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How do you make quads in Maya?

Published in Maya Modeling 6 mins read

To make quads in Maya, you typically either start with quad-based geometry and modeling techniques, or you convert existing geometry (like triangles) into quads using various tools and workflows. Quads (four-sided polygons) are preferred in 3D modeling for their predictable deformation, cleaner subdivision, and better compatibility with animation and texturing.

Here's how to achieve quad-based geometry in Maya:

Understanding Quads in Maya Modeling

Quads are the cornerstone of good 3D topology. They allow for smoother surface deformation when animating, easier UV mapping, and result in predictable subdivision surfaces. While triangles (tris) and N-gons (polygons with more than four sides) have their uses, a model primarily built with quads is often more versatile and easier to work with.

Methods for Creating and Maintaining Quads

1. Starting with Quad Primitives

The most straightforward way to work with quads is to begin with them.

  • Polygon Primitives: When you create basic shapes like a Cube, Plane, or Cylinder in Maya, they are composed entirely of quads (or can be set to be, e.g., a sphere can be quad-based).
  • Using these as a base: You can then use standard modeling tools to extrude, bevel, or add detail while maintaining quad topology.

2. Utilizing Quad-Friendly Modeling Tools

Many of Maya's modeling tools are designed to create or preserve quads when used correctly.

  • Extrude: When you extrude faces, edges, or vertices, Maya typically creates new quad faces around the extruded element.
  • Bevel: Beveling edges or vertices can create quads or triangles depending on the input and settings; careful use helps maintain quad flow.
  • Multi-Cut Tool (with Snapping): This versatile tool allows you to draw new edges across faces. By strategically placing cuts, you can divide N-gons or large quads into smaller, manageable quads. Hold Ctrl to perform an edge loop cut that keeps quad structure.
  • Connect Component: Connects selected edges or vertices with new edges, which can be useful for dividing large quads.
  • Bridge: Connects two sets of edges, typically creating quads between them.
  • Append to Polygon Tool: Allows you to manually draw new faces, giving you full control over creating quads.
  • Quad Draw Tool: This is a powerful retopology tool (explained further below) that is specifically designed for creating clean quad meshes.

3. Converting Existing Geometry to Quads (Retopology & Cleanup)

Often, you might import models or sculpt high-poly meshes that contain triangles or N-gons. Converting these to quads is crucial for animation and game development.

a. Automatic Conversion via Mesh Cleanup

Maya has a "Cleanup" tool that can automatically attempt to convert non-quad geometry.

  1. Select your mesh.
  2. Go to Mesh > Cleanup (Options Box).
  3. In the Cleanup options, under "Fix by Tesselation," select:
    • "Faces with more than 4 sides" to turn N-gons into quads and triangles.
    • "Concave faces" (optional, for problematic geometry).
    • "Non-manifold geometry" (optional, for mesh integrity).
    • Crucially, for turning triangles into quads, you might select an option that attempts to "quadrangulate" the mesh.
  4. Click "Apply."
    • Sometimes, initial application might not yield ideal results. If you find the mesh doesn't clean up as expected, or creates undesirable hard edges, you may need to adjust settings. For instance, if a tool is attempting to turn triangles into quads and causes issues with shading, you might need to deselect options like "Keep Hard Edges" before clicking "Apply" again to get a smoother, more quad-friendly result.

b. Manual Retopology with Quad Draw Tool

For complex or organic high-polygon models, manual retopology using the Quad Draw tool is the most precise method to create clean, animatable quad topology.

  1. Prepare your high-poly mesh: Make sure it's a single object and potentially smooth it if it has jagged details you don't need in the retopologized mesh.
  2. Make it Live: Select your high-poly mesh and go to Modeling Toolkit > Make Live (the magnet icon). This makes the surface active for snapping.
  3. Activate Quad Draw: Select the Quad Draw tool from the Modeling Toolkit.
  4. Draw Quads:
    • Click on the live surface to create vertices.
    • Shift + Click between three or four vertices to create a quad face.
    • Ctrl + Click on an edge to insert an edge loop.
    • Ctrl + Shift + Click on an edge loop to delete it.
    • Hold Tab + Left Click Drag: To smoothly relax/smooth out the quad mesh.
  5. Build up your low-poly quad mesh over the surface of the high-poly model. Once finished, deactivate "Make Live."

c. Manual Editing and Cleanup

For smaller issues or local cleanup:

  • Merge Vertices/Edges: Select multiple vertices or edges and go to Edit Mesh > Merge. This can help consolidate geometry and form quads.
  • Delete Edge/Vertex (Ctrl+Delete): Simply deleting an edge (and its associated vertices if you press Ctrl+Delete) can sometimes turn two triangles into a quad or simplify geometry.
  • Target Weld: Select the Target Weld tool, then drag a vertex onto another to merge them. This is useful for closing gaps or consolidating geometry to form quads.
  • Fill Hole: Select a border edge and go to Mesh > Fill Hole. This will fill the hole with a face, often an N-gon or a triangle, which you can then manually divide into quads.
  • Poke Face / Unpoke Face: Poke Face adds a vertex to the center of a face and connects it to all its edges (often creating triangles). Unpoke Face attempts to reverse this.

Key Tools for Quad Creation/Conversion

Tool Name Primary Function Best For
Polygon Primitives Starting with basic quad shapes Foundation for hard-surface modeling, initial blocking
Extrude Adding depth and detail Expanding existing geometry while preserving quads
Multi-Cut Tool Dividing faces and adding edge loops Creating new quads, refining topology, adding detail
Quad Draw Tool Drawing new quad faces over existing geometry Retopology for organic models, creating clean low-poly meshes from high-poly
Mesh > Cleanup Automatic conversion of N-gons and tris Initial pass for cleaning imported meshes, fixing minor topology issues
Merge Vertices/Edges Combining components Closing gaps, simplifying geometry, correcting local topology
Target Weld Merging vertices by dragging Local mesh cleanup, consolidating vertices
Bridge Connecting two sets of edges Creating new faces between separate edge loops or open boundaries

Benefits of Quad-Based Geometry

  • Predictable Subdivision: When you apply a smooth modifier (like pressing 3), quad-based meshes subdivide much more cleanly and predictably, avoiding pinching or artifacts.
  • Easier UV Unwrapping: Quad meshes tend to unfold into simpler, more organized UV layouts, making texturing easier.
  • Better for Animation: Quads deform more naturally during animation, preventing undesirable stretching or collapsing that can occur with triangles or N-gons.
  • Cleaner Edge Flow: Quads facilitate good "edge flow," which is the strategic placement of edges to define contours and control deformation.

By consistently applying these methods and understanding the importance of quad topology, you can create high-quality, efficient 3D models in Maya.