Trellis 2

byMicrosoft Research, Tsinghua University, USTC

Transform single concept images into watertight, textured 3D assets with production-ready PBR materials in seconds

sculptural emerald-green and cream Art Deco table fan, brass grille with wide clearly separated blades, walnut base, designer collectible — rendered from a native trellis-2 3D generation

How Trellis 2 works

Go from a single 2D concept illustration to an engine-ready textured GLB mesh with granular topological and material controls.

Upload reference concept — local Fuser canvas

Upload reference concept

Provide a single 3/4 angle image of your character, prop, or vehicle against a clean background.

Tune geometry and density — local Fuser canvas

Tune geometry and density

Select voxel resolution up to 1536 and set mesh decimation targets to suit real-time or high-poly pipelines.

Export textured GLB — local Fuser canvas

Export textured GLB

Download a watertight 3D mesh with baked PBR materials, roughness maps, and clean topology ready for DCC integration.

What Trellis 2 is good at

Harness sparse Omni-Voxel representations and flow-matching diffusion to capture sub-voxel detail, open surfaces, and native PBR texture channels.

sculptural folded cream pleated fabric cape on a small neutral dress form, clearly open sleeves and flowing hem — rendered from a native trellis-2 3D generation

Omni-Voxel Geometry

Reconstruct watertight closed volumes and intricate open surfaces like foliage or garments using field-free sparse voxel representations without melting artifacts.

premium copper and midnight-blue mechanical pocket chronometer, textured leather strap, brushed metal casing — rendered from a native trellis-2 3D generation

Native PBR Material Synthesis

Generate fully mapped diffuse base color, metallic sheen, and roughness channels baked into clean UV layouts at up to 4096 texture resolution.

geometric yellow modular desk organizer with cobalt cylindrical pencil cup and curved storage cavities — rendered from a native trellis-2 3D generation

Configurable Mesh Decimation

Target vertex counts from 5,000 for lightweight web viewers up to 2,000,000 for sculpted assets destined for ZBrush or Blender refinement.

hard-surface petrol-blue workshop bench vise with silver screw and crisp machined jaws — rendered from a native trellis-2 3D generation

Surface-Snapping Remesh Engine

Dial remesh projection from smooth organic contours to rigid mechanical edges that snap vertices directly back to original sub-voxel boundaries.

Made with Trellis 2

Explore high-fidelity 3D meshes reconstructed across prop design, hard-surface objects, and stylized collectibles.

organic sculptural bentwood rocking chair in honey oak and warm linen, continuous curved frame — rendered from a native trellis-2 3D generation

Organic furniture concept with continuous PBR material definition

fictional antique bronze armillary globe, patinated verdigris and precise concentric rings, wooden plinth — rendered from a native trellis-2 3D generation

Hard-surface historical artifact reconstruction

original stylized brass dragonfly winged key fantasy prop, open lattice wings, coral enamel details — rendered from a native trellis-2 3D generation

Stylized hero prop asset with complex open-surface wing geometry

mechanical electric motorcycle wheel assembly with anodized violet hub, silver brake disc and black rubber tread — rendered from a native trellis-2 3D generation

Mechanical vehicle component with sub-voxel edge fidelity

intricate wearable sculptural silver cuff bracelet with interlocking angular plates and pale jade insets — rendered from a native trellis-2 3D generation

Intricate wearable concept with sharp topological boundaries

What people build with Trellis 2

Built for game developers, industrial designers, and VFX artists who require immediate watertight 3D geometry without tedious manual reconstruction.

Game Asset Prototyping

01

Turn 2D concept sketches into real-time textured GLB props with customizable decimation targets between 10k and 50k vertices for seamless game engine import.

Stylized Collectibles & Toys

02

Convert stylized character art into watertight, manifold 3D meshes with smooth organic remeshing suitable for rapid 3D printing and digital collectibles.

Architectural & Interior Props

03

Reconstruct custom furniture, lighting fixtures, and decorative elements from catalog photos into clean 3D models with true metallic and roughness maps.

VFX & Concept Art Blocking

04

Accelerate DCC pre-visualization by generating complex hero props and environmental hard-surface assets at 1536 resolution with baked 4K PBR textures.

E-Commerce 3D Visuals

05

Transform standard 2D studio product shots into interactive 3D web assets, delivering coherent lighting and consistent backside geometry.

Trellis 2 specs

Plans and credits
Inputs
Image
Output
3D model
Resolution
512, 1024, 1536
Cost
345–482 credits per run

Frequently Asked Questions

Trellis 2 excels at generating textured props, hard-surface furniture, stylized toys, gaming assets, and organic objects with open surfaces like foliage or garments. Its Omni-Voxel architecture captures intricate sub-voxel geometry and native PBR materials directly from a single reference image without the melting artifacts common in traditional implicit methods.

Avoid using Trellis 2 for complex articulated rigging joints, organic hair-card generation, nested transparent glass volumes, or precision CAD assemblies. It is also not suited for pixel-perfect engraved 3D typography or multi-part mechanical clearances.

Use a clean 3/4 perspective image of your subject against an uncluttered, solid white or transparent background. Framing the subject fully without cropped edges and using balanced, neutral lighting ensures the model accurately infers depth and generates clean PBR texture channels without baked-in shadows.

Internal resolution controls geometric fidelity, from fast 512 iteration up to 1536 for hero assets, while decimation targets define mesh vertex density from 5,000 to 2,000,000 vertices. For real-time web viewers and mobile games, reduce decimation to 10,000–50,000 vertices; for export to ZBrush or Blender for manual retopology, keep the default 500,000 target.

Keep remesh projection at 0.0 for smooth organic shapes, characters, and stylized figurines, and increase it toward 1.0 for hard-surface vehicles and mechanical parts. Higher projection values snap remeshed vertices back to the original sharp voxel boundaries, preserving crisp edges on mechanical assets.

Try Trellis 2 on Fuser

Transform single concept images into watertight, textured 3D assets with production-ready PBR materials in seconds