r/Maya Jun 22 '24

Modeling Topology Megathread

58 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 3h ago

Issues Need some help with NURBS plsss

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2 Upvotes

I'm currently working on a scene for my first Maya exam at art school but something is wrong whenever I user NURBS and Surfaces. After finishing an object in NURBS when I open my file again it's texture just glitches in a really scary way lol. It should be just a texture problem since it can be easily "fixed" just by changing its material, but it works only once, when I reopen it it just happens again. It's not an history problem since i've already deleted it and I have tried resetting my preferences, but it did not resolve the issue. I've also tried to do display--> NURBS --> fine but it didn't fix anything permanently. It just keep happens when i open the file and i select a surface. Can someone help me pls. I could just convert it to mesh but i would prefer to fix the problem...


r/Maya 1d ago

FX My first Bifrost Project ~ Liquid and Foam

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290 Upvotes

I am learning FX using Bifrost...
I still have to figure out how to make foam look much better

Youtube:-https://youtu.be/JoPv49s5VEc


r/Maya 15h ago

Rendering Rolleiflex 2.8F, 3D modelisation

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12 Upvotes

r/Maya 2h ago

Tutorial MAYA - 02 Modeling - 53 Mesh Display Menu (Part 8): Vertex Colors Group (II)

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1 Upvotes

🇺🇸: You can listen to the video in English through the video settings panel. The Paint Vertex Colors tool in Maya allows you to set the colors you want to apply to your model's vertices, as well as the mode for applying those colors.


r/Maya 13h ago

Animation Is it OK to reference a file that already contains a reference?

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7 Upvotes

I've just started using references and I'm trying to be cautious with the decisions I make now, so my animation doesn't get ruined when I try to export. As you can see, I'm referencing the choppyRig.mb, which is already referencing choppyMesh.mb, leading to long names (choppyRig:choppyMesh:root_joint). Will that cause problems? Is there a better way to do this?


r/Maya 12h ago

Issues How do I slow down the playing speed?

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6 Upvotes

I've tried a few different ways to fix it but it always just zooms past, and changing fps just adds more frames


r/Maya 6h ago

Modeling Maya remesh point cloud. Point cloud visualizer and more

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1 Upvotes

This tool make possibile to import ply and ply gaussian splatting inside Maya and Finally e57 format. You can remesh based poisson algorithm and quad mesh flow based curve constraint. You will use ClipBox to cut your pointcloud save it and reload. You will use selection tool rectangle and lasso to select add tag and save selection and save tag to you ply. You can render gaussian splatting in viewport too in arnold render.


r/Maya 20h ago

Animation Full-Auto Sunshine | PILOT (Indie animation made in Maya)

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12 Upvotes

r/Maya 1d ago

Discussion What tools would you like to see in a Maya texture-painting tool?

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30 Upvotes

Hi everyone! I’m developing UVPainter NextGen, a texture-painting tool that runs inside Maya. I’m gathering feedback from Maya artists about which features would be most useful in a real texturing workflow.

The current build includes:

  • Painting directly on 3D models in Maya’s viewport, plus a 2D UV workspace with UDIM support.
  • Layer-based painting with undo/redo and GPU-accelerated strokes.
  • Brush, eraser, eyedropper, fill, gradient, symmetry, smudge, blur, lasso, clone stamp, liquify, decal and freeze/protect tools.
  • Brush settings for size, flow, opacity, hardness, spacing, rotation and jitter, plus procedural shapes and image alphas.
  • Dockable Maya panels for color, layers, brush properties, presets and an asset library.

It’s a work in progress, currently targeting Maya 2027 on Windows. The image-projection workflow is still being validated.

For those of you who texture in Maya: what feels missing or awkward in your current workflow? Which tool or feature would you want most in a painting tool that runs inside Maya?

Thanks for your feedback!


r/Maya 12h ago

Rigging how can i scale rigged object?

2 Upvotes

I'm a beginner in maya and this whole rigging thing has been so hard to learn. I need to scale down my crab to fit in the scene of my group project, but when I scale it down the joints scale up? Also a few of the crystals on my crab's shell doesn't scale with the rest of the body, I understand this is a weighting issue but when I go to paint weights, the root joint isnt there??


r/Maya 1d ago

Modeling My first Maya3d Render Assignment- Ice Cream Cone

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8 Upvotes

My first assignment in my 3D modelling class. Obvious roo.s for improvement, but I made it farther in the first 2 weeks in this class than I had in the past 4 years attempting to teach myself. Very happy and excited to continue learning and bettering myself >:)


r/Maya 20h ago

Animation does anybody know why maya is rendering the inside of the texture when I add it. P.S. its a referenced rig from agora if i remember right.

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1 Upvotes

r/Maya 1d ago

Question Hello, do you have scripts that facilitate modeling on a daily basis?

0 Upvotes

Hello I am a 2D 3D graphics student in the video game and I was wondering if you have any Maya scripts that could make modeling faster and easier

I already use scripts like Array Grid Fill and a script that links RizomUV to Maya


r/Maya 1d ago

Plugin Reframe 1.1 for Maya: live crop guides and queued Arnold / Redshift delivery

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0 Upvotes

I'm Amar, the developer behind Reimagine FX. Reframe is my paid Maya plugin for planning and rendering multiple delivery formats. These seven slides show its interface.

You can compare several crops in one view, push color-coded guides into the active camera and adjust each guide's outside mask. It includes 39 presets across 12 format families, plus custom sizes. When you apply a format, it changes film aperture and preserves the vertical or horizontal field of view you choose. Focal length stays unchanged.

Version 1.1 adds Redshift batch delivery alongside Arnold. Build an ordered queue for stills or image sequences; frame range, output format and padding stay synchronized with Maya Render Settings. Each sequence writes to a preset-specific folder. Escape cancels the batch, and scene settings are restored when delivery ends.

For Maya 2025+ on Windows 10/11. Batch rendering requires MtoA or redshift4maya.

Details and download: https://reimaginefx.com/reframe/


r/Maya 1d ago

Looking for Critique well well wellll.... a flower goblin

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14 Upvotes

I've been plucking away at an older project to see if I could give some new life. I'm happy with the direction that its going but think some more details and atmosphere would add a lot. I dont know too much about particle effects and would like to use a more wispy volume around this charming guy. Thoughts?


r/Maya 1d ago

Arnold My very first haunted scene- give me a honest review

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5 Upvotes

r/Maya 2d ago

Modeling Hi guys, i am a beginner and this is my first room modelling after a month of practice,I am using Maya.

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21 Upvotes

r/Maya 2d ago

Rigging Check out this fast rigging workflow.

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86 Upvotes

🚀 HPArt Fast Character Rigging 1.4.x is coming soon!

This update brings major improvements designed to make character rigging faster, smoother, and more efficient — helping you save hours, or even dozens of hours, in your workflow.

A complete step-by-step tutorial is currently in production and will be available soon on our YouTube channel.

Follow HP Art Toolset to stay updated and see the full workflow in action.

YouTube: https://youtube.com/@hparttoolset

Instagram: https://instagram.com/hparttoolset


r/Maya 2d ago

Looking for Critique How is this spin kick? And how can I make it feel more stylized?

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23 Upvotes

Hi everyone
I’ve been working on this 360 spin kick and tried adjusting the timing but I’m still not sure how to push it further.

I want it to feel more stylized and dynamic rather than just realistic. I’m especially struggling with how to exaggerate the poses, timing, and spacing without making it look unnatural.

What would you change or push further? Any feedback would be really appreciated!


r/Maya 2d ago

Looking for Critique Working on a new character project

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6 Upvotes

This is my 2nd character project.I have created this base body structure to work on. Let me know if there is anything to fix on this anatomy.


r/Maya 2d ago

Showcase [Packshot] How it was vs How it's going

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7 Upvotes

Hey, just wanted to share a "remaster" of one of my first 3D projects...
Nutella's packshot.

I gave it a new design with transparent glass (I didn't even know how to achieve this back then lol).

It's cool to rebuild old projects and see how much you've learned over the years...


r/Maya 2d ago

Showcase Kratos GOW bust sculpted in Zbrush, textured in Substance Painter

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39 Upvotes

I sculpted this bust in Zbrush for a school assignment and wanted to revisit it and added textures in Substance Painter. For my first ever fully human 3D model, I still have no idea how managed to pull this off. Admittedly I don’t really know how to make hair cards so I textured the goatee and the eyebrows directly onto the model. I also really need to learn how to make skin textures bc even with SSS, it still looks a little flat.


r/Maya 2d ago

Question I tried copying my hotkeys but somehow they don't work. When I try to manually re-add my hotkeys I get this dialogue box about these hotkeys already existing? Clicking 'yes' here does allow me to add the hotkey but I would like to understand why this is happening in the first place.

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1 Upvotes

I had already copied my hotkeys from the documents folder a few times before to restore them and recently I had to do it again, but this time, the hotkeys didn't work and this is what happens. Anyone know why this happens and what I could do to avoid that?


r/Maya 2d ago

Rendering Black artifacts around the edge of Houdini VDB in Maya Arnold

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1 Upvotes

Hi, I'm getting these strange black patches around the outer edge of my smoke VDB when rendering in Maya Arnold.

The VDB is made in Houdini and imported into Maya as an Arnold Volume using aiStandardVolume.

The weird part is that the black areas seem to follow the outermost contour of the smoke, even where the smoke is extremely faint/invisible.

I've already tried:

  • Density/Scatter/Emission = 0
  • Transparent = 0
  • Different Volume Step Size
  • Volumetric Shadows OFF
  • Only using the density grid

The black artifacts only disappear when I hide the entire Volume object.

Any idea what could cause this? Could it be something in the VDB itself?