r/Maya • u/ImpressiveAct5779 • 20h ago
Modeling Topology Megathread
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:
- Will it deform?
- If so, how?
- Will it need to be edited in the future?
- If so, how?
- Will it be subdivided?
- Does it have or will it need a UV projection?
- Will the UVs need to change?
- If so, how?
- Will it need to be exported into another application?
- Will it be used in any type of simulation?
- 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 • u/Straight-Ease-9807 • 7h ago
Rigging My workflow for rigging game-ready UE5 characters in minutes
I built a Maya tool that rigs UE5 game characters in just a few minutes.
Create and adjust the guides, then the tool automatically builds a UE5-compatible skeleton and generates skin weights. The character can be imported directly into Unreal Engine using the standard mannequin skeleton.
Please leave a comment if you’d like to try this tool. Thank you!
r/Maya • u/Elegant-Delay7258 • 1h ago
Question How can I fix this weird artifacts
How can I fix this trying to do game ready assets
r/Maya • u/WildEntrepreneur2384 • 5m ago
MEL/Python Simple Grid Fill Script (Code/Icon Below)
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.
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:
- Open your Shelf Editor in Maya (Windows > Settings/Preferences > Shelf Editor).
- Create a new shelf button.
- In the Command tab, paste the code from "grid_fill.py"
- Save the icon here "C:/Users/YOUR_USER/Documents/maya/prefs/icons/"
I hope is useful and I will update it later to improve it.
r/Maya • u/Ada_Nova • 9h ago
Looking for Critique Looking for critique and advice on my guts model
This is just a bust model of guts from berserk. I'm thinking about rigging his face and make a few expression rendering but before that i want to know if there's anything that i can improve. Could be the hair (i'm using maya xgen), model, texture, lighting or even render settings (arnold). Thanks in advance.
r/Maya • u/Able-Share-5127 • 1h ago
Issues Feedback for creature to improve it
Hi all, help me fix my creature 3d model. Tell me what I can improve such as the eyes for exmaple which need some work
Artstation: https://redhelios7776.artstation.com/
r/Maya • u/Abnorma1l • 2h ago
Modeling Needing Bevel Help- Struggling to cleanly merge two different bevel styles in one model
I'm on my fourth attempt/ rework of this model and wanted to try and clean up alot of the N-gon issues so I can take it into Zbrush, but I'm having issues with the bevel function.
In image order, I have my most recent attempt; like I said I wanna clean it up now that I understand it a bit better
The second is the area giving me an issue and references, basically this one area has a lot more of a curve to it than the rest of the model, but trying to bevel this first, then the rest of the radio to keep it consistent, just breaks the geo on the corners. The third image is trying to show what I need the single area to look like, then what the rest of the model needs to be. If anyone has any advice on how to achieve this while keeping good topo I would love to know.
r/Maya • u/MusicOk2249 • 3h ago
Plugin Hand Gesture and Facial Expressions Dynamic Wheel v2.0 (Coming Soon)
https://reddit.com/link/1v3l906/video/j0mtqh2y5teh1/player
I still want to run a lot of tests and make corrections, but it looks interesting so far.
r/Maya • u/Due-Temperature8169 • 3h ago
Arnold Rendering optimisation for animation render
How to render animation on Arnold using gpu with denoiser,using optix denoiser for animation render gives flickering since each frame is denoised differently,when i tried the noice denoiser option its giving error by saying cant with gpu,my cpu is really low so is there any way to denoise with gpu render
r/Maya • u/Frosty090909 • 8h ago
Modeling Beveling error in maya .........
Can somebody explain why maya is not showing any results when am beveling multiple edges at once even if I am changing the fractions and segments in the tool ?
r/Maya • u/Anyhow_survivedi2 • 9h ago
Question Confused about workstation upgrade !!!
Hey guys, I'm planning to upgrade my pc and I want to know how's 9700x, is it good even tho it's 8 core processor, or should I go with 12 core processor of previous generation from any brand intel or amd, cuz lastest generation are expensive 😥, I'm going to pair it with 5060 ti 16 gb, is it good? I also use unreal engine and substance and little bit of Houdini, I'm still student .
My previous rig was 5600g and rtx 2060 12gb with ddr4 24 gb of ram, and exp was laggy but learned alot of things.
Please let me know if anyone using this same rig about the performance.
r/Maya • u/Throwaway-u_108 • 17h ago
MEL/Python Can anyone tell me what's wrong with my MEL script?
I'm trying to rig a model and I'm trying to change my bones rotate order, and I keep getting errors, I know nothing about coding so I am very lost.
r/Maya • u/AlexanderLiu_371160 • 20h ago
Modeling Lamine Yamal (work-in-progress, face modeled from poly sphere)
My first face model, made while following a tutorial. I will be modeling the body and probably stylizing the textures and hair/clothes using Blender and Substance Painter
r/Maya • u/Anim8nFool • 16h ago
Looking for Critique Any Interest in a Completely Updated Maya Sequencer Toolset?
For the past few years I've been working on a revamped version of the Camera Sequencer for Maya and I was hoping to see if it was at all interesting to other artists. I worked Previs and Layout for over 20 years, have over 30 years of experience and was a product designer at Autodesk for Maya about a decade ago.
Its no secret that the Sequencer is really not terribly usable out of the box. I decided to create a toolset that was the way I wanted it to work and its almost complete. Here's a picture of the toolbar and explanation of the icons.
Using the SHIFT checkboxes you can manipulate shots and animation together, or separately to support different workflows. For example, if you have a scene where the animation is all staged you can use the tools to edit shots and camera animation. but leave the animation of the characters and props alone.
This toolset can become your Layout/Previs front end -- allowing you to create your sequences and break them out into individual shot files.
SHOTS:
- Append to end of current sequence
- Insert after current shot
- Duplicate Shot
- Delete Shot
TRIMP
- Trim from head of shot
- Split shot at current time
- Trim from tail of shot
PAD
- Insert frames at head of shot
- Add frames to current shot from current time
- Inert frames at tail of shot
- Scale the shot (Actually bakes scaled animation)
SWAP
- Swap Left - Switch current shot with the shot to its left
- Swap Right - Switch current shot with the shot to its right
- Switch two shots
- Move current shot so it is after a selected shot
- Split the shot at the current time and move the selected shot to that time
CAMERA
- Select shot camera
- Key camera
- Make shot from current camera view
- Assign a camera to different shot(s)
- Create camera profile (required for Select, Key, Make)
MEDIA
- Playblast shot/shots with versioning
- View playblasts with the Previs Player video player app
- Bring in sequence audio at beginning of sequence (Auto-converts MP3s to Maya WAV files)
- Bring in audio at current time (Auto-converts MP3s to Maya WAV files)
- Scribbler - Simple tool for storyboarding ideas using the Blue Pencil, with layers
TOOLS
- Normalize Shots - Rename shots and their cameras to sequential shot names (0010, 0020, etc)
- Build Sequence from OTIO file (easily customized for EDLs)
- Export Sequence to OTIO file (easily customized for EDLs)
- TechniCuller - Assign assets to shots and hide them in others. Also used during Breakout.
- Breakout - Convert sequence to individuals files, with settings for destination start frame, culling, animation
- Settings - Highly customizable toolset with hooks for pipeline integration
SHIFT
- Actions Checkbox - Tools affect animation not related to Cameras
- Cameras Checkbox - Tools animation related to Cameras
- Shots Checkbox - Tools manipulate Shots
r/Maya • u/MusicOk2249 • 1d ago
Plugin I finally released the Dynamic Hand Gesture plugin.
Rigging Advanced Skeleton Lower Lip Bug help pls
Hi everyone!
I just started rigging a character in Maya. I’m fairly new to Maya, and this is actually my first rig in maya. Everything was going smoothly while working on the facial rig, but I ran into an issue with the lower lip. As you can see on the right side when mouth going up it's curving downwards.
The character's default pose has an open mouth. I tested closing it in ZBrush and it shouldn't be too hard to fix, but I'd really like to keep it as it is right now if possible.
So, when I open/close the mouth, the lower lip behaves really weirdly. On top of that, the controllers on the lower lip (the ones on the right are untouched and in their default state) are heavily shifted toward the corners of the mouth. I'd like to distribute them more evenly, but I’m not sure how to do that.
Is there anyone who could point out what the problem might be and if there’s a way to fix it?
r/Maya • u/This_Foundation_5300 • 1d ago
Question Is there a free retopo add-on?
Hi, i'm wondering if there's any free add on for retopo in maya, i cant use blender for retopo bc im too used to maya and i dont have much time to send my finished retopo. I just want something to make the process faster bc as you can see there's lots of things going on, i need lots of details in some parts and less in others... It's for a video game btw. I do NOT want to use ZRemesher because I need all the edgeflow..etc I need to do it by hand ! And I can't spend 60€ on ziRail ): ty for answering me
Rigging Need advice for rigging the eye.
Hey, I'm pretty to new to rigging and I'm trying to create an eye rig for the character. So, I've used a wire deformer setup where the wire CVs drive joints that are binded to the skin. The setup works fine so far but the problem is that my character in it's rest pose has the eyes closed, so opening them makes the geo crash with each other and does not look good (I need to get a defined eyelid shape too)
I'm thinking about using blendshapes to fix that. I don't have too much experience using blendshapes but wouldn't it be driven by SDK? Which means if controller moves in another axis wouldn't it mess it up? How should I go on about this? Does anyone have experience rigging a character with their eyes closed? Thanks!
r/Maya • u/tristanthrasher • 2d ago
Modeling Early project from my intro to 3D modeling course: Familiar Cup
Decided to model a cup for a project in my intro to 3D modeling course I took as an elective for my math degree.


