
The Debate That Divides 3D Artists: What Comes First? 🤔
In the world of Maya, there is a question as old as the software itself: should I animate first or focus on textures? The answer, like in any good 3D drama, is: it depends. But don't worry, here we give you the definitive guide to avoid mistakes.
Why Animating First is (Almost Always) the Best Option
90% of the time, the correct answer is: animate first. Weighty reasons:
- Better viewport performance (goodbye to lags with your gray Lambert).
- You can change geometry without crying over lost textures.
- You focus on what's important: the movement, not whether the eye color matches.
A well-animated character with basic materials will always be better than a beautiful one that moves like a log.
Exceptions: When Textures Do Matter from the Start
There are cases where you'll need at least base textures from the beginning:
- Stylized animation (where color affects movement readability).
- Projects with specific effects (transparencies, refractions).
- When the client is impatient and wants to see "how it will look".
The Professional Pipeline: Divide and Conquer
In serious studios, the process is usually:
- Animation blocking (with simple geometry).
- Movement refinement.
- Then the army of lighters and texturers arrives.
So now you know: unless your project requires it, leave the Hypershade for the end. After all, why suffer twice? First with the rigging and then with the UVs... Maya already gives us enough headaches without adding more. 😅
Ironic Conclusion: If you really want to texture first, you're probably a masochist or a lighting artist in disguise. Animate calmly and leave the glamour for the end! ✨