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Guides, reviews and 3D workflow notes

Practical writing on AI 3D generation, printing, game art and the tools around them.

Tutorial

TRELLIS 2 multiview workflow in ComfyUI: a 4-6 view camera ring, wired step by step

Single-image 3D generation has to invent the back of the object. This walkthrough covers how the TRELLIS 2 multiview stage in ComfyUI turns one picture into a ring of consistent angles, how to lay out the camera views, and how to decide whether the extra VRAM is worth it.

2026-06-18 · Read more →
Review

TRELLIS 2 for VFX: an honest production review of cleanup cost and handoff

TRELLIS 2 turns one image or a handful of views into a textured mesh in minutes on a local GPU. The question a studio actually asks is different: how many artist hours does that raw output cost before it survives a shot review, and which shots are worth paying for.

2026-06-18 · Read more →
Comparison

TRELLIS 2 vs Hunyuan3D 2.x vs TripoSR: which open 3D generator fits your pipeline

A head-to-head of the three open 3D generators people actually run locally: architecture, mesh fidelity, VRAM and time budgets, licence terms and ComfyUI node support, plus a decision framework you can apply to your own images.

2026-06-18 · Read more →
Tutorial

How to make a 2D image 3D: pick the goal first, then the method

A single photo can become a game asset, a printable relief or a measured scan, but not all three at once. Here are the four goals, the method each one needs, and the cleanup each one costs.

2026-06-15 · Read more →
Tutorial

How to make textures for 3D models: UVs, PBR maps and five places to get the pixels

Texturing is four decisions taken in order: whether the model needs UVs, how the UV islands are laid out, which PBR maps you author, and where the pixels come from. Each decision is explained here with the numbers that make it.

2026-06-13 · Read more →
Comparison

Which AI Generator Produces Game Models You Can Actually Ship?

Rodin, Meshy, Tripo, Sloyd, Hunyuan3D 2.x and TRELLIS 2 judged on the four things a game team cares about: edge flow, retopology cost, engine handoff and texture output.

2026-06-13 · Read more →
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