Polygonal geometry can have different configurations or topology types in Maya. Understanding the characteristics of these topologies can be helpful when you need to understand why a modeling operation failed to execute as expected.
Two-manifold topology polygons have a mesh that can be split along its various edges and unfolded so that the mesh lays flat without overlapping pieces.
Non-manifold topology polygons have a configuration that cannot be unfolded into a continuous flat piece. Some tools and actions in Maya cannot work properly with non-manifold geometry. For example, the legacy Boolean algorithm, the Reduce feature, and Sculpting Tools do not work with non-manifold polygon topology. The image below shows three examples of non-manifold topology polygons.
This shape is also possible where two three-dimensional shapes share a vertex (such as two cubes meeting at a single point).
The following operations in Maya can produce non-manifold geometry:
You can convert non-manifold topology polygons into two-manifold topology (including the less obvious case of adjacent faces with opposite normals) using Mesh > Cleanup.
Some types of polygon geometry will not work in Maya. Invalid geometry includes vertices that are not associated with a polygon edge and polygon edges that are not part of a face (dangling edges). While Maya does not let you create these types of geometry, it may be possible to import these types from other software applications.