Hunyuan3D vs TRELLIS vs TripoSR (2026): Which Open Image-to-3D Model Wins?
The two leading open image-to-3D models, head to head, plus the fast lightweight one. Compared on geometry, textures, formats, speed, VRAM, and license.
The texture and quality leader, if you have the GPU and the license fits.
Best for Best textures (PBR)
Visit Hunyuan3DThe most versatile and the most detailed geometry, on a 16 GB card.
Best for Best geometry detail
Visit TRELLISThe fast, lightweight one: not the highest quality, but it runs almost anywhere.
Best for Fastest
Visit TripoSRIf you have landed on "Hunyuan3D vs TRELLIS," you have already made the important decision: you want an open model you can download and run, not a hosted tool with a credit meter. The two names that dominate that conversation in 2026 are Tencent's Hunyuan3D and Microsoft's TRELLIS, the two heavyweight diffusion-based image-to-3D systems. The third name we add here, TripoSR, is ours, and it is deliberately a different kind of tool: smaller, faster, and lighter rather than the highest quality. We say that up front so you can weigh our self-assessment accordingly and check the sources.
This is an honest head-to-head, not a home win. For a production-ready textured mesh, Hunyuan3D and TRELLIS lead, and TripoSR does not pretend otherwise. Where TripoSR earns its place is the other axis: raw speed, tiny VRAM, and the cleanest MIT license. We compared all three on geometry, textures, output formats, speed, the hardware you actually need, ecosystem, and license. Facts for each model come from its official repository, paper, model card, and license file, re-checked on 2026-07-24, and every claim carries a source id you can verify below. Hunyuan3D and TRELLIS are trademarks of their owners; this is an independent comparison, not a sponsorship.
| Geometry | Holeless production meshes | High detail, strong on stylized | Clean but simpler, single-view |
|---|---|---|---|
| Textures | Dedicated PBR paint model | Baked from Gaussian output | Vertex colors only, no PBR |
| Output representations | GLB, OBJ mesh | Mesh, 3D Gaussians, radiance field | OBJ or GLB mesh |
| Inputs | Image, plus multi-view variant | Image and text | Single image |
| Speed | Multi-stage, not disclosed | Multi-step flow, not disclosed | Under 0.5s on A100, feed-forward |
| VRAM to run | 10 GB shape, about 29 GB full | 16 GB minimum | About 6 GB, CPU fallback |
| License | Community license, EU/UK/SK excluded | MIT (core) | Plain MIT |
By the numbers
GPU memory to produce a complete result. Hunyuan3D 2.1 needs about 10 GB for geometry alone; about 29 GB includes its texture pass. TRELLIS states a 16 GB minimum. TripoSR has no separate texture stage. Checked 2026-07-24.
Repository popularity as of July 2026 (Hunyuan3D count is its flagship 2.0 repo). Star counts drift, so treat these as a snapshot.
Want to make your own? Try the Triposr vs hunyuan3d, Triposr vs sf3d, Free image to 3d, Free online image to 3d, Image to 3d print, Image to 3D model generator, Open-source TripoSR, Download or Paper.
Geometry: Hunyuan3D vs TRELLIS
Best here: TRELLISNobody here ships an independent, apples-to-apples benchmark you can just trust, so treat every "best quality" line as a starting point, not proof. What you can compare is how each model builds its shape. TRELLIS reconstructs geometry through its Structured Latent representation and is widely regarded as the detail leader among open models, especially on intricate and stylized subjects, which is why it is the go-to for artistic assets. The honest caveat is Microsoft's own: the project page states TRELLIS "excels at artistic-style" assets but has "limited capability" on photorealistic real-world objects, so its edge narrows on a plain product photo.
Hunyuan3D is right there with it and arguably ahead on real-world objects: its diffusion-transformer shape stage produces meshes described as holeless, the property that makes a mesh usable downstream without a repair pass. TripoSR is the honest weak link on geometry: it reconstructs from a single view in one feed-forward pass, so it is fast and clean but carries less fine detail than a multi-step diffusion model, and it has no way to reason about the parts of the object the photo does not show. For sheer geometric fidelity this is a two-horse race between Hunyuan3D and TRELLIS; we give the edge to TRELLIS for detail while noting Hunyuan3D's holeless meshes are the safer bet on real-world objects.
Hunyuan3D
Strengths
- Diffusion-transformer shape stage produces meshes described as holeless, good for clean downstream assets
- Strong, reliable geometry on real-world objects, not just stylized subjects
Watch-outs
- The best-in-class geometry needs the heavy pipeline and a large GPU, not the mini variant
TRELLIS
Strengths
- Structured Latent representation is regarded as the detail leader among open models
- Especially strong on intricate and stylized subjects
Watch-outs
- Microsoft's own project page concedes limited capability on photorealistic real-world objects
TripoSR
Strengths
- Clean, usable geometry from a single image for how small and fast it is
Watch-outs
- Single feed-forward pass carries less fine detail than a multi-step diffusion model
- No multi-view reasoning, so occluded parts of the object are guessed from one view
Textures and materials
Best here: Hunyuan3DThis is Hunyuan3D's clearest win, and it is a structural one. Hunyuan3D runs a dedicated second stage, Hunyuan3D-Paint, that synthesizes real PBR materials onto the mesh, and since version 2.1 those are genuine albedo, metallic, and roughness maps rather than baked-on vertex color. That is exactly what a game or product-visualization pipeline wants: a mesh that responds correctly to lighting. If textured output is the point of the exercise, Hunyuan3D is the model to beat here.
TRELLIS produces a textured mesh too, but it gets its appearance by baking from the Gaussian output rather than running a native material pipeline, so it is a step behind Hunyuan3D on true PBR materials while still being perfectly usable. TripoSR is the honest weak link: it outputs vertex colors only, with no PBR materials and no separate texture-synthesis stage, and Stability itself now points users toward its faster, game-ready successor SF3D for better surfacing. If you need real materials for free, Hunyuan3D wins this one and it is not close.
Hunyuan3D
Strengths
- Dedicated Hunyuan3D-Paint stage synthesizes real PBR materials (albedo, metallic, roughness) since 2.1
- Best free textured output of the three, ready for lit rendering
Watch-outs
- The open 2.1 weights paint at 512 texture resolution; the higher-detail 4K figures belong to the hosted-only 2.5, which is not open
TRELLIS
Strengths
- Produces a usable textured mesh alongside its other representations
Watch-outs
- Appearance is baked from the Gaussian output rather than a native PBR material pass, so it trails Hunyuan3D on true materials
TripoSR
Strengths
- Optional baked-texture UV on export for a simple appearance
Watch-outs
- Vertex colors only: no PBR materials and no separate texture-synthesis pass
- Stability now steers users to its SF3D successor for better surfacing
Output types, inputs, and versatility
Best here: TRELLISIf your pipeline needs more than one textured mesh, TRELLIS is the most flexible tool here by a wide margin. Its Structured Latent representation decodes a single result into three different outputs: a textured polygonal mesh (GLB), 3D Gaussians for splatting, or a radiance field, and it ships both image-to-3D and text-to-3D models. Nothing else in this comparison gives you Gaussians, a NeRF, and a mesh from the same generation, and nothing else here takes a text prompt at all.
Hunyuan3D is mesh-focused but still broad: it exports GLB and OBJ, accepts single images or multi-view input through its 2mv variant, and has a texture-only mode that paints materials onto a mesh you already have. Its open weights are image-conditioned, though, so text-to-3D lives on the hosted platform, not in the released model. TripoSR is the narrowest of the three on purpose: a single image in, one mesh out as OBJ or GLB, with an optional baked-texture UV. No text input, no multi-view, no alternative representations. That simplicity is the trade for its speed and small footprint.
Hunyuan3D
Strengths
- Exports GLB and OBJ, with a multi-view variant and a texture-only mode to paint your own meshes
Watch-outs
- The open weights are image-conditioned only; text-to-3D is on the hosted platform, not the released model
TRELLIS
Strengths
- One representation decodes to mesh, 3D Gaussians, or a radiance field
- Ships both image-to-3D and text-to-3D models
Watch-outs
- Multi-image input is a tuning-free add-on the repo warns may not give the best results for every image
TripoSR
Strengths
- Simple, predictable single-image to mesh, exports OBJ or GLB with an optional baked-texture UV
Watch-outs
- Single image only: no text-to-3D, no multi-view, and mesh is the only representation
Speed
Best here: TripoSRSpeed is where TripoSR pulls clearly ahead, and it is a structural advantage rather than a tuning trick. TripoSR is a feed-forward reconstruction model: one pass through the network turns a single image into a mesh, and the paper and repo both put that at under 0.5 seconds on an NVIDIA A100. There is no diffusion sampling loop to wait on. That is literally why the name exists, and for a generate, glance, iterate loop it is a different experience from waiting on a multi-step model.
Hunyuan3D and TRELLIS are heavier by design. Both are diffusion or flow-based, multi-step models, and neither publishes a clean per-asset latency, so we will not invent one. What we can say is that a two-stage shape-then-paint pipeline (Hunyuan3D) or a multi-step flow model (TRELLIS) is inherently far from sub-second, which is why Hunyuan3D ships distilled Turbo and Fast variants specifically to cut steps. The honest caveat on TripoSR's number: that sub-second figure is raw model inference on a top-tier GPU, so add background removal and slower hardware and your real end-to-end time grows. But relative to the other two, TripoSR is the fast one, period.
Hunyuan3D
Strengths
- Distilled Turbo and Fast variants exist specifically to cut generation steps
Watch-outs
- No official per-asset time is published, and the two-stage shape-then-paint pipeline is inherently heavier than a single feed-forward pass
TRELLIS
Strengths
- Rectified-flow backbone tuned for its structured latent representation
Watch-outs
- No official inference time is published, and as a multi-step flow model it is far from sub-second
TripoSR
Strengths
- Feed-forward reconstruction in under 0.5 seconds on an A100, with no diffusion sampling loop
Watch-outs
- That figure is raw inference on a top-tier GPU; background removal and slower hardware push real end-to-end time up
Hardware you need to run it
Best here: TripoSRThis is where the choice often gets made for you, because it decides what you can actually run. TripoSR needs about 6 GB of VRAM for a single image and falls back to CPU when no CUDA device is present, so it runs on modest, older, or laptop-class cards. That is a genuine advantage: it is the one most people can run on hardware they already own.
The two heavyweights ask for more. TRELLIS states a 16 GB GPU as its minimum and is Linux and CUDA focused, with no official Windows support. Hunyuan3D 2.1 needs about 10 GB for shape generation alone and about 29 GB for the full shape-and-texture pipeline, which puts a complete textured result out of reach on most consumer cards, though the lighter 2mini variant helps if you have less memory. So the practical ranking is clean: TripoSR runs almost anywhere, TRELLIS wants a 16 GB card, and Hunyuan3D wants a big one for its best output. If your GPU is the constraint, this dimension can settle the whole comparison before the others matter.
Hunyuan3D
Strengths
- A lighter 2mini variant exists for smaller cards
Watch-outs
- The full 2.1 shape-and-texture pipeline needs about 29 GB of VRAM (about 10 GB for shape alone), out of reach on most consumer GPUs
TRELLIS
Strengths
- Runs on a single A100 or A6000
Watch-outs
- The repo states a 16 GB GPU minimum and is Linux and CUDA focused, with no official Windows support
TripoSR
Strengths
- About 6 GB VRAM for a single image, with a CPU fallback when there is no CUDA GPU
- Runs on modest, older, or laptop-class hardware
Watch-outs
- To hit the sub-second speed you still want a strong GPU; CPU mode is much slower
Ecosystem, variants, and setup
Best here: Hunyuan3DThe best model is the one you can actually get running and keep using, and here Hunyuan3D has the most momentum. It carries the biggest star count of the three, ships several variants (mini, multi-view 2mv, distilled Turbo and Fast), has active community ComfyUI wrappers, and offers an official hosted platform if you do not want to run it locally at all. That breadth is a real advantage when you hit an edge case and need an alternative variant or a community node.
TRELLIS sits in the middle: a strong repo with an official Hugging Face demo Space and both image and text models, but no first-party ComfyUI node and no hosted product, and it is Linux and CUDA focused. TripoSR is the simplest to get running (a single image, about 6 GB of VRAM, a ready Hugging Face Space, and a Gradio app) but it is the oldest and smallest ecosystem here, its ComfyUI support is community-provided rather than official, and Stability now steers users toward SF3D. For the richest tooling and the most active project, Hunyuan3D is the pick; for the shortest path from zero to a mesh, TripoSR is.
Hunyuan3D
Strengths
- Largest community and star count of the three, several model variants, active ComfyUI wrappers, and an official hosted option
Watch-outs
- The heaviest of the three to set up locally, and the license and territory limits complicate commercial adoption
TRELLIS
Strengths
- Solid repo with an official Hugging Face demo Space and both image and text models
Watch-outs
- No first-party ComfyUI node and no official hosted product, and it is Linux and CUDA focused
TripoSR
Strengths
- The simplest to run: a single image, a ready Hugging Face Space, and a Gradio app, on modest hardware
Watch-outs
- The oldest and smallest ecosystem here, with community rather than official ComfyUI support, and Stability now points users to SF3D
License: which is truly unrestricted
Best here: TripoSRAll three are free to download, but "open" splits into details that matter the moment you want to ship something commercial. TRELLIS is MIT for the model and the majority of the code, with the one caveat that a couple of its rendering submodules carry other licenses, so a fully clean commercial stack takes a quick dependency check. TripoSR is plain MIT: use it, modify it, sell what you make, no user cap, no regional carve-out, no strings.
Hunyuan3D is the outlier, and it is worth being clear-eyed about. Its weights ship under the Tencent Hunyuan 3D 2.1 Community License, which is not MIT. Two clauses stand out: if your product crosses 1 million monthly active users you must request a separate license that Tencent may or may not grant, and the license territory explicitly excludes the European Union, the United Kingdom, and South Korea. It also forbids using outputs to train non-Hunyuan models. So Hunyuan3D is free to download but not unrestricted, and for an EU or UK builder that regional exclusion can be a hard stop no matter how good the model is. If "open and no strings" is what you need, TripoSR and TRELLIS are the cleaner answers.
Hunyuan3D
Strengths
- Free to download and use within the license terms, including commercial use inside the allowed territory
Watch-outs
- Not MIT: the community license adds a 1 million MAU gate, excludes the EU, UK, and South Korea, and forbids using outputs to train non-Hunyuan models
TRELLIS
Strengths
- MIT for the model and the majority of the code, commercial use permitted
Watch-outs
- A few rendering submodules are non-MIT, so a fully clean commercial stack needs a dependency license check
TripoSR
Strengths
- Plain MIT with no MAU cap, no regional exclusion, and no clause on training other models
Watch-outs
- MIT is permissive but carries no warranty or IP indemnity, so responsibility for what you generate is yours
So which open image-to-3D model should you use?
The honest short answer is that there is no single winner, because the three are built for different jobs. If you want the best free textured mesh and you have a workstation GPU, Hunyuan3D is the pick: its dedicated PBR paint stage produces materials the other two do not match, provided its community license fits your product and region. If you want the most versatile and detailed output, TRELLIS is the answer: it gives you a mesh, 3D Gaussians, or a radiance field from one generation, does text-to-3D too, and is MIT-licensed, as long as you have a 16 GB Linux and CUDA machine.
If your constraint is speed or the GPU you already own, TripoSR is the pragmatic choice: it reconstructs in under a second, runs in about 6 GB of VRAM with a CPU fallback, and is plain MIT, at the cost of textures and fine detail. A common real-world pattern is to use them together: TripoSR for a fast first pass while you iterate on the input photo, then Hunyuan3D or TRELLIS for the final, higher-quality asset once the composition is right. They are all free to download, so trying more than one costs only your time.
Which should you pick?
You want the best free textured mesh and have a strong GPU
Hunyuan3D Its dedicated shape-plus-paint pipeline produces real PBR material maps, not baked colors.
You want Gaussians, a radiance field, or text-to-3D
TRELLIS One SLAT result decodes to mesh, Gaussians, or NeRF, and it takes text input, all under MIT.
You want maximum geometric detail on stylized assets
TRELLIS Its Structured Latent representation is regarded as the detail leader among open models.
You want speed, a tiny footprint, or the GPU you already own
TripoSR Under a second on an A100, about 6 GB of VRAM with a CPU fallback, and plain MIT.
How we tested
We compared the three open models on what actually decides which one fits your project: geometry and mesh detail, textures and materials, output types and inputs, speed, the VRAM needed to run them, ecosystem and setup, and how unrestricted the license is.
This is a documentation-based comparison, not an independent benchmark. Facts for each model were read from its official GitHub repository, paper, Hugging Face model card, and license file, re-checked on 2026-07-24, and every claim in the tables and dimensions carries a source id you can verify below. Where a project does not publish a figure (for example, per-asset generation time for Hunyuan3D and TRELLIS), we say "not disclosed" rather than guess. Open-source projects move fast, so verify the current numbers in each repository before you commit.
The bottom line
Hunyuan3D vs TRELLIS comes down to what you value: Hunyuan3D for the best free PBR textures and clean production meshes if its GPU appetite and community license suit you, TRELLIS for versatility and detail with an MIT license if you have a 16 GB Linux machine. TripoSR is the third option for a different reason entirely: it is the fast, tiny, plain-MIT model you can run almost anywhere, at the cost of textures and fine detail. Pick by hardware and output first, license second.
And if running any of them yourself sounds like more setup than you want, triposr.org runs the same TripoSR image-to-3D approach hosted in your browser, no GPU required. That part is a paid convenience rather than free, but it skips the local setup entirely and gives you textured GLB output with commercial, watermark-free downloads.
FAQ
Is Hunyuan3D or TRELLIS better?
It depends on what you need. Hunyuan3D is the better choice for textured output: its dedicated Hunyuan3D-Paint stage produces real PBR materials (albedo, metallic, roughness), and its meshes are described as holeless, but the full pipeline wants about 29 GB of VRAM and its weights use a restricted community license. TRELLIS is the more versatile and arguably more detailed on geometry: one result decodes to a mesh, 3D Gaussians, or a radiance field, it does text-to-3D, and it is MIT-licensed, but it needs a 16 GB Linux and CUDA GPU and Microsoft concedes it is weaker on photorealistic real-world objects. Pick Hunyuan3D for textures, TRELLIS for flexibility and an MIT license.
Which is faster, Hunyuan3D, TRELLIS, or TripoSR?
TripoSR, by a wide margin. It is a feed-forward reconstruction model that turns a single image into a mesh in under 0.5 seconds on an NVIDIA A100, with no diffusion sampling loop. Hunyuan3D and TRELLIS are multi-step diffusion or flow-based models and neither publishes an official per-asset time, but a two-stage shape-then-paint pipeline (Hunyuan3D) or a multi-step flow model (TRELLIS) is inherently far from sub-second, which is why Hunyuan3D ships distilled Turbo and Fast variants to cut steps. If fast iteration matters more than final texture quality, TripoSR is the clear pick.
Are Hunyuan3D, TRELLIS, and TripoSR free?
All three are free to download and run as open models, with no watermark, no credit meter, and no per-generation cost beyond your own electricity. The differences are in the license and the hardware. TripoSR and TRELLIS are MIT-licensed (TRELLIS has a couple of non-MIT rendering submodules worth a quick check), so you can use, modify, and sell what you make. Hunyuan3D is free to download but ships under the Tencent Hunyuan 3D Community License, which adds a 1 million monthly active user cap, excludes the EU, UK, and South Korea, and forbids using outputs to train non-Hunyuan models. So all three are free; only TripoSR and TRELLIS are truly unrestricted.
Which open model has the best textures?
Hunyuan3D, clearly. It runs a dedicated second stage, Hunyuan3D-Paint, that synthesizes real PBR material maps (albedo, metallic, roughness) onto the mesh, so the output responds correctly to lighting in a game or product-visualization pipeline. TRELLIS produces a textured mesh too, but it bakes appearance from its Gaussian output rather than running a native material pipeline, so it trails Hunyuan3D on true materials. TripoSR outputs vertex colors only, with no PBR materials, which is the trade for its speed and small size. For real materials for free, Hunyuan3D is the model to beat.
Which model needs the least VRAM?
TripoSR, by a wide margin. It needs about 6 GB of VRAM for a single image and falls back to CPU when no CUDA-capable GPU is present, so it runs on modest, older, or laptop-class hardware. TRELLIS states a 16 GB GPU as its minimum and is Linux and CUDA focused. Hunyuan3D 2.1 needs about 10 GB for shape generation alone and roughly 29 GB for the full shape-and-texture pipeline, though a lighter 2mini variant helps on smaller cards. If the GPU you own is the constraint rather than absolute fidelity, TripoSR is the open model most people can actually run today.
Does TRELLIS support text-to-3D?
Yes. TRELLIS ships both an image-to-3D and a text-to-3D model, so you can generate from a written prompt as well as from a photo, and either way you can decode the result to a mesh, 3D Gaussians, or a radiance field. That makes it the most flexible of the three here. Hunyuan3D's open weights are image-conditioned only, so its text-to-3D lives on the hosted platform rather than in the released model, and TripoSR is single-image only with no text input. If text-to-3D from an open model matters to you, TRELLIS is the one to use.
Is Hunyuan3D open source?
Hunyuan3D publishes open weights, so you can download and run it for free, but it is not open source in the MIT or Apache sense. The current open release is Hunyuan3D 2.1, shipped under the Tencent Hunyuan 3D 2.1 Community License (the newer 2.5 is hosted or report-only, not open). That license adds a 1 million monthly active user gate, excludes the European Union, United Kingdom, and South Korea from its territory, and forbids using outputs to train non-Hunyuan models. So it is free and open-weights, but restricted, unlike TRELLIS and TripoSR, which are MIT-licensed.
Where does TripoSR fit if Hunyuan3D and TRELLIS are higher quality?
TripoSR competes on a different axis: speed, footprint, and simplicity rather than maximum fidelity. It reconstructs a mesh in under a second on an A100, runs in about 6 GB of VRAM with a CPU fallback, and is plain MIT with no restrictions, which makes it ideal for fast iteration, low-end hardware, and unrestricted commercial use. A common workflow is to use TripoSR for a quick first pass while you dial in the input photo, then switch to Hunyuan3D or TRELLIS for the final, higher-quality textured asset. It is the fast, run-anywhere option, not the quality leader, and it is honest about that.
Sources
- Hunyuan3D 2.0 official GitHub repo (accessed 2026-07-24)
- Hunyuan3D 2.1 official GitHub repo (README) (accessed 2026-07-24)
- Tencent Hunyuan 3D 2.1 Community License (accessed 2026-07-24)
- Hunyuan3D 2.1 paper (arXiv) (accessed 2026-07-24)
- Microsoft TRELLIS official GitHub repo (accessed 2026-07-24)
- TRELLIS MIT License file (accessed 2026-07-24)
- TRELLIS official project page (accessed 2026-07-24)
- TripoSR official GitHub repo (accessed 2026-07-24)
- TripoSR paper (arXiv) (accessed 2026-07-24)
- TripoSR Hugging Face model card (accessed 2026-07-24)
Related
TripoSR Team
Editorial, TripoSR
Hands-on testing of image-to-3D and text-to-3D tools by the TripoSR team.
Want image-to-3D without setting up a GPU?
Hunyuan3D, TRELLIS, and TripoSR are all free to run yourself if you have the hardware. If you would rather skip the setup, triposr.org runs image-to-3D in your browser, with textured GLB output and commercial, watermark-free downloads. That part is a paid product, not free, but there is nothing to install.
Try it in your browser