image-to-3dlab README

The project's README from github.com/Bingeljell/image-to-3dlab. As one markdown file: README.md.

Image to 3D Lab

Three source images above the textured 3D models generated from them: a photoreal warrior bust, a stylised garden gnome, and a multi-object shoe-house diorama

Turn a single image into a textured 3D model on your own machine (an Apple Silicon Mac, or Linux with an NVIDIA card), with a license-provenance record for every result.

Apple Silicon deserves more love in the 3D and Imagen community. So this is an attempt at that.

Drop in a picture of a character or object; get back a .glb (with PBR texture) plus a .provenance.json sidecar recording exactly how it was made and under which licenses. This should make your game-dev or whatever else you're up to easier to manage. Everything runs on your machine; nothing is uploaded to a cloud service.

Pixel Match: your picture's real pixels, on the model. Image-to-3D models redraw your picture, so text, logos and faces come back as garbled lookalikes. Pixel Match, in the Finish step, copies the real pixels from your source image back onto every surface the image can see. "VANGUARD 07" on a chest stays "VANGUARD 07", even after Finish cuts the model down to ~5k faces. On by default for Pixal3D models made in the lab; other backends and more camera angles are next. How Finish works.

Close-up of a robot's chest: the generated model's lettering is garbled, the Pixel Match model reads VANGUARD 07 exactly like the source picture

Install

Mac (Apple Silicon) or Linux:

curl -fsSL https://raw.githubusercontent.com/Bingeljell/image-to-3dlab/main/install.sh | bash

Windows (limited testing, more testers wanted: tell us how it goes):

irm https://raw.githubusercontent.com/Bingeljell/image-to-3dlab/main/install.ps1 | iex

The installer is short, so read it before you run it (Windows version). It checks your machine, installs the code and Python 3.11, and prints how to start the viewer. It downloads no model weights: you choose those in Setup & Status, which states each size and licence and asks first. To update, run the same line again.

For scripts and agents: curl -fsSL …/install.sh | bash -s -- --yes --dir ~/lab (--dry-run shows what it would do).

No picture to start from? There is now a Generate Image tab that makes one. Type a prompt, get a source image, hand it to Generate 3D. It runs Qwen-Image 2.1 on your own machine: about four and a half minutes an image on an M-series Mac, about twenty seconds on an RTX 4090.

Three creatures generated from text prompts on a laptop, about four and a half minutes each

Built with Qwen. Candidly, Qwen's licence is a bit ambiguous. Qwen says the pictures you generate are yours (their statement), but the licence still says the model is for non-commercial use. Our reading is that commercial work needs a licence from Qwen; if you plan to go commercial, check their licence yourself. The pipeline keeps those runs in their own folder and says so in the sidecar. Bring your own image and none of that applies.

Five backends, one Generate 3D page. Sadly life is full of trade-offs, so pick the tradeoff you want (lol):

Backend Best for Runs on Setup License
Pixal3D (C++/GGML) ⭐ Best results we have; one pass, no repaint needed Mac, NVIDIA Setup & Status, or scripts/bootstrap_pixal3d.py (8.4 GB weights) MIT (code + flow weights); DINOv3 License (bundled encoder)
Hunyuan3D-MLX (Xiong, full pipeline) Fast, clean results Mac (NVIDIA: official Hunyuan3D-2.1) Code is in this repo; weights download separately MIT (code); Tencent Community License (weights)
Hunyuan3D-MLX (dgrauet shape + Xiong paint) The cleanest shapes, at the cost of manual setup Mac (NVIDIA: official Hunyuan3D-2.1) Cloned separately, manual Tencent Community License (code + weights)
TRELLIS.2 Highest fidelity, closest to the official demo Mac (NVIDIA: official TRELLIS.2) Setup & Status (~1h) MIT + DINOv3 License
Stable Fast 3D Fastest, lower fidelity Mac, NVIDIA (Linux) Setup & Status, or scripts/bootstrap_sf3d.py (gated weights) Stability AI Community License

⭐ Start with Pixal3D. It keeps flat, saturated colours in a single pass, where TRELLIS.2 often needs a separate repaint.

TRELLIS.2 and Hunyuan3D are built for NVIDIA upstream; this lab wraps their Apple Silicon ports. On an NVIDIA machine, use the official repos linked above for those two for now.

A full 360-degree turn of the generated warrior bust, showing textured geometry from every side
The warrior above, turned through 360°. Pixal3D, one pass, no repaint stage.
Every model on this page came from a single image.

Hunyuan3D-MLX (Xiong, full pipeline) remains the quickest to get running from a fresh clone (~9 min shape+paint end to end at its default model). Reach for TRELLIS.2 when fidelity matters more than speed. Its material model can produce severe colour drift on flat/vector-style illustrations; prefer photographs or softly lit 3D-style references. See picking a picture for TRELLIS.2.


Setting up a backend

Go to Generate, pick a backend from the dropdown. Each one has its own Setup status telling you exactly what's missing:

Then drop a pre-masked PNG (transparent background), pick your settings, hit Generate. Progress streams live; the GLB lands in output/. You can also Compare two models side by side in the same viewer.

CLI

Same engines without the browser.

Pixal3D:

python scripts/pixal3d_generate.py input.png output.glb --seed 42

A pre-matted RGBA image skips background removal entirely and keeps the cutout identical to whatever else you ran on it. Pixal3D runs at 1024, the only resolution its single-image mode supports. It takes 8 sampling steps by default, 15-30% faster than 12 with the same shape; pass --steps 12 for a hero asset. The 8-step default needs a Pixal3D built from source (every Mac, and Linux with the CUDA toolkit); the prebuilt NVIDIA download runs 12.

Hunyuan3D-MLX (Xiong, full pipeline):

hunyuan_mlx/shape/.venv/bin/python scripts/hunyuan_mlx_xiong_generate.py \
    input.png output.glb --model 2.0

Reproducible runs

For a run you can audit or repeat later, use a manifest; it records the input, the backend, every parameter and the licensing intent the run was gated on:

cp manifests/example-trellis2.json manifests/my-run.json
# point "input.path" at your own image, then:
python pipeline.py --run-manifest manifests/my-run.json

Paths inside a manifest resolve relative to the manifest file, not your working directory. Manifests you write land in manifests/ and stay local; only the template is tracked. See manifests/README.md.

TRELLIS.2 (after the bootstrap):

vendor/trellis-space-mac/.venv/bin/python scripts/trellis_space_generate.py input.png output/out.glb

Finishing an asset

Generated assets arrive dense and heavy, often ~900k faces and 30+ MB, nearly all of it uncompressed texture. The Finish page in the viewer, and the same chain on the CLI, brings that down without a visible quality cost:

python scripts/retopo_repaint.py generated.glb source.png finished.glb \
    --faces 40000 --skip-paint

Up to four stages; Finish in the viewer runs retopologise, Pixel Match and compress by default:

  1. Retopologise: voxel-remesh, then decimate. The ordering matters: decimating the raw mesh shatters thin geometry, measured.
  2. Repaint (optional, Apple Silicon): hands the clean mesh to Hunyuan 2.1 PBR and paints from the source art. Pixal3D output rarely needs it, so it is off by default (--skip-paint on the CLI) and a finish takes seconds instead of ~6 minutes.
  3. Pixel Match: every surface the source picture can see takes its real pixel, so text, logos, numbers and faces stay exact instead of redrawn lookalikes. Automatic for Pixal3D models made in the lab (their camera is found for you); on the CLI pass --views <run>.svviews, or use scripts/photo_paint.py on its own. Surfaces the picture cannot see keep the generator's paint.
  4. Compress: re-encodes the textures. The paint stage emits two uncompressed 4096² PNGs; core-glTF JPEG at 2048 measures below the renderer's own sampling noise and takes a typical asset from 32 MB to under 5.

Every run writes a JSON record of the settings used, so a batch of finished assets is comparable rather than each one being tuned by hand.

Blender animation recipes

The reusable Blender tooling lives in scripts/blender_*.py: import, inspect, stage, bake, render, rig and rebind helpers that work on any mesh this pipeline produces. scripts/README.md indexes every tool in the repository, grouped by what you are trying to do, and is kept honest by a test that reads each script's own docstring.

Per-creature rigs and animations are not shipped. They lived here once and were model-specific references rather than drop-in tools, so they now sit in a git-ignored characters/<name>/ folder alongside their tests. The techniques are documented in docs/; the creature-specific scripts are ours, not yours. The quadruped pipeline walks through rigging a four-legged character with them.

Requirements

Thing Why
Apple Silicon Mac (M-series), 32 GB recommended Every route
or Linux with an NVIDIA card (24 GB VRAM tested; Pixal3D's authors run it on 16 GB) Pixal3D, Stable Fast 3D, Generate Image
macOS: full Xcode compiles the Metal kernels for Pixal3D and TRELLIS
Blender 4.2+ Finish (low-poly clean-up, Pixel Match) and rigging. Install it yourself from blender.org; Setup & Status shows whether it was found
uv builds the reproducible Python environments
Python 3.11 (TRELLIS) / 3.12 (Hunyuan3D-MLX) pinned by each backend's own setup
~13 GB disk Hunyuan3D-MLX 2.0 shape + paint weights (auto-downloaded once)
~14 GB disk TRELLIS.2-4B weights (auto-downloaded once, if using TRELLIS)
~94 MB download TinyCLIP flat-input advisor (local and non-blocking)
~224 MB download BiRefNet-lite background remover (comes with Pixal3D; otherwise Setup & Status or scripts/bootstrap_matte.py)

How long a run takes

Rough times for one run on a base M5 MacBook (32 GB); the RTX 4090 column is from a rented cloud GPU. Yours will differ with the machine and the picture.

Step M5 MacBook, 32 GB RTX 4090
Text to image (Qwen-Image) ~4.5 min ~20 s
Image to 3D (Pixal3D) ~6 min ~3 min
Image to 3D (Hunyuan3D-MLX) ~9 min Mac only
Image to 3D (TRELLIS.2) 15–35 min Mac only

On a Mac, TRELLIS.2 runs about twice as fast with Attention backend set to mlx.

Licensing & provenance (non-negotiable)

Full credits and per-backend detail: docs/info_and_credits.md.

License

This repo's own code is Apache-2.0: use it, fork it, sell things built on it. If you do, keep the NOTICE file and credit image-to-3dlab with a link back here. Model weights keep their own licences, listed above.

Development

python -m pip install -r requirements-dev.txt
PYTHONPATH=. pytest -q        # backends that load real models stay manual
ruff check .

Conventions: Conventional Commits, Keep a Changelog (CHANGELOG.md), test-first.

Credits

This repo trains nothing and invents nothing; it builds upon other people's models and work. What it does add is filling the gaps that exist to make some of these models work on Apple Silicon, and improving the overall experience. Grateful to everyone who built before me; they are named and credited in docs/info_and_credits.md. Also a special thanks to Claude and Codex for being my partners through this! Not just helping me build, but teaching me so much along the way. Yes, I just credited AI.

image-to-3dlab (Bingeljell/image-to-3dlab)

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Что это?AssetFurnace (image-to-3dlab) превращает одно изображение или текстовый промпт в текстурированного 3D-игрового персонажа с риггингом и анимацией, и всё работает целиком на вашем Mac с Apple Silicon или Linux-машине с NVIDIA.
Это одна единая модель или обёртка над несколькими бэкендами?Это локальный конвейер с браузерным просмотрщиком и CLI, оборачивающий пять разных image-to-3D бэкендов (Pixal3D, Hunyuan3D-MLX, TRELLIS.2, Stable Fast 3D) плюс скрипты Blender для ретопологии, риггинга и анимации.
Как его запустить?Запустите установочный скрипт на Mac/Linux (curl -fsSL .../install.sh | bash) или используйте установщик для Windows; он устанавливает Python 3.11 и код, затем печатает, как запустить просмотрщик, где вы выбираете бэкенд в разделе Setup & Status.
Что нужно установить до запуска?Нужен Mac на Apple Silicon (рекомендуется 32 ГБ) или Linux-машина с картой NVIDIA (проверено на 24 ГБ VRAM), полный Xcode на Mac, Blender 4.2+ для шагов Finish и риггинга, а также uv для сборки Python-окружений.
Есть ли подводные камни установки, о которых стоит знать?Поддержка Windows пока испытана лишь поверхностно, энкодеру DINOv3 в TRELLIS.2 нужен ручной gated-доступ на Hugging Face, одобренный Meta, до первого запуска, а лицензия Qwen-Image допускает только некоммерческое использование, хотя сгенерированные картинки заявлены как ваши.
Нужно ли Apple Silicon или подойдёт и железо NVIDIA?Оба поддерживаются нативно: Mac на Apple Silicon запускает все бэкенды через Metal/MLX, а Linux-машины с NVIDIA работают с Pixal3D, Stable Fast 3D и Generate Image напрямую (TRELLIS.2 и Hunyuan3D на NVIDIA отсылают вместо этого к их официальным upstream-репозиториям).
Уходят ли мои данные куда-то на загрузку?Нет, весь конвейер работает локально, и ничего не отправляется в облачный сервис.
Что такое Pixel Match и почему это важно?Pixel Match возвращает реальные пиксели с исходного изображения на каждую поверхность, которую видит камера, поэтому текст и логотипы вроде VANGUARD 07 остаются чёткими, а не возвращаются искажёнными, перерисованными AI подобиями.
С какого бэкенда мне начать?Сначала рекомендуется Pixal3D: он сохраняет плоские насыщенные цвета за один проход без перекраски, тогда как TRELLIS.2 для того же качества часто нужен дополнительный этап перекраски.
Что шаг Finish на самом деле делает со сгенерированной моделью?Finish делает ретопологию плотной сырой сетки (обычно ~900 тыс. полигонов, 30+ МБ), при желании перекрашивает её, запускает Pixel Match и сжимает текстуры, обычно ужимая ассет с 32 МБ до менее чем 5 МБ.
Можно пользоваться без исходного изображения?Да, вкладка Generate Image локально запускает Qwen-Image 2.1, чтобы создать исходное изображение из текстового промпта, прежде чем вы передадите его в Generate 3D.
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