Feature matrix

CriterionModel AModel B
Primary inputSingle imageSingle image
Pipeline designO-Voxel shape and material generationSeparate shape and PBR paint models
PBR outputBase color, roughness, metallic, opacityDedicated PBR texture synthesis
Official local memory note24 GB+ NVIDIA GPU baseline10 GB shape, 21 GB texture, 29 GB combined
Upstream requirements use different implementations and are not a speed or quality ranking
Code availabilityInference and training codeWeights and training code for shape and paint
Key inspectionOpen surfaces, density, alpha setupShape-to-paint consistency and stage memory

Choose by workflow

TRELLIS.2

High-resolution O-Voxel assets and native PBR channel inspection

Hunyuan3D 2.1

Workflows that benefit from separate shape and material iteration

Practical verdict

Start with TRELLIS.2 when O-Voxel topology handling and one integrated high-resolution PBR pipeline fit the task. Test Hunyuan3D 2.1 when separate geometry and paint stages are useful. Inspect both on your own asset class before committing.

Compare geometry without texture

Use silhouette, hidden-side, boundary, thin-part, and normal checks in a neutral clay render before appearance influences the judgment.

Compare material response

Inspect maps individually and under the same HDR environment. Note baked lighting, metal boundaries, roughness range, seams, and alpha configuration.

Method and limits

Use the same source image, preserve each model's recommended settings, render neutral clay and PBR views, and report geometry, channel completeness, file size, peak memory, hardware, and failures. Do not compare vendor timing claims from different machines.

Sources