# MAYA — Knowledge MOC
> [!abstract] About this MOC
> Everything related to **Maya** — modeling fundamentals (UVs, retopology), scene optimization, and pipeline handoff notes. Maya is the entry point for most asset work before it moves into Houdini/Solaris for scene building. Start with *Fundamentals* if you are new.
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## 🧭 Reading Order for Newcomers
1. **UVs first** → [[Notes/Maya UV|Maya UVs]] — every asset ultimately needs a good UV layout.
2. **Retopology** → [[Notes/MAYA Automatic Retopo|Maya — Automatic Retopo]] — clean base mesh for animation / deformation.
3. **Scene hygiene** → [[../../PROTOCOL/OPTIMISATION/Notes/Asset modeling Clean - Leo Hanrion|Asset Modeling Clean (Leo Hanrion)]] — cleanup rules before publishing an asset.
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## 📚 Modeling Fundamentals
Core tasks on every asset.
- [[Notes/Maya UV|Maya UVs]] — theory, unwrap process, UDIMs, texel density, pipeline handoff to Mari/Substance.
- [[Notes/MAYA Automatic Retopo|Maya — Automatic Retopo]] — automatic retopology workflow for sculpted meshes.
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## ⚙️ Scene Optimization
Keep scenes light and export-ready.
- [[../../PROTOCOL/OPTIMISATION/Notes/Asset modeling Clean - Leo Hanrion|Asset Modeling Clean (Leo Hanrion)]] — Leo Hanrion's checklist for clean, publishable assets.
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## 💡 Suggested Future Notes
Gaps worth filling when time allows — each would slot into one of the sections above.
- **Maya scene setup for PROTOCOL** — project directory, working units (cm), linear workflow, up axis (Y/Z).
- **Outliner hygiene** — naming, group structure, display layers, visibility flags (PROTOCOL `char` / `prop` / `env` / `clus`).
- **Reference vs import** — when to reference an asset, when to import; impact on Prism publishes.
- **Alembic / USD / FBX export matrix** — which format for which handoff (animation, layout, lookdev, rig).
- **Prism publish from Maya** — practical walkthrough of the `usdModeling` and `maRiging` product publishes.
- **Maya → Houdini / Solaris handoff** — expected USD layer, axis, units, material network.
- **Hard-surface modeling best practices** — edge flow, bevels, support loops for smoothing.
- **Organic modeling best practices** — topology for deformation, quads vs tris, poles.
- **Rigging basics** — skeleton setup, skin weights, deformers, controllers, PROTOCOL naming for rigs.
- **Blendshape / morph target workflow** — naming, wrap modeling, corrective shapes.
- **Maya essentials** — navigation, hotkeys, workspace layout, Hypershade basics.
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## 🔗 Related MOCs
- [[../MARI/MARI MOC|MARI MOC]] — texturing picks up where UVs end.
- [[../LOOKDEV/LOOKDEV KNOWLEDGE MOC|LOOKDEV Knowledge MOC]] — shading, downstream of modeling.
- [[../KNOWLEDGE MOC|KNOWLEDGE MOC]] — top-level index.