Microsoft Research · Model guide
Create a textured 3D asset from one image with Microsoft's TRELLIS 2 model. Choose geometry resolution and texture size separately, then inspect the exported mesh.
Choose 512, 1024 or 1536 geometry resolution. Standard or 4096 texture size controls surface appearance separately. Use a face target suited to your project, then check the actual exported mesh instead of judging density from the thumbnail.
Use a complete object with a readable outline. Background removal is available in Advanced settings; inspect fine edges and transparent regions before using a reference. Missing input detail can lead to an invented back or a merged thin part.
Review color, roughness and metallic appearance in your own lighting. Microsoft's export example leaves opacity inactive by default, so check transparency in the actual GLB. Open surfaces and complex structures still need review before a physical print.
Yes. TRELLIS.2 is Microsoft's official spelling of this single-image 3D model. It generates shape and PBR material information. Quady3D offers its hosted image creator and saved GLB cases on this page.
No. This creator accepts one image. TRELLIS Multi is a different option in the multi-image workspace; it is not a multi-view mode of TRELLIS.2. Choose a text-capable model from the text-to-3D guide when starting with a prompt.
No local GPU setup is needed for Quady3D's hosted creator. Running Microsoft's repository yourself is a separate workflow: its documented setup is tested on Linux and requires an NVIDIA GPU with at least 24 GB of memory. Check the repository for current requirements.
The repository provides code and weights, while hosted generation on Quady3D uses credits. The default charge appears beside the image creator link; resolution and texture choices can change it. Local hardware and running costs are separate.
Inspect the mesh first. A visually convincing textured asset can contain open surfaces, thin features or disconnected parts. A print also needs suitable thickness, closed geometry, scale and slicing checks; a saved GLB does not prove a successful print.
The Microsoft repository reports timings on specific GPU hardware. Those are not measured Quady3D end-to-end times. Input complexity, selected settings and service load can change the wait; this page does not publish a guaranteed generation time.