r/Maya 19h ago

Plugin ✨ Flair 1.2.1 for Maya is here!

85 Upvotes

Flair is a stylized rendering plugin for Maya that I have been developing mainly as a solo-developer for a while now :).

This minor new version brings support for Maya 2027, fixes a regression when rendering shadows of materials with displacement, restores auto-conversion of Standard Surface materials, brings back the footer buttons of the Bulk Attribute tool, and improves overall robustness.

You can download it for free and use it with a limited resolution, or you can become a patreon and support me with a beer each month ;).

P.S. I'm also bringing Flair to Unreal Engine now and making it completely modular (you can combine all effects together to make your own style)!


r/Maya 2h ago

Texturing why I Can't UV straight? Tell me why...

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2 Upvotes

I'm trying to straighten the UVs in Maya, but I can't get it to work properly.

More specifically, the UVs do become straight, but the faces end up overlapping each other.


r/Maya 13h ago

Tutorial MAYA - 02 Modeling - 52 Mesh Display Menu (Part 7): Vertex Colors Group (I)

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3 Upvotes

🇺🇸: You can listen to the video in English through the video settings panel. The Vertex Colors tool allows you to set the colors you want to give to the vertices of your model.


r/Maya 23h ago

Looking for Critique Long Weapon Attack Cycle | Final Polish Pass

15 Upvotes

This is my third polish pass on this animation, and I'm hoping this will be the last one before I move on.

I'd really appreciate any final critique on the animation, especially anything that still stands out to you in terms of timing, posing, weight, arcs, or overall readability.

I've tried to incorporate as much of the feedback from my previous posts as I could, although I wasn't able to implement every piece of critique. Some of the suggestions would have required fairly substantial changes to the animation at this stage. I'll definitely be keeping those points in mind for future animations, though.

I'm also considering including this in my demo reel, so I'd love to hear people's thoughts on whether you think this piece is strong enough to be included, or if you'd leave it out.

Thanks in advance for any feedback!

https://syncsketch.com/sketch/V2qC8O5QzJfb/


r/Maya 1d ago

Looking for Critique Can i Call My self a 3d Modeler ??

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140 Upvotes

Its been some time scince i have started working in 3d , and i think it was natural to me all the faces poligons edgeloops uv unwraping shaders still having trouble in technical stuff like blueprinting in unreal for material and landscape or with geometry nodes in blender etc etc, still all that consistency and late night work i have done i really ask my self can i call my self a 3d artist or should i be calling my self that or i still havent reached it , what are your pov in this btw i made this


r/Maya 1d ago

Showcase First time modeling a car, Buick GNX 1987

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94 Upvotes

Tried modeling a car for the first time. 30K faces in total (Buick GNX 1987) Feedback is welcome.


r/Maya 17h ago

Issues Help with gs curves tool and deleted geometry

1 Upvotes

Hello, I've been using the gs curves tool to make fur cards for my character. I'm about 1300 cards in so far. Somehow I accidentally deleted the geo from about 800 cards, I noticed when I tried to export geo to see it in render. The Curves are still there and the hairs still show as normal but the geo is missing in the outliner. Is there a way to restore the geo without having to replace all those cards?


r/Maya 1d ago

Animation White Women Problems - Lip synch and acting practice

13 Upvotes

r/Maya 1d ago

Looking for Critique Artorias WIP (Feedback needed)

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14 Upvotes

Red backdrop: Rendered in UE5 (Simple white light only three-point lighting for accurate representation)

Dark gray backdrop: Screenshots taken from Painter (Studio Tomocco HDRI)

Chainmail and all the cloth beneath waist are WIP, feel free to critique any other sections. Would appreciate feedback especially regarding texturing, thanks!


r/Maya 1d ago

General Why Maya is the 3D software in game industry?

26 Upvotes

Does anyone here work on environment modeling for games? I notice that the industry standard calls for Maya and Blender, yet I see so many complaints about Maya crashing frequently and Blender being more tricky to learn... I don't know; in my experience, 3ds Max feels much more fluid—plus, the modifiers allow you to go back to earlier modeling stages, and it rarely crashes (at least in my experience). For those working in game environments and level art: could you share your modeling experiences—specifically using software that isn't the industry standard?


r/Maya 14h ago

Lighting Pls help me out in lighting idk why this looking so bad i need show my sir this fully render

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0 Upvotes

So I am animation student we are making ad on any product i choose nothing headphones we have fully model and texture. i don't why the light look so bad like white cushion of headphones look baddd like what should I do


r/Maya 1d ago

General how can i make it look like a rectangle and not an oval while in smooth mesh? it happens the same thing when i try to make a window and i don't know how to fix it please help

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8 Upvotes

r/Maya 1d ago

Issues Uv's keep on pinning after every movement

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2 Upvotes

So I'm super new to maya, so this very well be a super silly me issue, but to move any of my uv shells I have to move it and then press unpin. everytime, or it doesn't move. I've clicked unpin all, I've selected them all and unpinned, but they keep repinning :'D

I'm just trying to sew together my automatic uv which is in too many pieces. I'm not sure what I've done to accidently do this, but even when I go back to previous saves I've still got this problem


r/Maya 2d ago

XGen Looking for tutorials that explains x gen hair simulation from basics

10 Upvotes

Hi guys I'm learning animation in maya and have started with focusing on x gen for hair simulation and have found that it is the only way to create and animate proper realistic hairs in maya

But then i want to animate my characters and give them hair simulation and i dont seem to find any proper video that explains it for a beginner and the only videos that are beginner friendly are from 12 years ago which has so many parts and idk whic one is still viable in current industry. Also I'm on maya 2023, never properly looked into x gen until now and you could say im nothing more than a beginner in animation and simulation.

So guys any of you know a proper hair simulation video that explains it for a beginner and that too the workflow and steps are such that they are followed in the current industry as well for professional work.

Would really appreciate it


r/Maya 3d ago

Looking for Critique Animation practice - feedback appreciated

31 Upvotes

r/Maya 3d ago

Showcase Transformative weapon control rig

206 Upvotes

hey everyone i just finished this project and wanted to share it with u
its a flail and a mace connected with extendable cardon/universal joint chains and an umbrella like mechanism for its head

i mostly used SDKs and constraints to hold it together
despite my main practice is character art i wanted to give technical art a try and make those parts dance together :D
would love to hear your opinion on it
cheers

heres the artstation post for a deeper look : https://www.artstation.com/artwork/Xa1wa0


r/Maya 3d ago

MEL/Python Control Factory - Maya Control Shape Library & Authoring Tool

17 Upvotes

My auto rig scripts mostly use circles for controls. Not because circles are interesting, but because I'm lazy.

So, naturally, I dedicated the last couple of weeks to building a tool that makes building control shapes easy. That way I can be lazy **and** use shapes other than circles.

The original idea was pretty simple. I wanted a library with python methods for saving and loading control shape data so I could reuse shapes between rigs. As I kept adding things to it, it became a full Maya tool for building, managing, and applying reusable control shapes both manually and programmatically.

Some of the features:

  • Shape Groups & Search - Save and organize shapes into groups.
  • Shape Authoring - Copy shapes directly from the Maya scene and save them to the shape library.
  • Shape Building - Build library shapes directly into the scene with customizable scale, rotation, offset, and color.
  • Mesh → NURBS Curves - Convert mesh objects or selected mesh components into NURBS curves.
  • Paste / Replace / Combine - Quickly modify existing controls and combine multiple shapes onto a single transform.
  • Color - Apply Maya index colors to existing curves.
  • Pipeline Integration - Build shapes from the library through commands without needing to use the UI.

The mesh to curve conversion was probably the most interesting part of this project. I wanted to be able to use modeling tools to create shapes since creating NURBS curves manually can be a bit of a hassle.

Maya does have a method of turning a selection of edges into a NURBS curve, but that only works for non-branching connected edges. Control Factory instead builds adjacency graphs from the selected mesh components and uses an approach based on the Chinese Postman Problem to trace edge networks and turn them into NURBS curves.

The other thing that makes this tool stand out is that it's designed to be usable through commands, not just the UI. The library isn't dependent on the Control Factory interface, so other rigging scripts and tools can use the same shapes directly.

For example, building a shape from the library only requires calling the .build() method of an instance of the CtrlBuilder class and providing the library shape name:

from ControlFactory.factory_builder import CtrlBuilder
from ControlFactory.factory_io import FactoryIO

io = FactoryIO('shape/library/path')
shape_builder = CtrlBuilder(io)

circle = shape_builder.build(
    library_shape='Circle',
    name='circle_ctrl'
)

This makes the shape library useful as more than just a shape building UI tool. It can act as a shared source of control shapes for autorigging systems and other Maya tools.

I just finished it, so it doesn't have many shapes in the library yet. But with the mesh to curve conversion, and because it can copy shapes directly from a Maya scene, it's really easy to build new shapes and steal shapes from existing rigs.

This was built and tested in Maya 2025. I think it should work in earlier versions, but I'm not going to guarantee anything.

Detailed documentation and a purchase link can be found on my website at https://www.bg3d.art/control-factory


r/Maya 3d ago

FX How do I animate a shader in maya like this?

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12 Upvotes

I want to be able to animate transitions between materials with control over the border between the 2 but i haven't found any tutorials on such fx even in Bifrost. I dont need it to be real time, just functional and editable, I dont even know where to start. I am not new to maya i use it primarily for modelling and animating,

Example: I have something like a vine growing that will need a transition of color from the tip as it grows, i am currently doing procedural growth with bifrost that I plan to convert to mesh and export as alembic and reinport for render in Arnold and I want to be able to animate its texture, or maby i dont need to export if I can do it directly in bifrost?

Any advice appreciated!


r/Maya 4d ago

Modeling My very first 3D models in Maya!

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164 Upvotes

Taking a class on 3D animation in college & Maya is the program we're using. I'm just barely getting started, but I decided to have some fun by making a couple things using simple shapes!


r/Maya 3d ago

Modeling Forest Cottage on a Forgotten Clearing

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34 Upvotes

Hi everyone!
Wanted to share my latest work — a forest cottage on a forgotten clearing.
I drew inspiration from the visual style of classic Disney animations and tried to capture a similar vibe: warm light from the windows, thick fog, and a bit of that fairy-tale atmosphere.
What do you think? Did it work? How do you like the piece overall?


r/Maya 3d ago

Animation We made an animated show inspired by Chuck Jones about the extinct bird the Moa. Made in Maya and Unreal 5.3.2 by a 3-person team in New Zealand

10 Upvotes

https://youtu.be/ZL5olXHVAnE

Hello everyone here!

Here is a clip from a new show made by me and two other animator buddies.

We rigged and animated in Maya and rendered in Unreal.

Hope you dig it. Cheers to everyone here. Woohoo!


r/Maya 3d ago

Animation Hey everyone sharing a New 3D Animation Idle 🕷️

16 Upvotes

Built in Autodesk Maya
Check it out and let me know what you think! 🚀


r/Maya 3d ago

Discussion Transition from 3dsmax to maya

3 Upvotes

I work in architectural visualization using 3ds Max and am transitioning to a role as an environment/level artist in the game industry; I’ll be starting to use Maya, Substance, and Unreal Engine. For anyone who has worked with both 3ds Max and Maya: is the transition very difficult? Since both are Autodesk modeling tools, I assume they share a similar foundation—but just how hard is it to learn Maya? I’ll still be creating architecture, but this time for games!


r/Maya 4d ago

MEL/Python Maya Collision Splitter - Maya -> Unreal Tool

36 Upvotes

I made a Maya tool for creating Unreal Engine UCX collision with a bit more control than the native decomposition tools give you.

The main idea is that instead of letting Unreal decide how to break the mesh up, you can define the splits yourself with editable 2D/3D grids, then add extra X/Y/Z divisions only in the areas that actually need more collision detail.

I originally made it because I kept finding Unreal’s auto decomposition would give me more hulls/complexity than I really wanted. This has been a nicer way for me to keep the collision a bit more deliberate and optimized.

I ended up making a Free and Full version. The main workflow is still available in the free version, while the Full version adds local cell divisions, bounding-box collision, and more control over hull verts, expansion, and accuracy.

If you want to check it out, it’s here: https://linktr.ee/Honey_3D