What you can make
3D assets
Ten engines behind one drop zone, what each is actually good at, and what happens to a mesh once it lands on the canvas.
Drop an image onto the **3d-gen** card and several engines sit behind it, each with its own reading of what your object is. Swap the pill, run again, and compare them orbiting side by side rather than guessing from a spec sheet. | Engine | What it is for | |---|---| | Hunyuan 3.1 | Fast, PBR out of the box | | Tripo 3.1 HD | Quad topology, up to 500k faces | | Meshy 7 | Quads plus 4K PBR textures | | Rodin Gen-2.5 | Deep-shaded PBR, symmetry control | | Trellis 1 | Draft speed ahead of fidelity | | Trellis 2 | Looser reads, up to 4K textures, accepts a trained 3D style | | Tripo P1 | Game-ready low poly, and the quickest of the set | Hunyuan, Tripo and Meshy also run from text alone, which is where the other three engines in that count come from. Text engines hide the drop zone and work off the prompt. Feed it one subject on a clean background. The **image-isolate** tool prepares any photograph for that in a single step, and it makes more difference to the result than the choice of engine does. ## What comes back, honestly A generated mesh is a good likeness and bad topology. The triangles are dense and irregular, and AI output reliably carries non-manifold shells and hidden internal geometry, which is why most remeshers choke on it. Treat what lands as a starting shape rather than a finished asset. Two things it is genuinely good for straight away: looking at, and blocking. Pose a figure from a photo with **sam-pose** and you get a mannequin, correct in pose and vague in clothing, which is exactly what a scene layout needs. ## Cleaning it up **remesh.js** runs a three-stage WebAssembly pipeline in your browser: manifold repair by voxel SDF rebuild, isotropic remeshing, then QuadriFlow quad extraction. It re-projects UVs and textures onto the new topology, which almost nothing else does. Budget 30 to 60 seconds on a 50k-triangle mesh, more on something dense, all of it local and none of it costing credits. The quads are real quads, carried through the GLB, so they survive the trip into Cinema 4D or Blender. After topology comes surface. **meshy-retexture**, **tripo-retexture** and **trellis-2-retexture** re-skin an existing mesh, **tripo-8k-upscale** regenerates its PBR texture at 4K or 8K, and **bodypaint** lets you paint the object by hand. ## Building 3D without generating it Some of the 3D tools have no model behind them at all. - **sculpt.js** is a voxel sculptor that runs on your GPU - **box-gen.js** takes scene-space dimensions: draw a box in the scene and the model is generated to fit inside it, which is what you want when the object has to sit on a specific shelf - **extrude.js** lifts a drawn spline into geometry - **inflater** puffs a flat shape into a soft solid These cost nothing to run and work while every provider in the world is down, because none of them leave your machine.Drop an image onto the 3d-gen card and several engines sit behind it, each with its own reading of what your object is. Swap the pill, run again, and compare them orbiting side by side rather than guessing from a spec sheet.
| Engine | What it is for |
|---|---|
| Hunyuan 3.1 | Fast, PBR out of the box |
| Tripo 3.1 HD | Quad topology, up to 500k faces |
| Meshy 7 | Quads plus 4K PBR textures |
| Rodin Gen-2.5 | Deep-shaded PBR, symmetry control |
| Trellis 1 | Draft speed ahead of fidelity |
| Trellis 2 | Looser reads, up to 4K textures, accepts a trained 3D style |
| Tripo P1 | Game-ready low poly, and the quickest of the set |
Hunyuan, Tripo and Meshy also run from text alone, which is where the other three engines in that count come from. Text engines hide the drop zone and work off the prompt.
Feed it one subject on a clean background. The image-isolate tool prepares any photograph for that in a single step, and it makes more difference to the result than the choice of engine does.
What comes back, honestly
Section titled “What comes back, honestly”A generated mesh is a good likeness and bad topology. The triangles are dense and irregular, and AI output reliably carries non-manifold shells and hidden internal geometry, which is why most remeshers choke on it. Treat what lands as a starting shape rather than a finished asset.
Two things it is genuinely good for straight away: looking at, and blocking. Pose a figure from a photo with sam-pose and you get a mannequin, correct in pose and vague in clothing, which is exactly what a scene layout needs.
Cleaning it up
Section titled “Cleaning it up”remesh.js runs a three-stage WebAssembly pipeline in your browser: manifold repair by voxel SDF rebuild, isotropic remeshing, then QuadriFlow quad extraction. It re-projects UVs and textures onto the new topology, which almost nothing else does. Budget 30 to 60 seconds on a 50k-triangle mesh, more on something dense, all of it local and none of it costing credits.
The quads are real quads, carried through the GLB, so they survive the trip into Cinema 4D or Blender.
After topology comes surface. meshy-retexture, tripo-retexture and trellis-2-retexture re-skin an existing mesh, tripo-8k-upscale regenerates its PBR texture at 4K or 8K, and bodypaint lets you paint the object by hand.
Building 3D without generating it
Section titled “Building 3D without generating it”Some of the 3D tools have no model behind them at all.
- sculpt.js is a voxel sculptor that runs on your GPU
- box-gen.js takes scene-space dimensions: draw a box in the scene and the model is generated to fit inside it, which is what you want when the object has to sit on a specific shelf
- extrude.js lifts a drawn spline into geometry
- inflater puffs a flat shape into a soft solid
These cost nothing to run and work while every provider in the world is down, because none of them leave your machine.