggle I accidentally pressed/what I missed from the tutorial? Thanks!


r/Maya 2d ago

Issues Trying to find out what tool this is. Help?

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3 Upvotes

So I basically reset my Maya and I want to get my custom shelf back. However, I'm unsure what the name of this tool (in the red box) is and I am unable to find it :, ]


r/Maya 2d ago

Rigging Full IK/FK control rig with just one click.

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60 Upvotes

Building the Control Rig has been the most time-consuming feature I’ve developed so far, because I want Fast Rigging to truly optimize the entire character rigging workflow into just a few clicks.

Auto Corrective Blendshapes is also currently in development, with the goal of generating corrective blendshapes automatically with a single click.

The complete A–Z character rigging workflow will be finished soon, and the entire process will take only 4 steps. I’ve tested it on 24 different characters with a variety of poses and body types, and the results have been consistent across all of them.

The free trial will also be reopening soon with access to all features. Would anyone be interested in trying it?


r/Maya 2d ago

Modeling UV getting Streach while smooth

1 Upvotes

Why is the my UV getting streached in Edge area after smooth ? How can i Solve the Issue


r/Maya 2d ago

Showcase CRASH (Halo Machinima Series) 3D animation from Maya rendered in Halo 3 (CW: Blood/Guns)

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18 Upvotes

CRASH is a Halo 3 machinima series on the YouTube channel BlazingB00mrang and about half of the team uses Maya and the other half uses Blender. We port our custom animations into Halo 3 as modded content. This differs from most other Halo machinima, like back when I worked on Red vs Blue Season 12, where they would usually pre-render and composite animations to look like it was in the game.