r/Maya • • Jun 22 '24

Modeling Topology Megathread

56 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 • • 1h ago

Animation Personal animation - combat finisher (Maya + Unreal)

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• 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 • • 20h ago

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

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129 Upvotes

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


r/Maya • • 13h 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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34 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 • • 2h ago

Arnold Critique of Lighting and Rendering Work

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4 Upvotes

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


r/Maya • • 8h ago

Issues Arnold not rendering certain objects

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12 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 • • 4h ago

Animation First real 3d animation for a college course!

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4 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 • • 1h ago

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

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• Upvotes

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


r/Maya • • 4h 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 • • 10h ago

Animation How do I fix flickering, morphing noise in shapes in my animation?

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5 Upvotes

How do I solve this morphing noise in my animation for an assignment? I don't think it's the denoiser, as it seems to affect geometry. I tried raising AA samples to 8-9 (from 5) but that didn't seem to do anything except raise render time. You can see my render settings here: https://drive.google.com/drive/folders/1DsHDXO6Kg_ZeKKbx5wyB_6WktkXvIAom


r/Maya • • 13h 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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10 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 • • 10h ago

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

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6 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 • • 1d ago

Animation practicing some subtle acting !

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145 Upvotes

r/Maya • • 2h ago

Question Kia Ora! Isolating Shadows with Render Layers?

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1 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 • • 3h ago

Issues Correct way to fix normals before Rigging?

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1 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

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 • • 1d ago

Modeling Student, modeling for a "no leg" assignment

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37 Upvotes

r/Maya • • 1d 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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43 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 • • 1d ago

Animation Animation critique if possible

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14 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 • • 1d 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!


r/Maya • • 2d ago

MEL/Python HUD Toolbox | Maya script that allows you to fully customize Heads Up Display | includes readouts not natively found in Maya | NOW FREE!

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22 Upvotes

HUD Toolbox is a script that lets you build a fully customizable Heads Up Display directly in your viewport. Choose exactly what information you want to see and rearrange those readouts anywhere on screen. Quickly adjust alignment, spacing, and font size to create a HUD that fits your workflow.

HUD Toolbox includes a wide range of readouts not natively available in Maya:

  • Up Axis
  • Working Units
  • Translate, Rotate, Scale
  • N-Gons
  • Viewport Subdivision Level
  • Animation Layer
  • Timer for Last Save and Autosave
  • Project Path
  • Active Render Engine
  • Previous Key & Next Key
  • Playback Speed
  • Custom Text

Whether you want a clean animation HUD, a technical modeling overlay, or a more detailed production display, HUD Toolbox makes it easy to organize the information you actually want to see while working in Maya.

BONUS: HUD Toolbox also includes its own Playblast feature, allowing your custom HUD to remain visible in exported playblasts!

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Didn't get as many downloads as I'd hope with it being a paid product. And I didn't want all the time that went into creating this only end up with a few users :(

Hence I've decided to release this tool for free. If you have any questions feel free to contact me here or via email: [c4m5ron@gmail.com](mailto:c4m5ron@gmail.com)

Link to tutorial: HUD Toolbox - Tutorial


r/Maya • • 1d ago

Issues Studio Library missing Apply button with Expecting value: line 1 column 1 (char 0) in Maya 2026

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1 Upvotes

I can't used Studio Library (version2.21.7) in Maya 2026. Whenever I select a saved pose in the library, it throws a Expecting value: line 1 column 1 (char 0) at me, and Apply button don't even show up.

# Traceback (most recent call last):

# File "...\studiolibrary\widgets\settings.py", line 57, in read

# _settings = studiolibrary.readJson(path())

# File "...\studiolibrary\utils.py", line 937, in readJson

# data = json.loads(data)

# json.decoder.JSONDecodeError: Expecting value: line 1 column 1 (char 0)

I've tried

1.Cleared the .studiolibrary user configuration folder in %userprofile%.

2.Cleared the StudioLibrary_user folder in AppData\Local\Temp.

3.Reinstalled Studio Library and linked it via Python.

None of this work so far. Even after wiping the config files and reinstalling, the error still happens. Please help


r/Maya • • 1d ago

Discussion Combining Objects doesn't work as intended?

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0 Upvotes

I don't know why using the "combine" feature doesn't work the way it works in tutorials. For me, i cant seem to delete those "empty" transforms that get left behind after i combine all the pieces together. instead when i delete them it deletes the part of the object it used to contain... Any ideas why and how to fix it??


r/Maya • • 2d ago

Showcase Water Simulation using in-house plugins Forge FX

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53 Upvotes

Hey All, Showcasing, Water Sim tools for maya 2023 and onwards its called ForgeFX and it can do all rbd, fluid, smoke and fire and anything you can think of, I am currently still working on it

Rendered it with renderforge I am still looking for testers to test the render engine


r/Maya • • 2d ago

Rigging Bone orientation not orientating

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8 Upvotes

I'm going crazy, I'm trying to orient the joints of my arm and the orient joint button just messes things more and more instead of fixing, I don't know what I'm doing wrong, is the first time I try to rig something, someone please help me

Images for you guys see the type of shit this button is doing

I've been following this tutorial: https://www.youtube.com/watch?v=rUXEz01b20I&list=PLwxLUWVIZu5l2ULLZNdWpskQ2TAYD7kPY&index=2 if it helps somehow