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 • • 12h ago

Discussion Fantasy outfit, Progress update!

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56 Upvotes

The first image is from Marvelous Designer but I'm using Maya primarily to create all the weapons, trims, and all solid objects. Then I will bring them in MD to design my outfit. I will then take everything back into Maya to cleanup the fabric, detail the other models and off to Zbrush.

Please visit my Artstation post and follow me on Artstation to see the progress when I post them
https://www.artstation.com/artwork/ayy8R0


r/Maya • • 7h ago

Plugin Can Surface Wrap Really Simplify Working with Complex Characters in Maya?

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10 Upvotes

What tools do you use to transfer meshes between characters?

This tool lets you do it directly in Maya, even with complex characters. Do you think this would make your workflow faster and more convenient?


r/Maya • • 2h ago

Rendering Eclipse Render Manager is now in open Beta

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2 Upvotes

Hey everyone, I’m the creator of Eclipse Render Manager, and I’m excited to share it.

Here’s a quick look at it distributing render jobs across my own machines. Eclipse supports Maya alongside other DCCs.

This is just a quick introduction. There’s more to explore on the site, including features, full DCC and renderer compatibility, supported platforms, and step-by-step tutorials.

Try the beta for free at eclipserender.com.

Happy to answer questions here.


r/Maya • • 11h ago

Rigging skinning rig disappears geo faces

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5 Upvotes

i'm doing the rigging for a short film and i'm using the model another teammate did, the rigging was successful but when i started skinning, for some reason i couldn't paint an area, when i exited the skinning settings, suddenly my mesh had a weird hole, it doesn't look like normal deleted geometry because it keeps appearing and disappearing if i click on another face
i tried importing a new mesh and copying the skin weight and that worked at first but then more holes appeared? is this is bug? or has this happened to someone else?


r/Maya • • 3h ago

Arnold Maya Arnold Issues with Characters

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1 Upvotes

Hey Maya Community

I have two models by Ramon Arango on Gumroad in the image that aren't showing up in my Arnold render. The female models that are showing use the same material tree. Does anyone know where to start investigating? Thanks in advance


r/Maya • • 21h ago

Modeling I made a free, open-source app that follows Maya 2020's layout and hotkeys, for students without a license. Looking for feedback from Maya users

26 Upvotes

Hi r/Maya. I've been building Inca, a free desktop 3D app that copies Maya 2020's interface: QWER, Alt-drag navigation, the Space hotbox, marking menus, the Channel Box, Graph Editor, Hypershade and MEL in the command line. It's meant for people who are learning from Maya tutorials but don't have a license: self-taught students, people whose student license ran out, or anyone between jobs.

It's not Maya and doesn't pretend to be. It can't open .ma/.mb files (OBJ, FBX and glTF work), and it's version 0.1. It isn't affiliated with Autodesk.

What I'd love from you: try a few things you do every day and tell me where it behaves differently. "In Maya, X does Y" bug reports are the most useful kind, and I usually fix them within a day.

Download (Windows / Mac / Linux): https://incacad.com Source (MIT): https://github.com/v3ai/inca


r/Maya • • 1d ago

Showcase Alyssa & Fred (showcase) PLUS more words because reddit...

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118 Upvotes

Tooth Wu Concept to 3d - Retopo, UVs and some posing/ modeling done in Maya. Full process videos and breakdowns coming up!


r/Maya • • 14h ago

Animation How do I access this in my right click?

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3 Upvotes

So I was trying to look for the hotbar but no avail, can anyone find the hotbar for these images


r/Maya • • 21h ago

Modeling Obstacle course for MrSako made in Maya :D

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4 Upvotes

My midterms 3D animation WIP :3


r/Maya • • 22h ago

Animation New to animation what do i change here timing / spacing ?

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2 Upvotes

tangents do little to nothing or changes the trajectory of the ball! What do i do ?


r/Maya • • 2d ago

Animation ¡¡¡STOP THE BUS!!!... little animation i made to practice storytelling, hope you enjoy it (:

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325 Upvotes

r/Maya • • 23h ago

Arnold How Can I Separate Base Color and Fresnel from the Albedo AOV in Arnold?

2 Upvotes

I have a question about AOVs in Maya Arnold.

I would like to break down the Albedo AOV and extract the base color and the Fresnel component separately. Is there a recommended or best-practice way to do this?

I have already managed to output the pure base color by connecting nodes to the base color texture and using an Ai Write Color node.

Now I would like to extract only the Fresnel-related component. What would be the best way to achieve this?

Ideally, I would like the separately rendered base color and Fresnel components to reconstruct something close to the original Albedo AOV when they are combined.


r/Maya • • 1d ago

Modeling UMBRA Operative, real-time 3D character

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80 Upvotes

Hey Guys! Check out this artwork we made at our studio as an in-house portfolio piece. :) Please visit the artstation post for more images and videos and breakdowns!! I appreciate your attention :)

I use Maya for a whole lot of stuff in this, mainly to cleanup the fabric frok MD and to quickly Ramesh them while keeping the UVs.

https://www.artstation.com/artwork/1LNmR8


r/Maya • • 1d ago

Question Model not showing in render view

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7 Upvotes

Hello, i've come across a weird problem i couldnt find the solution to and would really appreciate some help.

So i have a rigged and textured model i've been working on and had no problems until now, after putting textures the model suddenly stopped showing in the render view, its only showing in the viewport. As you can see in the screenshots i can still select it, but its completely blank.
I've already tried backface culling and primary visibility but still nothing. I also get no warnings when i render.

I would really appreciate it if anyone has a solution.


r/Maya • • 2d ago

Animation God i'm having so much fun with animating rn 😭

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91 Upvotes

r/Maya • • 1d ago

Showcase Update on RenderForge (my from-scratch GPU path tracer for Maya): first tester feedback, a ray-traced viewport, DLSS, and a one-click installer

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6 Upvotes

A while ago I posted about RenderForge, a GPU path tracer I’m writing from scratch for Maya. It uses OptiX and the RTX cores, with a custom kernel rather than a wrapper around another engine. Thanks to everyone who commented on that thread. A few of you are now testing it, so here’s an update.

What testers said:

  • One tester came over from Arnold and was relieved it handles OpenPBR materials. He also liked how fast the IPR responds.
  • Another said they liked the contact shadows and the softness of the lighting.

What testers broke (thank you):

  • Arnold aiSkyDomeLight HDRIs didn’t light the scene. RenderForge only read its own dome light; it now reads Arnold’s too, including intensity and exposure.
  • The IPR only re-rendered on camera moves, and ignored light sliders and rig posing. It now follows every scene edit.

Both fixes went out the next day.

New since the last post:

  • Live viewport. RenderForge draws straight into Viewport 2.0 with your manipulators on top. It upscales while you orbit and refines when you stop.
  • DLSS Ray Reconstruction for final renders. On an RTX 4060, a 4K still went from 265 s (512 samples) to about 50 s, and a 191-frame 1080p shot from 31 min to about 10 min. That took two bug fixes: repeated noise seeds between frames were smearing into streaks, and car-paint flakes needed to be restored after DLSS. Anything seen through glass still gets a faint speckle, which I’m working on.
  • Installer. It used to take several manual steps, including installing Python 3.13, which tripped people up. Now it’s one .exe that bundles its own Python and engine.

Still a private test build. If you’ve got an RTX card and Maya 2022+ and want to try it on your own scenes, comment or DM me. Bug reports are more useful to me than compliments, though I’ll take both 😄


r/Maya • • 1d ago

Showcase MayaMetaBridge now supports sending data to—and receiving it from—Cascadeur in real time, including clothing.

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2 Upvotes

In MayaMetaBridge, all processes are handled automatically.


r/Maya • • 1d ago

Modeling 3D Wonder Washer Show case ....

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2 Upvotes

r/Maya • • 1d ago

Question My model is stuck like this. How do I fix it?

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5 Upvotes

I'm doing an assignment for school right now and everyrhing was going fine until I pressed down on my keyboard for a second and looked up and suddenly my model looked like this? I don't know what I did or how to undo it and I am new to Maya please help😭 I have tried resetting my preferences, but it did not resolve the issue and I've been at this for 20 minutes


r/Maya • • 1d ago

Question Does anyone know how I can fix these really harsh normals/lighting on my foliage that make certain leaves really dark or really bright? (Maya/UE5)

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15 Upvotes

Hey everyone, I've been working on my first environment art piece in Maya and UE5, and I'm having a problem with some of my foliage where the shading looks off. On the vines on the left, I don't want that black shading and ideally I want them to all be even color. On the right trees, you can see bits of really bright leaves that look out of place.

I assume this is happening due to the normals, I did the sphere transfer attributes technique but it just adds onto the issue. I am also using masked foliage cards for these foliage instead of actual models. Is anyone able to help me out with this? Thank you in advance.


r/Maya • • 1d ago

Plugin 10 MORE FREE Maya Plugins That Even the PROs Use!

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0 Upvotes

r/Maya • • 2d ago

Student Completed my first school project!

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109 Upvotes

Taking a semester course on Maya. This project we were limited to around 10 objects to make a small diorama. Used lots of curves + MASH to create multiples while keeping only 1 source object (trees, birds, telephone poles). We aren't allowed to texture yet so I made the scene more dynamic with lighting.


r/Maya • • 2d ago

Arnold Sadie Sink 3D Likeness | Sadie Sink 3D https://www.artstation.com/artwork/Nrr4Gz

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12 Upvotes

r/Maya • • 2d ago

Question Best way to combine ToonBoom 2D rig with Maya 3D environment?

2 Upvotes

I’m working on a short film currently and want to have 2D rigged/puppet characters, preferably rigged in ToonBoom because that’s the program I know how to rig in best, and to put them or their animations into Maya so the camera can seamlessly move around.

Does anybody have any idea how best to do that? I would also like if they could be affected by the Maya lighting, but that might be pushing it.