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 • • 7h ago

Animation A standard run cycle, any advice?

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7 Upvotes

Been fiddling with this but can't seem to make it look right. She looks like she's jumping moreso than smoothly running. Also I don't get what a good run animation cycle is supposed to look like - making it more like an irl running video looks too stiff, but the run animations I could find have so much variation between them that i dont know what to reference.. :/


r/Maya • • 1d ago

Looking for Critique I don’t know which skateboard is correct

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140 Upvotes

I don’t know if it has to be very detailed or what


r/Maya • • 3h ago

MEL/Python Collaboration: Maya Asset Manager

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1 Upvotes

About a year ago, I started working on a custom Asset Browser for Maya, but never got around to continuing development. I'd love to pick it up again and turn it into something genuinely useful!

I'm looking for collaborators who are interested in working on similar tools, exchanging ideas, and learning from each other. If that sounds interesting to you, I'd love to hear from you! Feedback and suggestions are also very welcome :-)

And if there already are open source tool that is perfect I'd love to hear about it.


r/Maya • • 8h ago

General What creative pipeline do you abide by, and how do you fair with character rigging?

0 Upvotes

It's been many years since I've used Maya, aside from the multitude of amazing plug l-ins, terminology adjustments, and complete 180 of difficulty in understanding the guide books, things have relatively been manageable to understand/refresh on. I aim to create my own feature animation short film but would appreciate to hear the pipelines others have used. At the moment I am just creating generic objects and eventually will export to Zbrush for texturing but I will be utilizing other software I've never used before and strictly use Z-brush for character sculpting. The auto-rig feature is nice and I understand the animation for facial expressions/speech alignment to audio is extremely tedious. But what software do you prefer for designing environments?

Sometimes when I am rigging or even sculpting, those time extensive moments I always get this aching feeling that i could be studying other avenues in life. For some reason it always comes up after realizing how much time has elapsed of me being hyper focused. What do you tell yourself in these moments to keep yourself from getting discouraged?


r/Maya • • 14h ago

Rigging Help fixing my Minion skeleton in Maya (IK/FK rigging issue)

2 Upvotes

Hi everyone! I'm working on a Minion character in Maya for one of my classes, and I'm having some trouble with my skeleton.

I'm still learning Maya, so I'm not very experienced with rigging yet. I was working on setting up the IK and FK systems, but I removed the constraints I had created because I wanted to return the joints to their original positions. However, when I try to move them back, they go past the locators instead of aligning with them.

I'm not sure what went wrong or how to fix this without messing up the rest of my skeleton.

My class is online, and we have specific requirements we need to meet for our assignments. Unfortunately, it's not always easy to get help from my professor, so I'm trying to figure this out on my own.

I also need to make sure my skeleton is properly set up because skinning is one of the requirements for my assignment. I'm worried that if I don't fix the skeleton first, I'll run into more problems when binding the mesh to the joints.

Has anyone experienced something similar? Is there a way to reset the joints to their original positions or fix the rig without having to start over?

I'd really appreciate any help or advice. Please keep in mind that I'm still a beginner, so I'd appreciate explanations that are easy to follow.

Thank you so much!


r/Maya • • 1d ago

Animation Personal animation - combat finisher (Maya + Unreal)

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28 Upvotes

Excited to share my latest personal project - a combat finisher animation built in Unreal Engine 5!

During some downtime between projects, I decided to dive deeper into the 3Cs (Character, Camera, Controls) and challenge myself to create a cinematic finisher that seamlessly transitions from gameplay and back again.

Beyond the animation itself, this was a great opportunity to get more hands-on experience with Unreal Engine 5, exploring retargeting, Motion Matching, Contextual Animation, Motion Warping, camera integration, and even setting up cloth simulation for Hornet's outfit. It was a fun challenge, especially getting all these systems to work together!


r/Maya • • 1d ago

Animation Sneaky Sunday Afternoon project.

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12 Upvotes

Sunday afternoon Project.

Took About 3-4 hours.

really fun 2 second clip, After doing a few longer shots and trying to get Showreels worked on it's nice to just sit down with a little no pressure shot.


r/Maya • • 16h ago

Tutorial MAYA - 02 Modeling - 56 Mesh Display Menu (Part 11): Prelight

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2 Upvotes

🇺🇸: You can listen to the video in English through the video settings panel. The Vertex Bake Sets group contains tools for working with the storage of precalculated lighting information. Prelight is the first of these tools in Maya.


r/Maya • • 1d ago

Arnold Critique of Lighting and Rendering Work

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22 Upvotes

For a dark, Gothic style, which version aligns better with mainstream aesthetic preferences?


r/Maya • • 1d ago

Animation First real 3d animation for a college course!

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25 Upvotes

I've got some experience in Blender but this was my first attempt at Maya. It's different but I'm liking it!


r/Maya • • 1d ago

Animation A run cycle after almost a year and a half away from Maya et Animation. *Thor's feeling of "I'm still worthy!"

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48 Upvotes

Hey y'all! Here's a simple run cycle I worked on. It took me about 3–4 hours of getting back into the groove, dealing with Maya crashes, and having plenty of those "Oh yeaaaaah, that's how it was supposed to work!" moments. XD

Feedback is definitely welcome!

I've been going through this community lately and have felt inspired to get back into animating. It's been my passion for as long as I can remember. That was until the writers' strike happened, followed by... AI. Since then, I've been on a path towards changing careers.

But despite everything, my love for animation never died. I still find myself daydreaming about different shots I could try and bring to life. Unfortunately, getting caught up in my new career path and barely having any time for myself has kept me away from animating, or even opening the software.

Working on this simple run cycle has reignited that fire in me and brought back a kind of happiness I'd almost forgotten I had.

Thank you for taking the time to check out my work! And once again, feedback is always welcome.

I'm hoping this post will serve as a milestone and a reminder to myself to keep updating my animation work whenever I can, no matter how busy life gets.

Have a good day, everyone! 😊


r/Maya • • 2d ago

Rigging Working on a new facial rig in Maya (Ribbon mouth, sticky lips, eyes motion path, blendshapes)

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165 Upvotes

ArtStation : artstation.com/karltourelle13
Instagram : kt3d_rig
Lindkedin : linkedin.com/in/karl-tourelle


r/Maya • • 1d ago

Issues Arnold not rendering certain objects

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14 Upvotes

Arnold not rendering certain objects

I have an animation involving a skeleton character with floating limbs that I need to render but I am finding that most of the bones (meshes) of the character are not rendering. The rig is one complete individual with the limbs and ribcage parented to the respective joints, the spine and hips as one mesh bound to the spine joints and the skull attached to a controller.

Only the skull and the spine/hips meshes show up in the Arnold render. The render stats of the objects that show up in the render are identical to the ones that do not and they also share the same aiss material so I’m not sure why they do not appear in the Arnold render.

At first I wondered if it’s because the bone meshes are parented to the joints but when unparented they still do not appear in the render as well as when given a new material. I did do a mock up in another file with objects (with aiss materials) parent to joints with an IK handle and they appeared in the render.

If anyone has any advice on how to correct this please let me know.


r/Maya • • 1d ago

MEL/Python Collaboration: Qt Marking Menu

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3 Upvotes

Hi everyone!
Lately, I've been really deep into developing tools and systems to improve my Maya workflow, and I recently started building my own marking menu using Qt/PySide, with a more modern look.

I've always liked the speed and convenience of marking menus, but I wanted to experiment with a more customizable, modern UI.

I was hoping to find some like-minded people to collaborate with, share ideas or just get feedback :-)

My github is private for now, I would at least like to get some more features in before making it public.


r/Maya • • 1d ago

Issues Correct way to fix normals before Rigging?

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2 Upvotes

I use Advanced Skeleton when rigging, and one of its steps is to export the character as an OBJ and import it back. This cleans up the character but also locks its normals, so when I rig and animate it, I get some shading artifacts.

I noticed that if I go back to the original model, unlock the normals, and soften them, the artifacts disappear.

But my question is: Could this cause problems? I've never heard of anyone unlocking and softening the normals before rigging. Could this cause issues down the line? Should I just leave the normals locked?


r/Maya • • 1d ago

Question [WIP] I'm trying to recreate a shot of strudel on a plate and the icing sugar on top of the strudel doesn't seem to look good enough. What can I do to better match the reference?

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11 Upvotes

1 - Arnold render in Maya, 2 - Reference, 3 - Screenshot from Substance Painter

I'm trying to understand what I need to do to have the icing on top of the strudel look more like icing sugar as seen in the reference. I sculpted the model in Zbrush, textured in Substance Painter and am rendering using Arnold in Maya. I'm mostly satisfied with how the powdered sugar fallen on the plate looks but the icing on the plate and on top of the pastry looks like they're not made from the same thing. What do I do here?

Edit: I'm planning to use this as a reusable asset and I want it to look like a layer of icing from any camera angle I choose and with different lighting setups.

Another question: While I was working on the icing fallen on the plate, the shadows were too dark and I decided to use transmission at 0.5 value to reduce the intensity of shadows on it to get it to look how it does now. But now I'm wondering if this a bad approach because it isn't supposed to have transparency at this level. Wouldn't the fact that using a different environment or lighting setup change how it looks make this a bad approach? Do studios avoid using fixes like this?


r/Maya • • 1d ago

Question Is there any way to bring back graph editor ? ( OLD UI )

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7 Upvotes

The graph editor that was present in the UI of older versions of Maya is now missing. Is there any way to make it back ?


r/Maya • • 2d ago

Animation practicing some subtle acting !

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169 Upvotes

r/Maya • • 1d ago

Question Kia Ora! Isolating Shadows with Render Layers?

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0 Upvotes

Heyo! This is a render for a Lighting and Rendering school project that I have been working on, and am currently setting up render layers so that I can have an easier time in post.

My question (that I can’t find a good answer for, though I might not have looked for long enough) is how best to go about isolating shadows onto their own layers? This is mainly so I can remove the shadow cast on the planet by the ship, but also for compositing.

A little more context:

Rendering Using
Arnold, combined with (this is an important part): the legacy render layer system as that was what we have been taught to use as an introduction because it is “easier to wrap your head around.”

Scene Layout
The spacecraft is practically touching the planet to get the blockout composition I want while not making the scene obscenely massive.

Lighting
Primarily lit by a large directional key light from behind the camera that emulates a star. And I have a few area lights to fake extra bounce light from the star and especially the planet. Though it being so close already helps.)

Would it be better to just cut my losses and spend some time to get to know the newer render layer system instead?

Thank you! :)


r/Maya • • 2d ago

Issues Mesh turned ...gloopy for some reason?

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31 Upvotes

I was working on my mesh and must've hit some hotkey or rendering preset which made all the geometry turn mushy like this. It didn't go away when I hit undo and I have no idea what to search so I put it here.

Thanks for any help you can give


r/Maya • • 2d ago

Modeling Student, modeling for a "no leg" assignment

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43 Upvotes

r/Maya • • 2d ago

Question Why isn't my texture in Maya not looking like how it looks in Substance Painter? What am I missing?

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41 Upvotes

1- Substance Painter

2 - Maya render

3 - Shader settings in Substance Painter

4 - Maya render but with a different light setup

I'm using Arnold's aistandardsurface in Maya and am using Arnold's areal lights here. I even tried a closer using a closer and brighter light to see if it would match it better. I imported the basecolor with sRGB and all other maps with Raw and 'Alpha is Luminance' checked. What am I missing here?


r/Maya • • 2d ago

Animation Animation critique if possible

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19 Upvotes

Hey guys, am currently busy with a punching sequence animation. I'd really appreciate some feedback and advice on where I can improve on. Any form of critique and/or tips would be amazing! Thank you in advance 🙏


r/Maya • • 2d ago

Rigging How do you set up body rigs in VFX? T vs A pose, helper joints vs RBF vs sim/ML, and mocap (HumanIK or in-house?)

4 Upvotes

I work in VFX on the modeling side and I've been digging into body rigging and deformation. I'd love to hear how this is actually done at different studios.

Context: I've rebuilt a helper-joint setup in Maya: half-rotation joints with swing-twist extraction, twist/roll joints, and driven keys for elbows, knees, wrists, hips and shoulders. Hinge joints work well. Shoulders are the hard part, and the result depends a lot on the bind pose.

1. Bind pose: T or A?
Do you bind in a T-pose, an A-pose, or a relaxed mid-range pose? Which arm angle, and why?

2. Deformation stack for non-hero characters
For characters that need clean deformation without intersections, but don't justify a full sim, what do you use?

  • Helper joints with driven keys
  • RBF / pose-space correctives (joints or blendshapes)
  • Joints on curves or ribbons, delta mush, etc.

3. Sim and ML
For hero characters, is it muscle/tissue sim plus shot sculpts? Do you bake sim results into lighter rigs for animators, such as an ML deformer, correctives or helper joints?

4. Mocap
Do you retarget with MotionBuilder/HumanIK, vendor tools (Shogun, etc.) or in-house tools? If you use HumanIK, do you build the character in a T-pose, or bind in an A-pose and pose it into a T just for the HIK definition?

5. Shoulders specifically
What has actually worked in production for the shoulder and armpit range?

Any talks (SIGGRAPH, DigiPro, etc.), articles or rules of thumb would be very welcome. Thanks!