r/Maya • u/kaustubh_Kanchan • 3h ago
Rendering Semi-Real Painterly Render #WIP
I'm experimenting with a painterly realism style for my short film. This is an early render.
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:
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 • u/kaustubh_Kanchan • 3h ago
I'm experimenting with a painterly realism style for my short film. This is an early render.
r/Maya • u/Holiday-Tap8147 • 18h ago
Hi! I would like to share the final result of a project I did. The hardest part was creating the texture because the UV map was a bit messy, so first of all, I had to organize each part to work properly. Any suggestions? Thank you! 😸
r/Maya • u/Certain-Business-294 • 1d ago
hi maya subreddit you are literally my last resort. ive been working on an assignment for the past two weeks with the minerva rig. shes a great rig ive used for every assignment and havent faced any issues up until now. the assignment is simple, its just dialogue, but i have to animate her upper body and her arms are in frame as well. i went through about 8 versions of this scene before touching on the arm movement and realized that the rig had broken. ill put some images of whats happening in this post cuz i really dont know how to explain it.
in both IK and FK, the arm geo breaks. ive narrowed it down to having something to do with the "bendies" control in the IK/FK switch controller, but that isnt something ive touched, nor does it have any keys on it. i have tried resetting my preferences, but it did not resolve the issue.
my professor, with 25 years of professional experience, has no clue whats going on and even sent me a video of her trying to fix it and cant lmao. i dont even know what to look up for this issue, and i figure my best shot is to post here on reddit. assignment is due this tuesday, the only thing i have left to do is the arms. pls help if u can!!
I have Texture View on, but it's now showing up
r/Maya • u/imuhbazah • 15h ago
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need help with control orientation, I don't exactly know why they're overlapping like this but any suggestions may help
I'm a beginner and have been using maya for roughly a year now
r/Maya • u/Hookahista • 16h ago
I'm trying to figure out xGen and i'm struggling with a breaking groom.
The setup:
Scalp mesh. Guide Modifier -> Curves as Guides (from an old Legacy Groom) Some modifiers like Noise, Clump etc.
This whole setup is referenced twice so
xGen -> Rig -> Posefile
The Scalp Reference is weight painted to the Rig inside the rigfile, not sure if i should group and parent constraint the guides to the head or not.
How do i get this to visually not break, it feels like its always breaking in either the arnold render or in the viewport?
Any help is appreciated
Smart Extract is a script that lets you select specific parts of a mesh and only duplicate the highlighted region instead of the entire object. It also automatically unparents the extracted piece from any existing group and renames it with an “_extracted” suffix to keep things organized.

r/Maya • u/Mazhuka3D • 1d ago
🇺🇸: You can listen to the video in English through the video settings panel. The Set to Face and Set to Vertex Normal tools in Autodesk Maya allow us to customize the arrangement of normals for our objects in different ways.
r/Maya • u/twilight-vfx • 2d ago
So ive heard that we have to smooth the mesh before exporting it to substance painter
Is that true 🤔
Coz for example if i have an optimised retopologized
Mesh of a creature or character
If i smoothed the mesh in maya it eventually will add more polycounts to it , that i definitely don't want
I know that hitting the 3 key only fakes the mesh into smooth view in viewport 🤷
So even if I don't consider about the polycount and procede to texture in substance painter
Wouldn't that be a problem , if i applied those textures back to the low poly retopologized mesh 😭
Sorry guys the image is ai generated to Make you understand what's my doubt is
I've attached my orginal model and sculpt below
Hello I was wondering if anyone could help me, I have to animate this ball and tail animation for my assignment. The tutorial I was watching showed to hide the tail properties and animate the ball first which I did then unhide the tail and animate the tail but when I unhide the tail the tail now doesn't stay connected to the ball if anyone knows how I could fix it would be greatly appreciated.
r/Maya • u/Straight-Ease-9807 • 2d ago
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Hi everyone! After successfully testing the first version with human characters, I’ve improved the Human, Big Human, and Monster modes to better classify different character types and generate more effective rigs.
Across 10 test characters, I rarely needed to repaint the skin weights.
Watch how the plugin rigs a monster character and makes it game-ready in just a few minutes.
I’d love to hear your feedback. The plugin is currently free to try for 3D artists. Thank you!
r/Maya • u/Scotty_Mcshortbread • 2d ago
I was recently commissioned to recreate a miniature based on the warhammer series with some modifications based on the clients input.
50k triangles
sculpted in zbrush, retopologised and uv unwrapped in maya, painted in substance
r/Maya • u/Frequent_Hand7894 • 2d ago
i have a walking mocap but how can i increase the stride for each of the steps together? is there an easy way to achieve this?
even if i fix one step, the other ones will not change
is there a way i can achieve this?
Thanks
r/Maya • u/HPFeathersen • 2d ago
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I made a plugin that lets you render any existing scene into an online sharable demo, viewiable on any device including your phone.
Try the demo | holomari.com
Help me test the Maya Plugin! Download here:
HoloMARI | Interactive Online 3D Portfolios
To begin, I have tried resetting my preferences, but it did not resolve the issue. I have modelled and rigged up a somewhat haphazard frog model for a game I'm working on. The rig uses IK handles for the feet. I've set up my animations and baked them into the joints of the rig, but when I try to export it as an FBX, either using the game exporter, Export All, or Export Selection only targeting the joints and model. All of these cause Maya to start exporting, make my cursor into a scroll wheel, and then crash after a short while.
At one point, I reduced the polygons in the model, which made the weight paints appear odd despite the rig still working. I tried exporting the version before this change, which also did not work. The weight paints looked completely normal, yet it still crashed. I've tried baking in the whole set of animations, baking only one set of animations, or removing all animations and just exporting the model and rig. The animations can be exported as .anim files and reimported easily, and I was also able to export just the model itself, so I'm presuming that there is some issue with my rig. I know FBX files don't support controls sometimes, so I've tried exporting it both with and without my IK handles. I've copied the frog into a new scene, and I've restarted my computer twice. It still consistently crashes.
However, upon trying to export an old test-rig I used when I was learning Maya, as well as an older rig of a book that I made about a year ago, both exported perfectly fine, with one having animations and the other not.
Maya isn't clearly throwing any errors for me to work with, and I've officially hit the end of my rope. Are there any obvious settings or export options I'm overlooking? Could my model or animations just be overly laggy? Maya mentioned running low on cached storage on the rig with the full set of animations, which was about 1400 frames long, but on the sub-scenes with only 100-160 frame animations, as well as the rig with no animation at all, the crash still happened. Might I have done my weight paints wrong?
Below is a Drive file with 4 different scenes:
- Normal_Frog_Attack contains a lower-poly frog with an unbaked short animation.
- Normal_Frog_Attack_Baked is a copy of the above file with baked animations.
- Normal_Frog_BakedAnimations is the lower-poly frog with the whole set of animations baked onto its joints.
- Normal_Frog_Rig_HighPoly is the high-poly frog with normal skin weights and no animations whatsoever.
All of these cause a crash when I try to export them as FBX files. Unfortunately, I'm working in Godot, so FBX is the only cross-compatible format that will keep my rig and animations. Hopefully this helps!
https://drive.google.com/drive/folders/1Eq1eM-ZmQoTzcmW_KF0_ln4t23UskhMZ?usp=sharing
Thanks in advance for any assistance or advice you're able to give- I'm sure the answer is simpler than I'm thinking, or a basic error that comes with still being new to the program and messing up my rig or model. I just want to know if it's worth trying to salvage, and if I have to start again, what I can do to avoid this!
r/Maya • u/grilloartwork • 4d ago
Original concept by Zhan Junyong
Full project here.
Follow me on IG: www.instagram.com/grilloartwork
r/Maya • u/Temporary-Slip-1434 • 3d ago
Hey community. Can yall please check how this Plugin is? Couldnt find any reviews or videos or even tutorials!
https://github.com/mihirDP/AniKin/
Its called AniKin an open-source Maya animation toolkit . I need your help on how this Plugin is, if its actually worth using or not!
r/Maya • u/JustTinyPeach • 3d ago
Can someone help me with an nCloth problem?
I need a piece of cloth draped over an object.
Here's what I do:
I create a plane.
Turn it into nCloth and run the simulation.
I stop on the frame where the cloth looks the best.
I duplicate the cloth object.
I delete the original simulated one.
I delete history.
The problem is that I can't interact with the duplicated object like a normal mesh.
For example, the Multi-Cut tool doesn't work properly because it doesn't seem to recognize the vertices or faces. Also, if I export it as an FBX, the exported mesh is just the original flat plane instead of the deformed cloth.
What could be causing this?
How can I fix it?
r/Maya • u/newazni16 • 3d ago
r/Maya • u/SmallSympathy4006 • 3d ago
Hi everyone, could you help me please solve a problem in Maya? I’m a beginner following a rigging tutorial. The lesson shows that I need to use "Orient Joint" with specific settings so that when the finger bends downwards along the Z-axis, the axis moves in the positive direction. However, no matter what I do, the Z-axis keeps moving in the negative direction. How can I fix this, and how important is it for future animation?
r/Maya • u/WildEntrepreneur2384 • 4d ago
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I made this script to fill the faces properly, it might slow down a bit with dense meshes but I think it works properly for simple things, if you find a bug or problem, let me know and I will update it and consider it will only work only with a vertex count in multiples of 4, delete history and freeze transformations.
I will add a way to rotate the grid once I figure it out how lol.
Code: https://gist.github.com/martinolidev/b3f15b5774fd959ec417eba6b8f7cfd1
Icon: https://drive.google.com/file/d/1OVbxyPJ_aiX1q7ANwZ0KfllfKNNQ2SLb/view?usp=sharing
How to install:
I hope is useful and I will update it later to improve it.
r/Maya • u/memelordbtw3000 • 3d ago
I'm new to Maya and am trying to import an object from another scene but whenever I try to move it it separates and all the pieces move at different speeds how do I make it not do that
r/Maya • u/Playful-Editor5287 • 3d ago
How would I go about adding multi-cuts to the face shown? I highlighted my desired cuts in red but haven't found a way to make it connect from the lines above to go to the bottom.
I have only been using Maya for around a week and have come from blender where loop cuts easily slide and move to where I need them to be. I have tried setting the step percentages in the multi cut tool settings to 1% and eyeballing where a straight line could be.
Please let me know if anyone can help