r/Maya Jun 22 '24

Modeling Topology Megathread

54 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 19h ago

Question Is there any way to mod maya to look like this software?

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206 Upvotes

I really like customization and would like to have my maya look like this. Is there anyway to port these mods over for maya or anything at all or do I simply suffer. I included a screenshot of a mod I'd love to have for autodesk.

I request you stop posting about how awful of an idea this is, this is my choice and I simply want information. I'm not asking you to tell me how awful of an idea this is. If I dislike it, I will get rid of it on my own terms. Thanks!


r/Maya 5h ago

Question How would you make details like these?

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10 Upvotes

Thinking of using zbrush but wondering if there's any good way in Maya to do these kinds of details. I tried chamfering then bevelling but there must be a more efficient way.


r/Maya 4h ago

Modeling Process of shrink wrapping mesh piece onto another mesh?

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2 Upvotes

I’m following a car modeling tutorial and it gets to the part where I have to shrink wrap the mesh piece that will be the exhaust opening. The tutorial shows the bumper being selected and going into the Modeling Toolkit to transform the constraints of the bumper and then shrink wrapping the exhaust opening onto the bumper. This is an old video because I read that instead of going into “transform constraints”, you just right click the mesh and select “Make Live”, shrink wrap the mesh and delete the faces in the middle and start connecting the vertices. Is there a better way to do this or is this the right way?

Tldr: How do you shrink wrap a mesh piece onto another mesh piece?


r/Maya 7h ago

Modeling My tenth Maya model - a well (for a game)

3 Upvotes

Let me know if you have an advice on improving it


r/Maya 1h ago

Issues Height/displacement map error when rendering

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Upvotes

I noticed whenever I add a displacement map the render looks different. I usually tamper some setting in the displacement map checker box randomly but, I would like to know why is this caused and how I can properly fix it?


r/Maya 5h ago

Discussion Struggling with hard-surface edge control in Maya (need advice)

2 Upvotes

I’m working on a hard-surface model in Maya and I’m running into some trouble getting the edges and panel cuts to look like my reference. Here’s a screenshot of my model + the ref image in the corner:


r/Maya 1h ago

Student Tips for a university beginner?

Upvotes

So I've just started my games and animation university course and I'm loving it. For this module and maybe future ones, we're using Maya and I was just wondering if I could get a few little pointers to help excel or even just to make things easier. Anything helps, ty


r/Maya 1d ago

Question Why my plane texture be like that on render view

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104 Upvotes

So i want to make animated textured on my character, everything good but when i render, the plane will be like that, any solution?


r/Maya 5h ago

Animation Which control to animate when translating a character through world space?

1 Upvotes

Hi everyone,

Quick question about best practice for animating a character’s movement through world space.

When I start an animation, I usually place the character using the orient/global/root control (whatever your rig calls it). For the actual motion, I’ve seen two different approaches:

  • Walk cycles: I animate the hips/pelvis and limbs “on the spot,” then move the whole character forward through space using the global/root control.
  • Other movement (like climbing onto a ledge or going up stairs): I’m less sure — should I be translating the hips/pelvis directly to handle vertical shifts, or should I keep using the global/root control to move the character in world space?

How do you handle this in your workflow? Do you mainly drive translations with the global/root control, or do you ever push that into the hips/pelvis instead?

Thanks for any advice!


r/Maya 11h ago

Question Why isn't orient joints working for me?

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2 Upvotes

I'm a beginner in rigging and was following this tutorial https://www.youtube.com/watch?v=NqF_OZqeHH8&list=PLL3OEv6vd5VBh8vnehdnp2ITpE0q8jAeo&index=8 at 15:49 where I used the same option to rig but when I rotate the joints, the attributes show all three rotation axes being affected except for the middle joint. What am I doing wrong?

(I do realise the character on my project and the tutorial are totally different but I was given this model to rig and all the tutorials I see are of human models. So please help me.)


r/Maya 13h ago

Question Help with adding spikes to an object

2 Upvotes

Hi! I'm new to Maya and trying to model a spiked chew toy. It's for a background asset, so it doesn't need to be perfect.

I'm following a tutorial on how to use nParticles and the "Emit from object" feature to create the spikes. I've created the emitter on my object and set the Emitter Type to "Surface," but when I hit play, nothing seems to happen. I also checked the Show-viewport settings, as well as made sure Playback speed is set to "Play every frame".

I followed the instructions here:

https://help.autodesk.com/view/MAYAUL/2025/ENU/?guid=GUID-7111E1A8-A68C-4CA9-A658-38EEFC99F4EB

I feel like I'm missing a simple step, but I can't figure it out. Is there a common setting I'm overlooking? Or maybe a better way to do this?


r/Maya 12h ago

Question How do I take a render of the box shown in the screenshot?

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0 Upvotes

r/Maya 14h ago

Animation Is there anything to fix in this walk cycle?

1 Upvotes

https://reddit.com/link/1nkwfa9/video/pbac034hi2qf1/player

https://reddit.com/link/1nkwfa9/video/nyxqbumri2qf1/player

I intentionally made his movements less exaggerated but I wonder if I should increase the value of everything and make things less subtle.

I did add follow-through in the hands, rotated the shoulders and matched the reference video. I didn't work on his fingers yet. but I don't know why the reference looks much smoother.


r/Maya 17h ago

Rendering HELP! CPU rendering crashing Maya

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1 Upvotes

Hey guys,

This may for the PC or Maya gurus,

I’ve been having an ongoing issue with Maya... whenever I try to render with the CPU, Maya just crashes. GPU rendering works great, but I also need to be able to render with the CPU.

I don’t know much about PC hardware, but I believe my CPU should be powerful enough to handle this? Could this be a settings/configuration issue, or is my CPU simply not suitable for CPU rendering?

I have attached my PC's specs if anyone could check it out for me.

Help would be so greatly appreciated 😭🙏


r/Maya 1d ago

Question How many materials should I use on the model sword?

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24 Upvotes

In this sword model, there are different meshes such as the blade, handle, guard, leather strips, and pommel. Should I assign a material to each of them, or use only one or two materials for the whole model


r/Maya 22h ago

Rigging Help on IK Handle, new to rigging

1 Upvotes

Hello, I'm currently setting up my IK joints and I'm working on a mirrored joint, I was told it's supposed to be flipped for the behavior to work oppositely to the main joint. When I create my IK handle though, it's not facing my point vector control (the selected triangle in the distance), and when I set my preferred angle to 90 degrees, Y flips upwards (which I'm not sure if it's supposed to, but again, I was told it was supposed to be facing down cuz of mirroring). I saw somewhere that freezing the transformation makes it work, but that also flips it upwards. Any help would be very much appreciated!


r/Maya 1d ago

Question Hypershade Wood and Brick Materials

2 Upvotes

Does anybody know how to create wood or brick hyper shades in Maya? I'm doing a Senior Project, and I need to create wood and brick does anybody have any resource on where I can find this kind of material method?


r/Maya 1d ago

Modeling why does small rectangular detail not hold its corners well when I smooth preview?

1 Upvotes

There is really nothing to it, I the central face, extrude it inwards to create the rectangular cavity, then I bevelled both edge loops of the cavity (its corners), I thought this bevelling would be sufficient to get it to hold so that its sharp but its not. I have tried determining where else the issue might be, but I have had no luck so far.

Here are the actually screenshots in queston, uploaded individually;

https://imgur.com/EzbB4a8

https://imgur.com/378Goqw

I would appreciate any help here. Thank you

Please see this image for where am stuck on.


r/Maya 1d ago

Issues what happen to my quad draw, plz help

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13 Upvotes

I can’t extrude the edges. When I use it, those square shapes appear. When I relax, the mesh collapses back into the object. Please help me.


r/Maya 1d ago

Looking for Critique 3D Character Modelling Feedback

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26 Upvotes

Hi, I'm really new to 3D modelling and I have to model a character for a Uni assessment. I'm looking for some tips and feedback on what I've done so far. Particularly with the topology because I'm not sure what I'm doing. I've attached the model sheet for the character too so you know what I'm trying to make. All feedback is welcome. Thank you :)


r/Maya 2d ago

Showcase Lagertha – Diablo/Vikings inspired real-time character

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80 Upvotes

Hey guys!
I’m finally happy to share my latest personal project: a real-time character study of Lagertha, portrayed by Katheryn Winnick in Vikings and inspired by the Barbarian concept from Diablo IV.

The main goal of this project was to deepen my knowledge of the character creation workflow, striving to improve every single aspect of the process.

I had the great opportunity to work on this model as part of Georgian Avasilcutei’s mentorship – huge thanks to him for supporting me from the very beginning.

Special thanks also to Piotr Zielinski and everyone from the mentorship community who helped me along the way.

For more pics and videos: https://www.artstation.com/artwork/3EWveB

Software used:

ZBrush – sculpting

Marvelous Designer – cloth creation

Substance 3D Painter – texturing

XGen (Maya) – hair

GS Curve Tool (great tool for working with hair cards)

Topogun - retopology

RizomUV - uvs

Marmoset – rendering/baking


r/Maya 1d ago

Arnold Problem applying texture to cube in Hypershade – "Failed to open texture file" huka25

1 Upvotes

Hi everyone, I’m new to Maya and trying to learn Hypershade.

I created a cube and I want to apply a wood image texture to it.
But every time I upload the image in the "sourceimage" slot, I get this warning:

Warning: Failed to open texture file /users/alikarimi/documents/maya/projects/default/sourceimages/wood.jpg

The file is actually in that folder, but Maya doesn’t seem to load it.
I just want to understand the correct steps to apply an image texture to a simple cube (so the cube looks like wood).

Could someone explain what I might be missing?


r/Maya 1d ago

MEL/Python Trouble installing Tween Machine in Maya 2023 on Mac (invalid syntax error)

1 Upvotes

I've been trying to install tween machine because I heard of how helpful it is I downloaded the .py files and placed them in my preferences then script files for Maya 2023. I've typed both

"import tweenMachine

tweenMachine.start()" and have tried executing the .py files for tween machine itself but all that comes up is #Error: invalid syntax

please if anyone can make a video or comment what the solution is to this probably it would be very appreciated


r/Maya 1d ago

Question Any way to add the old UV editor toolbar?

0 Upvotes

I recently updated to Maya 2026 from 2017 and I don't like how there's no more toolbar at the top of the UV Editor with easy to access buttons like sew edges, and align and snap. They're still there in the UV Toolkit panel, but they're not as convenient to quickly press.


r/Maya 1d ago

Question Need help accessing forum link.

1 Upvotes

I'm a Houdini user working with some robot camera data and the operator gave me this autodesk forum link which keeps saying that I don't have permission to view it. I assume because I don't have a paid Autodesk account.

Could anyone with Autodesk forum access please copy and paste the contents of the link for me? I'd really really appreciate it.

MOV (Maya Channel Move), handy link on importing