Building workflow technology around real Maya production needs.

DEEVLA is an independent DCC technology initiative focused on improving digital content creation workflows. Its first product, DEEVLA Asset Browser (DAB), is being developed as a high-performance asset and workflow infrastructure for Autodesk Maya. Beyond DAB, DEEVLA's product direction includes artist tools, plugins, workflow automation, production intelligence, and longer-term orchestration concepts for Maya-centered 3D workflows.

Current Focus

  • DEEVLA Asset Browser (DAB) as the first product
  • Autodesk Maya desktop integration
  • Production-oriented workflow design
  • Architecture, scalability, and maintainability

Long-Term Direction

  • DEEVLA Smart Modeling Toolkit
  • Additional Maya tools and plugins
  • Workflow automation and pipeline utilities
  • Long-term production intelligence and orchestration direction

DEEVLA at a glance.

DEEVLA was founded on 17 August 2025 as an independent software startup focused on DCC technology, 3D production tools, workflow software, and Autodesk Maya-centered development. Its flagship product, DEEVLA Asset Browser (DAB), is being developed as a high-performance asset and workflow system for Maya.

Company Name
DEEVLA
Founded
17 August 2025
Founder
Riyadus Solihin
Founder Role
Founder & Founding Developer
Number of Employees
1
Company Type
Independent, Founder-Led Software Startup
Location
Surabaya, East Java, Indonesia
Official Website
Official Email
Industry / Focus
DCC Technology, 3D Production Tools & Workflow Software
Primary Platform
Autodesk Maya
Flagship Product
DEEVLA Asset Browser (DAB)
Development Focus
Asset Management, Workflow Automation, Artist Productivity & Maya-Integrated Pipeline Tools
Official Startup / Incubator Program
No
Official Startup / Incubator Program Status: No

DEEVLA is not currently part of, affiliated with, or supported by any official startup, incubator, accelerator, university entrepreneurship, or government startup program. DEEVLA was established independently on 17 August 2025 and has been developed directly under the direction of its founder.

Rather than being created through an external incubator or startup program, DEEVLA was initiated as an independent software startup focused on developing practical technology for DCC and 3D production workflows. Product direction, technical research, development planning, prototyping, testing, and validation are managed internally by DEEVLA.

DEEVLA currently operates as a small founder-led startup with one employee in addition to the founder. Its development is centered on building its own products, beginning with DEEVLA Asset Browser (DAB), with Autodesk Maya as the primary integration platform.

Being independent means that DEEVLA is currently responsible for its own product direction, development process, technical decisions, validation, and long-term growth. While DEEVLA is not presently participating in an official incubator program, it remains open to appropriate developer, technology, and startup programs in the future when they are relevant to the company's development and products.

DEEVLA is an independent company. No official partnership, sponsorship, or endorsement by Autodesk is claimed.

Founder-led today, structured to grow responsibly.

DEEVLA is currently a small, founder-led independent development initiative. Riyadus Solihin serves as Founder and Founding Developer, with 1 employee in addition to the founder.

Current Structure

Small independent team

At this early stage, DEEVLA is intentionally kept small and focused so its core technology, product architecture, engineering standards, and long-term direction can be established carefully before the team expands.

Current Team

Founder-led development

DEEVLA currently consists of its Founder and Founding Developer, together with 1 employee. DEEVLA remains founder-led while maintaining a small and focused operating structure.

Growth Model

Gradual, product-driven expansion

Team growth is intended to follow real product and engineering needs rather than expanding prematurely. The goal is to keep development focused, maintainable, and technically disciplined.

Future Roles

As DEEVLA products mature and the development scope grows, the initiative may recruit software developers, technical artists, UI/UX specialists, pipeline engineers, QA/testing specialists, and other professionals whose expertise matches the requirements of future products.

Long-Term Team Objective

The long-term objective is to build a capable professional development team that can create reliable, production-oriented tools, plugins, workflow technologies, and developer solutions for Autodesk Maya users and modern DCC production workflows.

DEEVLA is currently being built by a small independent team. The current structure consists of the founder and 1 employee. As the initiative grows, DEEVLA aims to expand gradually into a professional development team capable of supporting multiple Autodesk Maya products and long-term DCC technology development.

Growth principle: Future expansion will be approached gradually, with emphasis on technical quality, maintainability, user needs, responsible software development, and compliance with Autodesk development and licensing requirements. DEEVLA does not currently claim any official partnership or affiliation with Autodesk.

DEEVLA Asset Browser (DAB)

DEEVLA Asset Browser is the first product being developed by DEEVLA for Autodesk Maya. DAB is not intended to be only a thumbnail browser. It is being designed as an asset and workflow layer that helps artists and technical users organize, discover, inspect, manage, and use production assets efficiently while minimizing interruptions to Maya's creative workflow.

How DAB Works with Autodesk Maya: DAB is a desktop-integrated Maya product. Its planned workflow uses supported Maya scripting and API mechanisms for scene-aware asset operations such as import, open, reference, selection/context handling, callbacks, and host integration. Asset indexing, metadata, thumbnails, caching, and other suitable heavy operations are designed to run through background processing so Maya's UI and viewport remain responsive.
Core Objective

High-performance asset infrastructure

DAB targets large asset libraries, fast discovery, persistent metadata, background processing, scalable indexing, and responsive interaction inside a Maya-centered workflow.

Maya Integration

Direct workflow connection

Planned Maya workflows include import, open, reference, scene-context awareness, Maya commands, and supported scripting/API integration.

Artist Experience

Less interruption, more creative focus

Expensive operations such as indexing, thumbnail generation, metadata extraction, and dependency analysis are intended to run through background job systems where appropriate.

First Product In Development Autodesk Maya 2025+ Maya 2027.2 Primary Validation Host Desktop Workflow

Current DAB product showcase: The screenshots below show the current user-interface direction and working product areas that are actively being developed and tested. They are presented to show that DAB is already being shaped as a real Maya-integrated tool, not only as a concept. Every image can be clicked to zoom, and the screenshots below are intentionally shown as compact previews so the section stays cleaner and easier to scan.

Development note: DAB is not yet fully complete. The current build already demonstrates important foundations such as library browsing, search and filtering, preview and inspection, metadata handling, and Maya action controls. However, many more features are still planned to better support artists, technical artists, and asset-heavy workflows.
UI direction note: The interface is being shaped to feel as consistent as practical with Maya so the experience can look more integrated inside the host application. Some visual themes, surface styling, and presentation details may still change over time because the current UI is a working demo, not a final locked release.
Library Navigation
DAB library panel showing asset sources, folder hierarchy, collections, and rescan controls. Click to Zoom

Libraries, folders, and organization controls

This panel demonstrates how artists can register asset sources, browse folder hierarchies, switch organizational views, work with collections, and trigger operations such as add folder, rescan, or remove. It reflects DAB's goal of keeping large asset libraries structured and manageable inside a Maya-centered workflow.

Discovery Workflow
DAB search and filter interface with text search, type filtering, sorting, and asset grid results. Click to Zoom

Search, filter, and asset discovery

This view highlights a core part of the artist workflow: fast search, type filtering, sorting, and visual browsing of indexed assets. The intention is to reduce time spent manually hunting through folders and to make large libraries more searchable and production-friendly.

Metadata Direction
DAB inspector view for metadata, file information, dependencies, and custom user metadata fields. Click to Zoom

Metadata inspection and custom asset information

The inspector direction includes asset intelligence status, technical information areas, dependency visibility, and custom user metadata fields such as description, author, category, approval status, and notes. This is important because DAB is intended to help artists not only find assets, but also understand and manage them more clearly.

Maya Action Controls
DAB inspector preview section with generate preview, import, reference, reveal, and Maya integration options. Click to Zoom

Preview, import, reference, and scene-aware controls

This inspector area shows the practical Maya-facing part of DAB: preview on demand, direct import and reference actions, scene-context options, namespace and duplicate handling, selection-related actions, and asset management commands. It helps demonstrate how DAB is being designed to connect asset browsing directly to real Maya usage.

Ongoing product direction: Beyond the screenshots shown here, DAB is expected to continue evolving with additional artist-support features such as richer previews, deeper metadata intelligence, more robust validation, improved asset-state handling, and other workflow helpers that can further reduce repetitive work inside Maya.

The Next Era of Intelligent 3D Production

Will What I’m Building Survive the AI Era?

Will Asset Browsing Evolve?

At first glance, it may sound simple: just a tool for storing, searching, and managing assets. But I see it from a different perspective. I understand that much of today's AI-generated 3D output is not yet truly production-ready. Generating a shape quickly is one thing; creating an asset that can genuinely enter a production pipeline is another.

Production assets need to be inspectable, repairable, editable, extensible, and able to continue through an artist-driven workflow. I find the direction of technologies such as Flow Studio, and the technology that evolved from Wonder Studio, especially interesting because the result should not stop at something that only looks good. There is a real need for output to remain riggable, editable, retexturable, animatable, and usable in a real production workflow.

From what I have studied, I also see Autodesk placing strong emphasis on quality, interoperability, editability, and production-readiness, rather than focusing only on the ability to generate something automatically.

AI should not only be able to say: “Here is the 3D model I generated.”

It should be able to go further: “Here is the asset I created. Its topology has been checked, its materials remain editable, it can be animated, its structure follows the pipeline, and it is ready for an artist to continue working with.”

Envision the next era of 3D production.

Instead of operating each tool manually, an artist could simply say:

“Create a sci-fi hangar environment based on this reference. Use assets that already exist in my DAB library and are clean and production-ready. Reuse what I already own. Create what is missing, then optimize everything for production.”

DEEVLA then becomes the production orchestrator:

Animated logic autoplay: intent → orchestration → asset decision → production gate → validation loop.
ARTIST INTENT Brief + Reference Production Target Constraints DEEVLA PRODUCTION ORCHESTRATOR Understand • Plan Decide • Coordinate SCENE UNDERSTANDING Context • Hierarchy • Dependencies DAB ASSET MEMORY Existing • Validated • Reusable SMART TOOLS + AI Generate • Model • Refine ASSET READY? REUSE + VALIDATE Use clean existing asset CREATE / REFINE Model • Topology • UV Material • Optimization PRODUCTION GATE LOD + Collision Naming + Hierarchy USD + Quality Validation YES NO FAIL → REFINE / REPLAN → VALIDATE AGAIN

At that point, DEEVLA Asset Browser is no longer just a place to store assets. It becomes production memory. It knows what has already been created, what is clean, what has already been validated, what is safe to reuse, and what still needs to be created. And AI does not need to generate everything from scratch.

In fact, I believe a truly intelligent system should first ask:

“Do we already have the asset we need?”

If it already exists, use the asset that has been created, inspected, and validated by an artist. If it does not exist, the system can help create it. Generated results should not immediately be considered finished; they still need refinement, topology, UV, material, naming, validation, optimization, and pipeline checks before they can genuinely be considered production-ready. The question is therefore no longer simply what an Asset Browser can do, but what it can become as part of a larger production system.

“What if the Asset Browser we build today becomes production memory, an intelligence layer, and one of the foundations of an autonomous 3D production system in the future?”

That is where I see the larger opportunity: not to replace artists, and not simply to generate 3D faster, but to build a system where AI, asset libraries, tools, and artists can work together while keeping results editable, controllable, reusable, and production-ready. I also do not want to jump directly into that distant vision without first building a strong foundation. I want to build it step by step, starting with DEEVLA Asset Browser becoming stable, fast, responsive, non-blocking, and comfortable to use inside a real Maya workflow.

If the asset library, indexing, metadata, search, preview, Maya integration, background processing, and asset management are not yet stable, then it is too early to talk about a complex autonomous AI workflow. My approach is simple: build the foundation, stabilize it, validate it, and only then evolve toward more future-facing capabilities.

Build the foundation → Stabilize → Validate → Then evolve.
Stable DAB Foundation
→
Asset Intelligence
→
Smart Tools
→
Scene Understanding
→
AI-Assisted Production
→
Automation
→
Production Orchestration
→
Autonomous 3D Workflow
Long-term vision: This section describes a future product direction, not a claim that these autonomous capabilities are available in the current DAB build. Development remains intentionally incremental and validation-driven.

Clear separation between what exists today, what is being developed, and what remains planned.

DAB is under active development. The status below is intended to make the current maturity of the product easier to understand and to avoid presenting roadmap concepts as already-complete release features.

Current Development Build

Implemented / Working Foundations

  • Asset library registration, recursive scanning, indexing, and persistent local state
  • Search, filtering, sorting, thumbnails, favorites, ratings, and tags
  • Library organization and persisted user/interface state
  • Asset management workflows including rename, move, duplicate, managed Trash, and Restore
  • Maya-facing workflows including import, reference, open, and current host integration foundations
Active Development

In Development

  • Further UI/UX refinement so DAB feels more visually coherent with Maya
  • Richer preview, metadata, validation, and asset-intelligence workflows
  • Additional artist-facing workflow helpers and asset-management refinements
  • Expanded compatibility validation and packaging for the supported Maya range
  • Performance, diagnostics, reliability, and release-readiness improvements
Roadmap Direction

Planned

  • Interactive 3D preview and deeper dependency intelligence
  • Texture, material, HDRI, OpenUSD, and MaterialX-oriented workflows
  • P2P / Hybrid Sync and shared-library workflow direction
  • AI-assisted tagging, semantic discovery, classification, and workflow assistance
  • Broader extensibility through provider, plugin, and pipeline integration points
Status reflects the current development direction and may evolve as implementation, validation, and product priorities change.

Built around a controlled Maya compatibility strategy rather than a separate codebase for every version.

Target Maya Range
Autodesk Maya 2025+

DAB is being structured to support Maya 2025 and later through a centralized compatibility and capability layer.

Primary Validation Host
Autodesk Maya 2027.2

Maya 2027.2 is the current primary development and validation environment while multi-version compatibility work continues.

Current OS Direction
Windows Desktop

Current development and validation are centered on the Windows desktop Maya environment.

Validation Direction
Regression + Real Maya Workflow Checks

Current validation combines automated regression coverage with real Maya workflow checks on the primary host. Broader version validation will expand as release packaging matures.

Compatibility note: The supported-version target describes the product direction. Final release compatibility will be published only after the corresponding Maya versions and required runtime/native packaging have been validated for distribution.

DAB documentation is being prepared alongside the product.

Documentation is still in development. The initial documentation structure will focus on helping users install DAB, understand the asset-library workflow, and quickly find assets without requiring knowledge of DAB's internal architecture.

01

Getting Started

  • What is DAB
  • System requirements
  • Supported Maya versions
  • Installation
  • First launch
02

Asset Library

  • Add Folder
  • Library structure
  • Scan / Rescan
  • Remove library
  • Collections, History, and Trash
03

Search & Discovery

  • Search
  • Type filtering
  • Sorting
  • Favorites and ratings
  • Tags and saved discovery workflows
Full product documentation and support material will expand as DAB approaches release.

Designed to become more than a traditional asset browser.

The following areas represent the planned capability direction for DAB. Features are being developed incrementally; items listed here describe the product roadmap and technical direction rather than claiming that every capability is already complete.

Asset Library & Indexing

  • Local asset library registration
  • Automatic asset discovery
  • Fast and incremental indexing
  • Folder and collection organization
  • Large-library scalability
  • SQLite-backed asset index and state
  • Missing or moved asset detection
  • Background scanning and indexing

Search, Filter & Discovery

  • Instant search
  • Multi-criteria filtering
  • Sorting by asset information
  • Tags
  • Favorites
  • Ratings
  • Collections and recently used assets
  • Future AI-assisted search and classification

Asset Management

  • Rename
  • Move
  • Duplicate
  • Managed Trash
  • Restore
  • Folder management
  • Batch operations
  • Asset-state tracking

Visual Browsing & Preview

  • Thumbnail generation
  • Thumbnail cache
  • Large thumbnail libraries
  • Preview information
  • Asset-type visualization
  • Background thumbnail processing
  • Future interactive 3D preview

Autodesk Maya Integration

  • Direct asset import into Maya
  • Open asset workflows
  • Reference asset workflows
  • Maya-aware asset operations
  • Scene-context integration
  • Drag-and-drop where appropriate
  • Maya scripting and API integration
  • Direct interaction with the Maya runtime

Metadata & Production Information

  • Custom metadata
  • Asset type and file information
  • Creation and modification information
  • Tags and ratings
  • Production notes
  • Technical metadata
  • Future extensible metadata providers

Dependency Intelligence

  • Dependency viewer direction
  • Texture and related-file inspection
  • Missing dependency detection
  • Related-file discovery
  • Future pipeline dependency analysis

Duplicate & Library Maintenance

  • Duplicate asset detection
  • Library cleanup tools
  • Missing-file detection
  • Orphaned metadata handling
  • Asset integrity checks

Texture, Material & HDRI Workflows

  • Texture-oriented asset browsing
  • Material organization
  • HDRI library management
  • Future texture/material utilities
  • Batch processing and conversion direction

Modern Pipeline Interoperability

  • OpenUSD-oriented workflows
  • MaterialX-oriented workflows
  • Extensible import/export architecture
  • Provider-based format support
  • Modern DCC pipeline interoperability

High-Performance Architecture

  • Background processing
  • Job queue / worker system
  • Non-blocking UI direction
  • Minimal Maya UI and viewport interruption
  • Caching
  • Incremental indexing
  • Efficient persistent database
  • Native components only where justified

Sync, Extensibility & Intelligence

  • Planned P2P / Hybrid Sync
  • Shared-library direction
  • Modular service/provider contracts
  • Third-party extension direction
  • AI-assisted tagging and semantic discovery
  • Workflow recommendations

Built with a production-oriented Python, C++, and Qt engineering stack for Maya workflows.

DAB is intentionally not built around a single programming language. The planned architecture uses different technologies for the jobs they are best suited to. Python provides direct, flexible integration with Autodesk Maya and rapid extension of artist workflows, while C++ is reserved for performance-sensitive native core operations where throughput, memory efficiency, and low overhead matter. The two layers are connected through a controlled binding layer so DAB can remain both fast and maintainable.

Technology Role in DAB Why it is used
Python Maya host integration, application orchestration, commands, extensibility, services, and workflow logic. Python is deeply established in Maya pipelines, allows rapid development, and keeps artist/pipeline extensions accessible.
PySide6 / Qt6 Dockable Maya UI, library views, asset grids, search/filter controls, metadata panels, settings, and user interaction. Provides a modern Qt interface that can integrate naturally with supported Maya desktop workflows.
Modern C++ Performance-critical native core operations such as heavy scanning/indexing workloads, hashing, cache processing, and other compute-heavy tasks where profiling justifies native code. Keeps expensive operations fast while avoiding the cost and complexity of moving the entire application into C++.
pybind11 Controlled bridge between the C++ native core and Python application / Maya integration layer. Allows a small, focused native surface instead of a large custom C++ wrapper architecture.
SQLite Local asset index, metadata, tags, ratings, collections, search state, and migration-managed persistence. Reliable embedded persistence without requiring a separate database server for normal desktop use.
Maya Python / OpenMaya APIs Scene context, selection, events, import/open/reference operations, callbacks, host capabilities, and Maya-aware actions. Provides direct integration with the Maya runtime instead of treating Maya as only an external file target.
OpenUSD / MaterialX Planned interoperability direction for modern scene, asset, and material workflows. Supports a more open and pipeline-friendly future rather than locking the asset system to a single proprietary representation.

Layered Architecture

Maya host integration, UI, services, core systems, native acceleration, persistence, and asset providers are separated to keep responsibilities clear and reduce tightly coupled code.

Background-first Heavy Work

Scanning, indexing, thumbnail generation, metadata extraction, duplicate detection, and other expensive operations are designed to use job/worker systems where safe so Maya remains responsive.

Native Only Where It Matters

C++ is used selectively for measured performance needs. DAB avoids creating a large native wrapper when Python can provide the same function cleanly and maintainably.

Version-aware Maya Integration

The target is one maintainable codebase for Maya 2025 and later, with a host/compatibility layer and capability detection rather than scattered version checks or separate forks.

Extensible Providers & Contracts

Search, metadata, preview, formats, pipeline integration, and future studio extensions are planned around explicit service/provider contracts so capabilities can grow without rebuilding the core.

Production Engineering Discipline

The direction includes versioned data migrations, regression testing, error recovery, dependency and license review, performance measurement, and packaging designed for commercial distribution.

Engineering objective: DAB is being designed using production-grade software engineering practices commonly used in professional tools and pipeline development: modular boundaries, explicit contracts, measured native acceleration, persistent data migrations, background processing, compatibility isolation, testing, and maintainable extension points.

From asset source to Maya scene — with indexing, metadata, cache, and validation handled behind the scenes.

DAB is intended to provide a simple artist-facing workflow while a structured data and background-processing layer keeps the asset library searchable, current, and ready for Maya. The workflow below represents the planned product direction and does not imply that every capability is already complete.

Register Library
Discover & Scan
Index & Persist
Enrich & Cache
Search & Browse
Inspect & Validate
Use in Maya

Detailed Asset Flow

01

Register Asset Sources

The user adds one or more local or supported shared asset locations. DAB records the library configuration, root paths, availability, and basic source state without changing the original production files.

02

Discover & Incrementally Scan

DAB discovers supported files and folders, detects new, changed, moved, or missing items, and avoids a full rescan when only part of the library has changed.

03

Build the Searchable Index

Asset identity, path information, type, timestamps, library relationship, and other core state are written into the local persistent index so assets can be found without repeatedly walking the file system.

04

Extract Metadata & Build Cache

Suitable background jobs can generate thumbnails, extract metadata, update cache entries, inspect related files, and prepare additional information without unnecessarily blocking Maya's main UI thread.

05

Search, Filter & Organize

Artists browse visually or narrow large libraries using search, filters, sorting, tags, favorites, ratings, collections, and other discovery tools planned for the DAB library experience.

06

Preview, Inspect & Validate

Before use, the artist can inspect asset information, preview data, technical metadata, availability, dependency status, and other relevant warnings or context where supported.

07

Choose a Maya-Aware Action

DAB determines the appropriate supported workflow for the selected asset and Maya context, such as Import, Reference, Open, or another registered action exposed through the Maya integration layer.

08

Execute in Maya & Reconcile State

The selected operation is executed through supported Maya scripting/API mechanisms. DAB can then refresh relevant usage, recent-item, library, or asset state so the browser remains synchronized with the workflow.

Three Layers Working Together

Artist-Facing Layer

Browse → Search → Filter → Preview → Inspect → choose an action. The goal is to keep everyday interaction direct and understandable rather than exposing internal indexing complexity to the artist.

Background Data Layer

Scan → incremental index → metadata → thumbnails → cache → dependency/duplicate analysis. Suitable heavy operations are intended to run through queued background work while preserving Maya responsiveness.

Maya Integration Layer

Scene context → host capability checks → supported Maya command/API action → import/reference/open → state reconciliation. Maya remains the primary DCC host rather than being treated as only a file destination.

Background Processing Direction: indexing, thumbnail generation, metadata extraction, dependency analysis, duplicate detection, cache updates, and suitable batch processing are planned to use background job systems where appropriate to minimize blocking of Maya's UI and viewport. Operations that must interact with Maya's main thread will remain isolated through the host integration layer rather than being executed unsafely from workers.

Maya is the primary host application for DAB.

DAB is currently focused on direct desktop integration with Maya. The initial technical direction uses Python and Maya-supported scripting/API interfaces. Native components may be introduced only where performance-critical operations justify them, while keeping the integration architecture modular and maintainable.

Host Adapter Layer

Maya-specific commands, callbacks, host detection, scene context, and compatibility behavior are separated from DAB's core services to avoid scattering host-version logic throughout the application.

Single Codebase Direction

DAB targets Maya 2025 and later using capability detection and a compatibility layer rather than maintaining separate source forks for every Maya version.

Python-first Integration

The development approach is Python-first for Maya integration and extensibility, with native code reserved for operations that genuinely benefit from lower-level performance.

Planned core architecture.

The architecture separates Maya integration, UI, services, core systems, background processing, data persistence, and asset sources so that DAB can grow without tightly coupling every subsystem.

DEEVLA Asset Browser planned core architecture diagram Click to Zoom
Planned technical architecture. This diagram describes the intended system structure and development direction.

Future extension architecture.

DAB is being structured around service/provider contracts so that future capabilities can be added without rebuilding the entire core application.

DEEVLA Asset Browser future extension architecture diagram Click to Zoom
Planned expansion areas include OpenUSD / MaterialX, P2P / Hybrid Synchronization, AI-assisted intelligence, interactive 3D preview, third-party providers, and studio/pipeline extensions.

DAB first. Tools and plugins next. Production intelligence as the long-term direction.

1
Phase 1

DEEVLA Asset Browser (DAB)

Current Product

The first product and current primary development focus. DAB is planned as a high-performance asset and workflow infrastructure for Autodesk Maya, helping users discover, inspect, manage, and use production assets with less interruption.

2
Phase 2

DEEVLA Tools & Plugins

Focused Expansion

After DAB, DEEVLA plans to develop additional artist productivity tools, workflow automation, pipeline utilities, specialized plugins, and technical workflow solutions for Maya users. One major direction is the DEEVLA Smart Modeling Toolkit, a context-aware modeling tool family built around topology, curvature, selection, symmetry, validation, and artist intent.

3
Phase 3

DEEVLA Production Intelligence

Long-Term Direction

A longer-term exploration of asset intelligence, scene understanding, AI-assisted production, validation, automation, and production orchestration. This is a future direction rather than a promised release milestone, and it is intended to evolve only after the underlying DAB and tool foundations become stable and dependable.

DEEVLA Smart Modeling Toolkit — context-aware modeling tools for Maya.

After DAB, one of DEEVLA's major product directions is a family of focused Maya tools and plugins. A key concept is the DEEVLA Smart Modeling Toolkit: modeling operations that inspect topology, curvature, normals, selection context, symmetry, boundaries, and production intent before applying an operation. Rather than simply recreating existing Maya modeling commands, DEEVLA is exploring an intelligence layer around the modeling workflow — allowing familiar operations to evaluate context, identify better candidates, anticipate common topology problems, and make more informed decisions before execution. The goal is not to hide Maya, but to make repetitive modeling decisions faster, safer, and more context-aware while keeping the workflow lightweight and familiar to Maya artists.

Objective

Context-aware modeling

Move beyond one-command/one-result behavior by evaluating the current mesh and selection before suggesting or applying the most appropriate modeling operation.

Workflow

Reduce repetitive setup

Automate common preparation, cleanup, alignment, validation, topology checks, and repetitive parameter decisions so artists can spend more time on shape and design.

Direction

Procedural ideas, Maya-native feel

Bring selected procedural and context-driven ideas into Maya without trying to turn Maya into another DCC. Tools should remain fast, focused, undoable, predictable, and familiar to Maya users.

1. Smart Boolean
2. Smart Cleanup
3. Smart Topology Flow
4. Smart Selection
5. Smart Modeling Assistant

Priority package concept: Smart Boolean, Smart Cleanup, Smart Topology Flow, Smart Selection, and Smart Modeling Assistant can form the first focused subset of the DEEVLA Smart Modeling Toolkit. “Smart Cleanup” and “Smart Topology Flow” act as umbrella systems that combine several of the specialized analysis and repair ideas below.

Topology, Merge, Bridge, Fill & Surface Operations — 1 to 20
  1. Smart Merge — merge vertices using distance, surface direction, and topology context instead of a blind weld.
  2. Smart Bridge — determine correspondence, twist, segment count, and alignment when bridging two border regions.
  3. Smart Fill Hole — choose topology strategies such as quad-dominant, radial, grid, or planar caps based on the opening.
  4. Smart Extrude — extrude using curvature, normals, or chosen direction while maintaining more consistent thickness.
  5. Smart Inset — create visually consistent inset spacing on irregular face shapes.
  6. Smart Straighten — straighten vertices or edges while preserving surrounding form as much as possible.
  7. Smart Flatten — calculate a best-fit plane and flatten selected components to it.
  8. Smart Align — align vertices, edges, objects, pivots, or faces using likely alignment candidates from context.
  9. Smart Snap — context-aware snapping to vertices, midpoints, face centers, closest surfaces, projections, or normal-aware targets.
  10. Smart Pivot — derive useful pivots from center, base, selected face, hinge edge, symmetry plane, or mass-like context.
  11. Smart Thickness — generate more consistent shell thickness over curved surfaces.
  12. Smart Shell — create shells while detecting likely self-intersections and problematic regions.
  13. Smart Chamfer — preserve proportion while improving chamfer behavior around complex corners.
  14. Smart Corner — analyze bevel intersections and target cleaner corner topology.
  15. Smart Boolean — boolean workflow with cleanup, normal repair, coplanar detection, cutter management, and live/non-destructive direction.
  16. Smart Boolean Cutter — create and organize cutters from viewport-drawn shapes or selected geometry.
  17. Smart Hole Maker — click a surface to create circular, countersunk, screw, vent, or custom-profile holes.
  18. Smart Edge Loop — find a useful loop path using curvature/topology when a standard loop traversal is insufficient.
  19. Smart Loop Redirect — assist edge-flow direction changes using semi-automatic topology transitions.
  20. Smart Pole Manager — detect 3/5/6+ edge poles and suggest more appropriate positions for subdivision flow.
Mesh Quality, Subdivision, Normals & UV Intelligence — 21 to 35
  1. Smart Relax — relax geometry while preserving boundaries, silhouette, hard edges, UV constraints, and anchor vertices.
  2. Smart Smooth — add topology where curvature indicates it is actually needed.
  3. Smart Reduce — reduce polygons while protecting silhouette, hard edges, UV seams, and important detail.
  4. Smart Subdivision Preview — flag pinching, overly tight support loops, uneven topology, and problematic pole placement.
  5. Smart Pinch Detector — highlight areas likely to create subdivision artifacts.
  6. Smart Ngon Inspector — classify ngons by likely safety, deformation risk, subdivision risk, or shading risk.
  7. Smart Triangle Inspector — identify triangles that may create shading or deformation problems.
  8. Smart Normal — manage hard/soft edges and vertex normals using shape, angle, and curvature context.
  9. Smart Hard Edge — determine hard edges from actual form rather than relying only on a fixed angle threshold.
  10. Smart UV Seam — analyze object shape and suggest likely UV seam placement.
  11. Smart UV Straighten — straighten UV shells while preserving proportions as much as possible.
  12. Smart UV Density — normalize texel density across selected asset regions.
  13. Smart Mirror — detect a likely symmetry plane even when the object is not perfectly centered at world origin.
  14. Smart Symmetry Repair — compare left and right sides and repair vertices that have drifted away from symmetry.
  15. Smart Centerline — detect center vertices and return them accurately to the symmetry axis.
Cleanup, Validation, Deformation & Curve Workflows — 36 to 49
  1. Smart Gap Fix — find small unintended gaps between meshes or border regions that should connect.
  2. Smart Intersection Detector — detect mesh intersections and self-intersections.
  3. Smart Floating Geometry — identify small separated or abandoned pieces of geometry.
  4. Smart Duplicate Geometry — identify coincident faces, vertices, or duplicated overlapping meshes.
  5. Smart Scale Checker — validate asset dimensions against scene units or a production scale policy.
  6. Smart Proportion — help preserve proportions while scaling or reshaping parts of a model.
  7. Smart Bend — bend an object using inferred axis and pivot without repetitive manual deformer setup.
  8. Smart Taper — apply taper with axis and pivot derived from object form.
  9. Smart Deform Cage — generate a simple edit/deformation cage automatically for fast shaping.
  10. Smart Curve Extract — convert selected edges to clean curves with consistent direction and smoothing.
  11. Smart Curve Fit — fit a smoother curve to rough edge flow with a useful CV count.
  12. Smart Pipe — convert curves to pipes with orientation, thickness, caps, UVs, and corner handling.
  13. Smart Cable — create cable systems with sag, twist, connectors, and diameter variation.
  14. Smart Trim — place trim/profile geometry along edges or curves with reduced setup.
Procedural Detail, Export, Naming & Smart Selection — 50 to 60
  1. Smart Panel Line — create surface-following panel lines from selected or drawn paths.
  2. Smart Rivet — distribute rivets or bolts along edges using automatic spacing.
  3. Smart Detail Scatter — scatter small detail using curvature and exclusion rules.
  4. Smart Damage — procedural variation for dents, scratches, chips, and edge wear.
  5. Smart LOD Generator — build multiple levels of detail while prioritizing the primary silhouette.
  6. Smart Game Export Prep — one workflow for cleanup, transforms, pivots, naming, triangulation, UV checks, and export validation.
  7. Smart Naming — infer object type/context and apply naming based on hierarchy or production rules.
  8. Smart Selection — predict likely related components from the user's current selection and topology context.
  9. Smart Similar — find faces, edges, or objects with similar shape, area, scale, or curvature.
  10. Smart Pattern Select — detect repeating selection patterns such as every second edge, every third face, checker, or ring patterns.
  11. Smart Modeling Assistant — inspect current selection and show only context-relevant actions, e.g. two open edge borders → Bridge, Align Borders, Match Vertex Count, Close Gap.
Product direction: These concepts are a development roadmap, not a claim that all 60 tools are currently implemented. The toolkit will be developed incrementally after DAB, with priority given to operations that solve clear production pain points and can remain fast, predictable, and native-feeling inside Maya.

Built independently.

DEEVLA is a fully independent development initiative founded on original ideas, research, and innovation. It is developed independently and is not affiliated with, sponsored by, or created on behalf of any external studio or company.

Current APS status.

DEEVLA is not currently using Autodesk Platform Services (APS) APIs. The current development focus is direct desktop integration with Autodesk Maya. APS may be evaluated in the future only if a specific product requirement benefits from it.

Why DEEVLA is applying to the Autodesk Developer Network.

DEEVLA is applying to ADN to develop and validate Maya-integrated products in the appropriate Autodesk development environment and to gain access to the technical resources needed to build reliable, maintainable integration with Autodesk Maya.

Application Context: DEEVLA was founded on 17 August 2025. No. DEEVLA is not currently part of, affiliated with, or supported by any official startup or incubator program. DEEVLA is a self-founded and independently operated startup, established and developed directly by its founder. The first product is DEEVLA Asset Browser (DAB), currently focused on direct Autodesk Maya desktop integration; Autodesk Platform Services (APS) APIs are not currently used.

Development & Testing

Access to the appropriate Autodesk Maya development and testing environment for building and validating DEEVLA products.

Documentation & Guidance

Developer documentation, API guidance, technical resources, and support for Autodesk Maya integration and compatibility.

Compatibility Validation

Testing DAB and future DEEVLA products across supported Autodesk Maya environments as the product evolves.

Intended ADN Use: Any Autodesk software, support, documentation, or other resources provided through ADN will be used solely for DEEVLA product development, testing, technical validation, demonstration, support, and marketing of products developed by DEEVLA. ADN resources will not be used for unrelated production modeling, design, drafting, client work, employment duties, or work performed for any employer, external studio, or other company.
Site-Based Membership / Development Location: DEEVLA understands that ADN membership is site-based. The current primary development location is Surabaya, East Java, Indonesia. Any Autodesk software, support, documentation, or other ADN resources approved for DEEVLA will be used only in accordance with the development location approved by Autodesk.

Founder contact and company correspondence.

DEEVLA is currently founder-led. For development, technical, product, partnership, or business correspondence, please use the contact information below.

Riyadus Solihin — Founder of DEEVLA

Riyadus Solihin

Founder — DEEVLA
Founder / Contact Location
Surabaya, East Java, Indonesia
Postal Code
60285