3D Generation Best Practices

Each game has unique constraints, but below are a few best practices when starting to generate 3D models

Image 3D Node

The Image to 3D node converts a single image into a fully generated 3D mesh. This node is most effective when the input image is clean, isolated, and visually informative.

Preparing the Input Image

For the best 3D results, the source image should:

  • show only the desired object

  • have a neutral background (white, gray, or solid color)

  • include depth cues such as shadows

  • preferably use a perspective camera angle

  • avoid clutter, overlapping objects, or busy patterns

To achieve this, you can first process the original scene using:

  • Multimodal Node → isolate the object with neutral background

  • Precise Text Edit Node → remove all other elements cleanly

These steps help the 3D model generator correctly infer:

  • thickness

  • volume

  • proportions

  • silhouette

  • material hints

Backends & Output Variation

The Image to 3D node includes multiple backend models, each producing different types of meshes:

Backend Differences

  • High-detail models → strong surface accuracy

  • Low-detail models → simplified forms for fast iteration

  • Low-poly models → game-ready stylized assets

  • Quad-based meshes → ideal for sculpting or retopology

  • Triangle-based meshes → standard for real-time engines

  • PBR-enabled meshes → includes color + material maps

  • Mesh-only output → no textures, only geometry

You can toggle:

  • Disable PBR

  • Disable Texture for geometry only output.

This helps adapt the output to different pipelines (Blender, Unreal, Unity, CAD, etc.).

Generating the Model

Once the image and settings are ready:

  1. Connect your isolated image to the Image Input of the Image to 3D node

  2. Select backend model

  3. Click Run

The node returns:

  • a 3D preview

  • a wireframe preview

  • a downloadable .glb model

You can download it directly or refine it using the next stage of mesh nodes.

After Generation: Next Steps

After generating the mesh, you can optionally pass it through:

Auto Mesh Transform

  • fix origin point

  • normalize scale

  • reorient axes

  • center the model

  • prepare it for procedural assembly

Texture Mesh

  • add or enhance textures

  • refine materials

Blender / Unreal / Unity via API Nodes

  • import for scene assembly

  • integrate into procedural systems

  • convert to kits or asset libraries

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