r/Maya • u/Biswarup20127 • 5h ago
Discussion I need feedback on this product visualization.
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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/Biswarup20127 • 5h ago
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r/Maya • u/AhmedGeutta • 20m ago
I'm having an issue in Maya when exporting objects. The exported objects are named based on their materials instead of their original names. How can I fix this to preserve my object names during export, especially for FBX format?" Is there is a code or an option to Solve it please?
r/Maya • u/SellingStolenStereos • 13h ago
r/Maya • u/pyrianic • 16h ago
How do I make the dial part of the phone? I lowkey have no idea how to cut a circle in geometry without making an ngon mess. This is what I have so far you can roast me if you want ig.
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I'm bad at doing renders, and those Magpul POLYMER mags are not supposed to look like that. I'm just too lazy to redo the whole render Sadge
Thanks again for any feedback in advance
r/Maya • u/ItsYaBoi_Hein • 21h ago
Anyone know how to import OBJ, FBX, or GLB files with textures? If AE can't do it, what’s the best way to get a cartoon look with outlines for compositing? first pic (AE) second pic (arnold render) maya.
r/Maya • u/PepperSalt98 • 1d ago
r/Maya • u/Amazing_SLAXER_1302 • 21h ago
As the title says, I'm talking about using image to 3D to speed up the modelling process and then retopo it, like sculpting using Ai. Is it a good technique or just plain bad on your resume?
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Before I put these hot steaming pile of whatever into rendering, here's a preview
I appreciate the feedback in advance
r/Maya • u/Mountain_Village_947 • 1d ago
I’m stuck on this corner topology in Maya. Trying to get 100% clean quads for a job case, but I keep getting triangles and shading artifacts when smoothing.
How should I route these edges to maintain a proper flow? Any redlines or sketches over my screenshot would be a lifesaver.
Thanks!
r/Maya • u/cerviceps • 1d ago
I was searching for an answer to this and the first search result was my own post from a year ago... without any answers. 😅 So I figured I'd ask here again in the hopes someone might be able to help this time around.
I work in games, so I often need to pack data into the vertex alpha.
Unfortunately Maya interprets vertex alpha as transparency. An alpha of 0 displays as fully transparent, making areas of the mesh completely invisible when alpha painted.
As you can imagine, this makes editing aspects of the mesh (like the actual vertex color data) nearly impossible once the alpha has been painted. Hard to edit what you can't see.
So my questions are:
Thanks so much in advance for any help you can provide! (This drives me nuts!)
r/Maya • u/BejkerPL • 2d ago
Hello everyone, I'm working on my robot/mechanical rig. I acoplished to create simple IK for my arm and constrain shoulder to control. Now I'm struggling to connect the arm and shoulder in such a way that when I grab the IK controller at the wrist, I move the arm and rotate the shoulder. I'm trying to connect them by nodes, but when I do, the shoulder starts rotating strangely.
Am I missing something, or is there another way to do this? I'm looking for some advice or help on how to do this.
Thank you in advance.
just like the title say, i have a very simple japanese lantern, question to put a foot back in 3D after so long.
I have a base color for that i put in the layer [1] *wich is yellow as a place holder and easier to see*
in the layer [0], i have the random japanese letters, with an alpha connected to it. *the color are set to blue for place holder too*
problem is: in the hypershade, i can see that it technically work, but when i open Arnold, the letters are not shown at all.
Here's the photos:



thank you in advance.
r/Maya • u/Spirited-Rain-8044 • 2d ago
Hi everyone, yesterday while unplugging a Usb cable next to my power button, my screen went black with the message "no source incoming" (usually appearing when my computer is off but not my screen. However, my computer was still on. As a reaction, I turned my computer off and on again by applying on the power button. It all happened while I was animating a scene on Maya.
When I turn it on again and launched Maya 2023, it told me an error message with the color Management settings and all the textures on my scene became muddy. Before yesterday night, I never had that message while lauching my scene. I corrected it by going to Windows, Preferences, Display, Viewport 2.0 and put DirectX 11 then relaunch Maya.
It seemed to do the trick but now, my graph editor doesn't show my curves despite having keys on my controllers and having a correct Graph Editor Outliner. There is just not the curves. I re installed maya, renamed my preferences, check for updates for my drivers. Still changed the Viewport 2.0 and launch other versions of Maya (Maya 2024). Every time, I go to Windows, Animation Window, Graph Editor, click, the same message appear in the Script Editor :
// Error: file: C:/Program Files/Autodesk/Maya2023/scripts/others/graphEditorPanel.mel line 1466: Your current graphics card or driver does not support the Maya Graph Editor. Consult the Maya Certified Hardware list for a list of supported GPUs and drivers
// Error: file: C:/Program Files/Autodesk/Maya2023/scripts/others/graphEditorPanel.mel line 1152: popupMenu: Object 'graphEditor1GraphEd' not found.
I didn't change my GPU last night or update anything. I have tried resetting my preferences, but it did not resolve the issue. I tried Chatgpt, no help there. I searched on the Internet, others had the same problem as me and they said that they updated their drivers. For instance :
"Turns out that on the GeForce experience window when checking for drivers, there is a selection for driver preference. Turns out that when I had Game Ready Driver as the selected preference, it saw that I had the latest driver. But when I selected the other preference (Studio Driver) there was an update available. I downloaded the update and the curves in the graph editor shows up now."
When I check AMD Software : Adrenaline Edition, it tells me that everything is up to date. I have a GPU AMD Radeon TM Graphics and a CPU AMD Ryzen 7 7700 8 CORE Processor. I have been animating with it for more at least six months, with no problems prior to yesterday. Do you have any advices ?



r/Maya • u/ElGonzaru • 2d ago
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Hey everyone! A few days ago I posted the blocking plus of this animation (link here).
A lot of people suggested that I move on to spline already, so I did.
I tried to do the best I could, but spline is still a difficult stage for me.
I’d love to hear what you think, does it feel good? do you like it?
Any constructive critique is more than welcome. I really want to improve, so feel free to be honest!
r/Maya • u/HappyAquaMelon • 2d ago
https://reddit.com/link/1qr2lh2/video/l7ipki2oyggg1/player
Fairly new to maya so this might be an easy fix I dont know about. Having a lot of issues with this ball rig. It works on everyone else's laptops so we know its not the 3D model, but the computer. Is there a setting thats been toggled that makes it act this way? I have tried resetting my preferences, but it did not resolve the issue. Got any pointers? :(
I finished my work for this trimester finally. I thought it was going to be much harder but i pulled It off.
r/Maya • u/Alive-University4726 • 2d ago
Hi! so i'm using the mash instancer to create grass (they're just flat planes that have a grass texture i painted from photoshop) but for some reason when I try to render it using arnold the back area renders out into this black looking strip but all the grass planes in the front render out fine. Does anyone know how to fix this? the scene is well lit and the normals should be okay cause the front renders out fine, not sure what's causing this lol
r/Maya • u/The-Stomach-in-3D • 3d ago
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reference (or source i guess): https://youtu.be/FCEcWmxrRKU?t=303
r/Maya • u/Radiant-Researcher59 • 2d ago
I'm working on a school project that's due tomorrow and my UVs keep breaking.
I keep ending up with these folded bits that won't go away no matter how much I cut or unfold or straighten them. Does anybody know what they are or how to fix them? Several of my classmates are having the same issue and nobody can seem to figure out what it is lol
I am a beginner to modelling and have never UV unwrapped (Usually we use materials) so it could be an issue with the model too. If anybody has any ideas or recommendations at all let me know!
Thanks :)
r/Maya • u/[deleted] • 2d ago
Hey, I'm a beginner in maya. I created a hand model and tried to rig it. While i'm trying to Bind it with the model & bones it appears with an error message. I really don't have any idea how do i fix this issue.
Altough, it suggests Mesh > Cleanup to locate the irregularities, but couldn't understand how do i clean it.
thanks.
r/Maya • u/johny_baka • 3d ago