Maya Tegak Diperbesar

Maya Tegak Diperbesar.

There is a lot to be excited about with this release, which sees a host of new features and improved performance, plus long-awaited Remesh and Retopology tools.


  • New matrix-driven rigging tools
  • Cached playback improvements
  • Remesh and retopology tools
  • Over 60 animation-related additions and updates
  • Arnold half-dozen with GPU rendering support


  • Expensive
  • Rigging tools aren’t backwards uniform

Autodesk has released Maya 2020: the latest update on its 3D modelling, animation, visual furnishings and 3D rendering software. I’ve been using Maya for almost two decades now. I remember the days when you lot needed a Silicon Graphics machine to run it, which was expensive enough, but coupled with the price of a Maya licence you had to spend a small fortune. I’one thousand non sure if the unobtainable price made information technology a more than desirable application, but everyone I knew wanted to work with it.

Thankfully, prices dropped over the years and at present Maya is much more affordable, although many still call back it’s too expensive, peculiarly when compared to other applications similar Blender and Cinema 4D (both of which appear, along with Maya, on our guide to the best 3D modelling software).

Since its early days, Autodesk has released updates annually. These commonly saw new tools and features beingness added to its arsenal; these features were welcome additions, simply were often aimed more at higher-stop animation and simulation work.

Over the past few years, mayhap even longer, we have seen a shift in the direction Autodesk take taken with the updates. They are now more focused on improving existing systems and implementing features voted on by the customs. This has transformed Maya into a much better, all-round application which continues to evolve and improve in a more focused manner.

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With Maya 2020, Autodesk continue this trend of listening to their users to implement much-needed quality-of-life features. They also enlisted Blue Heaven Studios to help mold the animation tools, which have as well seen a huge upgrade in this release.

Maya 2020: Features and performance

Autodesk boast over 60 new animation features, with the biggest existence improvements to the animation cache playback. Originally introduced in 2019, cache playback allowed animators to view their work in real time with little or no need for constant playblasts. This was the idea anyway, merely information technology came with limitations. The first was a lack of dynamics support, so it couldn’t exist used alongside these systems. Image planes still relied on legacy systems, so they were slow and hogged memory, and it wasn’t as efficient when used with dense geometry.

These issues accept all been addressed and make for a smoother experience. Dynamics back up is included, using a new layered evaluation system. nParticles, nCloth and nBodies are now supported, with nHair, Bifrost FX and musculus systems coming later.

Maya 2020: Price

£222 per month / £1,782 per year / £four,812 for 3 years
(opens in new tab)

High-resolution geometry or subdivision surface models that used Smooth Mesh were non efficient plenty in 2019. They used a lot of memory and were slow to cache. In 2020, the base mesh is stored while smoothing is at present handled on the GPU.

Speaking of the GPU, another big update this year is Arnold half dozen with full GPU rendering support, based on the NVIDIA OptiX ray-tracing engine. This has been in beta for a while just it’s dainty to see a full release. I’ve been using this more than and more than since I installed 2020 – information technology’south so fast, although I am running an NVIDIA Quadro RTX 4000 and so I’one thousand not sure how information technology would run on lower-cease cards. I no longer need to return to see model and shader updates, as they are visible in the viewport in, most, existent time.

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Finally, Maya has the ability to retopologise the densest of models

(Prototype credit: Antony Ward)

On the modelling side of things, Autodesk take given usa Remesh and Retopology tools. “It’s near time!” I hear you scream. When combined, these tools will enable clean, quad-based topology simply it has limitations. As good as the resulting models are, there are no options to dictate edge flow, so for game art at that place would all the same be a lot of clean-up needed.

Maya 2020: ghosting preview

Animators can now see by and future movement with the new ghosting preview tool

(Image credit: Antony Ward)

It seems Autodesk are now taking full reward of the GPU equally it’s beingness used on many other tools to help speed upward workflow. The Proximity Wrap tool, which is new to Maya, is an advanced version of the Wrap tool. It too uses the GPU to help calculate how the influenced geometry manipulates the surface model, making for smoother interactions. I’m looking forrard to experimenting with this on future facial rigs and custom musculus systems.

Maya 2020: rigging

With Maya 2020, blitheness has seen significant improvements, every bit has rigging

(Prototype credit: Antony Ward)

While we are on the subject area of rigging, another new addition I am personally excited most is the introduction of matrix-driven workflows. These are a series of nodes and attributes that make rigs cleaner and less cluttered. With the offsetParentMatrix attribute, constraints could be used less and less, meaning the fine art of rigging is more streamlined.

The one upshot I do have with the new rigging tools is they aren’t backwards compatible. I have many clients who still apply Maya 2017 and 2018, so for me, these shiny new nodes aren’t an option just withal.

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Should you upgrade to Maya 2020?

There is so much to be excited about with this release, and I haven’t even covered the modelling and speed improvements. All in all, Maya 2020 is an essential upgrade if you’re an blitheness studio. With all the new updates, it could salve you lot a lot of fourth dimension on your projects.

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Autodesk Maya

At that place is a lot to be excited nearly with this release, which sees a host of new features and improved performance, plus long-awaited Remesh and Retopology tools.

Since the early 90s, Antony has worked for many of today’s top game and VFX studios. He has written three technical manuals on Game Graphic symbol Development in Maya, Game Character Development and 3D Modeling in Silo, all of which have been translated into multiple languages. He is the owner of, and regularly produces both written and video tutorials on technical aspects of game development and VFX.

Maya Tegak Diperbesar


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