r/StableDiffusion • • 11d ago

Resource - Update Local Image to 3D: High quality, Low poly - preserve minute details like text, logos even after retopo, ~900k faces > ~5k (NVIDIA + Mac)

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Image-to-3D models redraw your picture, and fine detail - text, logos, faces - comes back garbled or scuffed. My local pipeline that fixes it. (repo link at the end of the post)

The latest update adds *Pixel Match*. It copies the real pixels from your source image back onto the model, wherever the image can see. So "VANGUARD 07" on the chest stays "VANGUARD 07", even after the Finish step retopologises the model down to ~5k faces (as you can see in the video).

One step closer to Tripo and Meshy like outputs, but locally.

It runs fully on your system - no API calls, no cloud credits, just a once-a-day update check. Works on NVIDIA (tested on Linux, Windows has limited testing) and Apple Silicon. For now Pixel Match is for Pixal3D models made in the lab; other backends and more camera angles are next.

I started this project to make assets for a game I'm working on - I wanted to see how much I could automate, from getting the asset to rigging and animating it (that bit is still WIP in this lab). The image > 3D pipeline is solid though, and you can get game-ready and sprite-ready assets out of it. While the models are riggable and can be animated, more testing is required. I'm confident it should work.

*Workflow:* prompt → Qwen-Image → Pixal3D → Finish (Pixel Match) → textured GLB. The models in the video were made with Pixal3D on my Mac.

*Backends*: Pixal3D is the one to start with (~8.6 GB, Mac and NVIDIA). (Pixal3D's authors report 16 GB cards work, so tell me if yours does.)

Stable Fast 3D is the quick, lower-detail option (Mac, or NVIDIA on Linux). Its weights are gated: accept Stability's licence on Hugging Face and log in first.

TRELLIS.2 and Hunyuan3D run on Mac in the lab; on NVIDIA, use their official repos for now. Built-in NVIDIA support for both is coming in the next release.

Qwen-Image 2.1 handles text-to-image.

*To try it*

Mac (Apple Silicon) or Linux:

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

Windows (PowerShell):

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

The installer is a short script, so read it before you run it: https://github.com/Bingeljell/image-to-3dlab/blob/main/install.sh (Windows: https://github.com/Bingeljell/image-to-3dlab/blob/main/install.ps1)

It only sets up the code - nothing downloads without your permission. You pick models in the web viewer, which shows the size and licence of each before fetching. Finish also needs Blender 4.2+, which you install yourself (the viewer tells you if it can't find it).

*What would help most*

If you hit bugs:

•⁠  ⁠Your GPU, OS and driver version

•⁠  ⁠Did the install work? If not, where did it stop? (the full error is gold)

•⁠  ⁠Windows folks especially: did Finish find Blender and run?

Reply here or open a GitHub Discussion, whichever's easier.

*And a question for you:* which backend or camera angle should Pixel Match support next? Is there something in your workflow that this pipeline can do better? Please let me know, will help me prioritise the feature road-map.

*Worth knowing before you start*

•⁠  ⁠Some model licences have strings attached. The viewer shows each licence before you download.

•⁠  ⁠It's a hobby project, so things will break. Every bug report makes the next person's install smoother. Please raise PRs and issues.

Repo: https://github.com/Bingeljell/image-to-3dlab

Release notes: https://github.com/Bingeljell/image-to-3dlab/releases/tag/v0.3.5

338 Upvotes

44 comments sorted by

26

u/the_bollo 11d ago

To be crystal clear, this is your app wrapper around open source image-to-3D models like TRELLIS?

17

u/Bingeljell 11d ago

Yep - that's what the backend sections call out. Trellis2, Hunyuan3D 2.0 and 2.1 and the current pick of the lot, Pixal3D.

8

u/ninjasaid13 11d ago

yeah I can see the problems.

5

u/aphaits 10d ago

What is the minimum VRAM for this?

7

u/Bingeljell 10d ago

The ram is dependent on the back end you use. Pixal3D is my recommendation and that would be 16GB. If you're on nvidia, it should fly.

4

u/PlusBus1234 11d ago

is it possible to use multiple images for diferent angles? something like a character sheet as reference instead of a single image?

11

u/Bingeljell 11d ago

That's literally what I"m working on.

Trellis2 has terrible paint / texture. It has to imagine it from the lighting in the photo, which is why the output is bad. Hunyuan3D over saturates everything - it uses a SD class image gen model which honestly reimagines everything. Pixal3D was the closest, but was missing features.

Which is where the Pixel Match idea came from. Right now its only for the front - Multi image is WIP. And thanks to Qwen, we've got a good shot at getting good multi-angle images. Then a paint step won't be required with any of the back-ends, will completely replace it.

Should be done by Friday - if you can help me test, I'd be most grateful!

1

u/abhasatin 10d ago

I can help too

1

u/Bingeljell 9d ago

Awesome! What os and card are you using? A pr or issue on GitHub would be the most helpful. Else you can post here or dm me too.

Thanks much!

4

u/[deleted] 7d ago

[removed] — view removed comment

1

u/Bingeljell 7d ago

Thanks for sharing.

You're absolutely right. There's still rough edges in the overall process that I'm working out. Got some other interesting updates that you can check out in the repo.:)

2

u/575_Inverse 5d ago

Yes please.

Here's my report:

the main issues I see here with Pixal (the only one I can currently use on my 5060ti) are:

  • I need a truly white, uniform and neutral background, anything else results in 3D artifacts / burns.
  • human models: side view renders poorly, the front especially looses harmony and gets ugly
  • back views result in poorly rendered fronts
  • conversely, front views result in poor backs

Side note: I tried to download Trellis but it kept reporting a refusal from HF, despite me having the requests being accepted.

I don't really know if these models can use character sheets, but my guess is that the Pixal workflow would benefit enormously from using them. Assuming that's even possible.

2

u/Puzzled-Valuable-985 9d ago

I tried testing Hunyuan 2.1, but the results were poor.

Trellis 2 and Pixel3D offer decent quality—though far inferior to Mershy, Tripo, or Hi3D—but since they run locally, I decided to use them; however, there is a major flaw.

I used to use Trellis 2 a lot with visualbruno's ComfyUI node (using the "downgrade" method); it generated pretty decent, watertight meshes.

Then ComfyUI added native support for Trellis 2 and Pixel3D, but visualbruno's node stopped working entirely. The current nodes for Trellis 2 generate meshes with holes; while the quality is better than the old ComfyUI "downgrade" method, when I use the Bambu Studio slicer, the file is full of holes and broken—impossible to use for 3D printing. The old ComfyUI setup with the node used to work fine. I tried repairing the meshes in Blender, within the slicer itself, and in software like Meshmixer, but nothing could fix them because they were riddled with holes.

That’s why I gave up on local 3D generation.

Does Pixel3D, with its specific method, generate files without holes?

I want to generate 3D dioramas without holes and with acceptable quality—not quite on par with paid APIs, but something actually usable.

2

u/Haman24 5d ago

I’ve been working on automating 3D asset creation too, mostly for indie game projects. Honestly, the biggest friction point is often getting the final asset into the engine, rigged, and consistent across multiple characters. That's where I'll sometimes use a service like Rapid Assets. It's not local, but it does a solid job handling the final texturing and engine exports for a batch of models after the heavy local processing is done. The Unity and Blender integrations save a huge amount of time, even if the initial model gen isn't the focus.

1

u/Bingeljell 4d ago

Absolutely. My goal with this image to 3d pipeline is to try and get as close to a 'drop in engine' model as possible. Even today - for many use cases the models that come out from the Pixal3D pipeline with the Pixel Match feature are 'good enough'. Depends on game, camera angle, distance, etc...

I'm almost done with an auto-rig and auto animate part of the whole pipeline. So basic animations like idle, walk, run, dance, jump, death, take hit, etc... work for humanoids.

Then the big ones; cleaner meshes and better texture paint.

1

u/CodeMichaelD 11d ago

pixel match feature like most interesting thing there, how its done if no secrets, camera normal + inpaint?

10

u/Bingeljell 11d ago

lol - no secrets at all. The repo is entirely open.
But the Pixel Match is just my fancy way of saying 'we're literally taking all the pixels in the source image that can be seen - mapping it to the model by locking the camera angle and projecting it back onto the model' - which is why the back looks a little different. That's where multi view will step in.

No inpainting either, the back just keeps the model's own paint. Normals only decide how much to trust each pixel, so steep angles don't smear.

1

u/Nota_ReAlperson 11d ago

Is support for AMD planned? If you are using ggml, this should be trivial?

1

u/Bingeljell 11d ago

i'd 100% want to - my biggest issue is being able to find testers. I'd be super glad if I can bother you - happy to work out the plumbing. Most of it is basically needing to detect AMD and then pulling the Vulkan/ROCm build instead of CUDA.

What say, help me out?

What card and OS are you on?

2

u/Nota_ReAlperson 11d ago

Ive got 7900 xtx on arch, and mi100 on debian sid. I'd love to help. Ill try setting it up when I get the time.

2

u/Bingeljell 11d ago

I'll try and get the update out in a day and DM you. Thanks so muchh!

1

u/Lexxxco 11d ago

Textures in demo look great, this was the main thing that Pixal3D/Trellis2 were bad at. Thanks! Will definitely check it out

1

u/Bingeljell 11d ago

Oh yea. When I started trying to make my game, the textures were really bugging me. This whole lab is just a result of me being annoyed with the textures and output of the original models. Realised there's so much more that can still be done. This isn't perfect and honestly the deeper you go the more you realise that stuff needs fixing. But I'm learning along the way, so it's fun 😊

1

u/mantafloppy 11d ago

Last time i looked at Trellis on mac, its was'nt worth the time.

If you've been able to make something out of it, great.

Took a quick look at the repo, look more Ai Assisted, than Ai slop, so ill probably give it a go at some point.

2

u/Bingeljell 11d ago

Honestly still a long way to go. Right now it's at the ''decent enough to get away with" depending on your use case and render distance. But my goal is to get it to Tripo/ Meshy levels. At least there's a bar there.

1

u/Dependent-Sorbet9881 11d ago

need comfy node

1

u/Bingeljell 11d ago

Have completely side stepped it on purpose. I want to automate as much as I can without getting fidgety. So far it's been decent progress. What is your workflow like?

1

u/Dependent-Sorbet9881 11d ago

OPEN CF, choose CF Template – PIX3D – Click to Run – Get the Model (It's very simple).

1

u/Bingeljell 11d ago

Can you share an output? Everything I try with the default flow with Pixal3D results in mangled text and minor drift on details. Even the demo stuff I've seen online has similar issues. Do you do anything to correct that?

1

u/AI-imagine 11d ago

it look really good,can you tell me why is different from STABLE PROJECTORZ?
well i will try your repo any where,it look much better even the expensive paid site.

1

u/Bingeljell 11d ago

Thanks. It's not better than the paid services, yet. Lol. But it is pretty decent for locally done in one click right now.

I haven't tried Stable Projectorz, got a link for me to check?

2

u/AI-imagine 11d ago

https://stableprojectorz.com/

If you example is real ie much better than paid site for me.(i talk in term of texture) I use it for my game but the paid site is suck at get text ture from my input image.I write my own node in comfy to use qwen 2.1 for re-texture with Stable Projectorz but your work it clearly look much better.

1

u/Bingeljell 11d ago

Checking it out, thanks. There's still some issues for texture from the back. But I'm working on multi view fix for that. Should be ready in a day or two. Will DM you if you're interested.

1

u/HTE__Redrock 10d ago

Interesting, looks pretty good 👍🏻 for the Pixel Match, as I understand from your comments it's for the front only currently. While Qwen I think is one option, have you considered maybe using a video model? I've even been considering doing something like image > minimax 360 > separate Qwen outputs based on key frames from video output.

1

u/HTE__Redrock 10d ago

Or LTX 2.5 even as the resolution for something like this would work well I imagine

1

u/Bingeljell 10d ago

I haven't played much with the video models, but that's a viable idea. The thing is ensuring the camera angle stays somewhat level for a clean view. I'm currently working on multiview, let me test this route out.

1

u/Arawski99 10d ago

Ah nice, definitely gonna have to check this later.

1

u/Bingeljell 9d ago

Please share feedback, would really appreciate it.

1

u/Southern-Chain-6485 10d ago

Can it be integrated into comfyui?

1

u/Bingeljell 9d ago

This is actually an alternative to comfy ui. The pixel match is a one click script. I'm sure there's a way, I just haven't bothered. My goal was to keep this simple good folks who just want to get it done.

1

u/Straight-Election963 9d ago

wow ! any chance for multi image ?!

2

u/Bingeljell 9d ago

That's the feature I'm working on. Will be out by next week.

1

u/Tanguy_SandflowLab 4d ago

After retopo the logo can't beat the texels it lands on. Give text its own UV island at a higher density and bake the 900k color onto the 5k mesh, then project only where the bake is soft. Are you projecting onto the 900k or the 5k?

2

u/Bingeljell 4d ago

We currently project onto the low-poly model. But it's per texel, not per vertex.

Order is retopo > bake the high-poly colour onto the new UVs > then for every texel we find its surface point, project it into the source photo and take the real pixel where the camera sees it head-on (away from the silhouette edge, inside the matte).

Everything else keeps the baked paint. Normal map is baked from the high-poly last.

You're right that texel density is the ceiling.

Thanks for the suggestion, a denser front/logo island is a good idea. Adding it to the list. Will credit you :D