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:
Connect your isolated image to the Image Input of the Image to 3D node
Select backend model
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: