krutus05/3D-Visual-Mesh

Open-source local image-to-mesh helper for Windows. Meshes may need light polish, can also be used for 3D printing, and the project is still a work in progress.

Python

0

11 commits

updated Apr 26, 2026

See the code

README

3DVisual Mesh (BETA) (Version 0.1.1)

Website | GitHub Releases | Optional Support

3DVisual Mesh is a practical local image-to-mesh helper for Windows. Results are not guaranteed to come out as a 100% finished production mesh every time, and many outputs still benefit from light cleanup or polish in Blender. The project is still a work in progress, and generated meshes can also be used as a starting point for 3D printing tests.

v0.1.1 Beta - Workflow + Mesh Guidance Update

Added

  • Hardware profiles and Safe Mode for weaker PCs.
  • Fast Preview and Final Mesh workflow.
  • Preflight warnings for risky settings.
  • Manual detail crop flow for hands, feet, face, cape/cloth, armor, hair, accessories, and other detail areas.
  • Mesh Health panel with geometry diagnostics.
  • Repair recommendation display.
  • Game geometry intelligence guidance for smarter triangle budgets and output workflows.
  • Blender bake/export foundation without fake outputs.

Improved

  • Website messaging now focuses more clearly on the app-first beta workflow.
  • Triangle budget guidance is more honest: high triangle count alone does not guarantee better quality.
  • Reference/detail workflow is clearer for multi-view character sheets.
  • Repair recommendations now react to detail crops and mesh health.

Still Experimental / Not Finished

  • Real Blender normal/AO/curvature baking.
  • Real game-quality retopo.
  • Pose normalization.
  • Semantic geometry prior insertion/replacement.
  • Full offline NVIDIA/AMD package flow.

Beta Warning

3DVisual Mesh is still beta software. Meshes are not guaranteed to be fully finished. Outputs may need cleanup or manual polish, especially for hands, feet, capes/cloth, hidden backsides, and complex armor.

This workspace now keeps the local helper files organized into a few simple folders:

  • app/ - the real app code
  • installer/ - release-package and Windows installer build scripts
  • launchers/ - local .bat launchers
  • tools/ - maintainer-only wheelhouse and offline-package build scripts
  • marketing/ - launch, sponsor, and internet-post copy
  • website/ - public project site for downloads, docs, and open-source landing page
  • README_FIRST.txt - short friend-facing startup guide for the packaged build
  • requirements_one_click_windows_amd.txt - one-file AMD bootstrap stack
  • requirements_one_click_windows_nvidia.txt - one-file NVIDIA bootstrap stack

Best install path:

  • 3DVisualMesh_0.1.1_Online_Setup.exe

Portable start path:

  • Start 3DVisual Mesh.bat
  • Start 3DVisual Mesh - NVIDIA.bat
  • Start 3DVisual Mesh - AMD.bat
  • Repair Install.bat

Download / install types:

  • 3DVisualMesh_0.1.1_NVIDIA_Full_Offline.zip - larger download for NVIDIA users. Recommended when you want the smoother local-first setup path.
  • 3DVisualMesh_0.1.1_AMD_Full_Offline.zip - larger download for AMD users. Recommended when you want the smoother local-first setup path.
  • 3DVisualMesh_0.1.1_Online_Setup.exe - smaller download, still needs internet on first setup, now writes clearer logs and supports repair mode.
  • 3DVisualMesh_0.1.1_Portable_Source.zip - advanced users only.

Cleanup:

  • Dry run: powershell -ExecutionPolicy Bypass -File tools/clean_release_leftovers.ps1 -DryRun
  • Normal cleanup: powershell -ExecutionPolicy Bypass -File tools/clean_release_leftovers.ps1
  • Forced cleanup: powershell -ExecutionPolicy Bypass -File tools/clean_release_leftovers.ps1 -Force

The app code entry point is:

  • app/ui_native.py
  • THREE_AI_ARCHITECTURE.md describes the new Reference AI -> Analysis AI -> Mesh AI workflow used by the Assist tab
  • OPEN_SOURCE_VISION.md explains the long-term public goal for the app
  • GAME_DEV_ROADMAP.md lists the game-asset quality priorities
  • CONTRIBUTING.md explains what outside developers should improve first

Open source direction:

  • The app is being shaped as a practical open-source helper for game developers, not a fake one-click miracle tool.
  • The main quality bar is believable geometry, controllable triangles, easier Blender cleanup, and honest limits.

General geometry system:

  • The geometry system is general, not anime-only. Anime / Toon is just one style target beside Realistic, Semi-Realistic, Stylized, Low Poly, Hard Surface, Creature / Organic, and 3D Print / Statue.
  • Better game-looking results do not come only from raw triangle count. The app now starts recommending triangle budgets, smart distribution, retopo/bake strategy, mesh health checks, and LOD direction instead of assuming 155k raw AI triangles is automatically better.
  • For game-ready work, geometry should carry silhouette, hands, feet, armor edges, hair chunks, hard-surface bevels, and deformation zones. Smaller surface detail should usually go into normal/AO maps later.
  • For 3D print/statue work, watertight real geometry matters more than baked-map detail.
  • Legal prior/reference data belongs under resources/game_geometry_data/ and should only use original, CC0, Public Domain, or properly attributed CC-BY sources.
  • Avoid ripped game assets, unknown-license meshes, and CC-BY-NC content for bundled or commercial-facing features.

Support:

  • The app is free to try and still a work in progress.
  • If someone wants to support development, the donation page is: https://ko-fi.com/3dvisualmesh
  • Donations are optional and help fund more app work, plugin support, cleanup tools, and future updates.

Feedback:

  • If you hit a real bug, open a Bug Report issue.
  • If a mesh comes out wrong, open a Mesh Quality Report issue with screenshots and hardware info.
  • Good reports should include your GPU, VRAM, RAM, Windows version, subject type, and result screenshots.

Notes:

  • The current v0.1.1 packaging flow stages a package-root layout with resources\\app, resources\\launchers, resources\\tools, resources\\python, resources\\wheels, resources\\vendor, resources\\models, and resources\\logs.
  • The full offline package top level is now meant to stay simple: Start 3DVisual Mesh - NVIDIA, Start 3DVisual Mesh - AMD, Repair Install, and README_FIRST.
  • The installer copies the staged package into %LOCALAPPDATA%\\Programs\\3DVisual Mesh, creates Desktop and Start Menu shortcuts, and then launches the same bootstrap flow.
  • The launcher now writes resources\\logs\\install.log, resources\\logs\\launcher.log, or resources\\logs\\repair.log depending on the path used.
  • The launcher can now auto-detect AMD or NVIDIA, force a chosen GPU path from the dedicated NVIDIA/AMD batch launchers, check disk space first, route the Hugging Face cache into resources\\models\\huggingface, and fall back cleanly between local wheelhouse installs and the online bootstrap path.
  • Git is optional for the bootstrap path because the launcher can fall back to the pinned GitHub ZIP if Git is not installed yet.
  • installer/build_release_package.ps1 now stages 3DVisualMesh_0.1.1_Portable_Source.zip.
  • installer/build_windows_installer.ps1 now builds 3DVisualMesh_0.1.1_Online_Setup.exe through Inno Setup.
  • tools/build_wheelhouse_common.ps1, tools/build_wheelhouse_amd.ps1, and tools/build_wheelhouse_nvidia.ps1 build local wheelhouses for offline packaging.
  • tools/build_full_offline_package_amd.ps1 and tools/build_full_offline_package_nvidia.ps1 build the GPU-specific full offline packages without bundling both wheel stacks together.
  • The Hunyuan model still resizes images internally, so tight framing and clean backgrounds matter more than raw 4K size.
  • Best local quality path is still 1 image or 2-4 clean labeled views, then Blender cleanup if you need production-grade topology.
  • The native app now supports layered Scans (1-10), so it can generate multiple candidates and keep the cleanest-looking one using a simple geometry sanity score.
  • The native app now supports an optional Max Triangles budget, so you can cap the final mesh more cleanly for Blender and game export.
  • The main window now also lets you change Target Triangles directly, switch back to Auto, or turn the cap Off without digging into Advanced.
  • The native app now supports Split Reference Sheet for labeled concept sheets like 2x2, 1x3, 1x4, 3x1, and 4x1, then loads the split panels as separate main references you can still retag manually.
  • The preview panel now includes Add Detail Crop, so you can draw a box on a source image, tag it as Hand, Foot, Face, Cape / Cloth, Armor, and more, and keep those crops inside the app instead of using external image editing.
  • Finished meshes now show a richer Mesh Health summary plus a repair recommendation. Bake-map export is prepared through Blender detection, but automatic bake output is still not fully implemented yet.
  • The native app now also includes internet-informed Asset Goal presets like Mobile Prop, Game Prop, Hero Prop, and UE5 Nanite Showcase to suggest a starting triangle budget.
  • The native app now also includes Mesh Style presets like Low Poly, Stylized, Normal / Realistic, and Hero Realistic so the triangle suggestion changes with the look you want.
  • The native app now uses a darker two-panel layout with rounded ! hover-help badges, a top Plugins button, and an Advanced window for extra controls plus quick shortcuts to the app folder, UI code, and log file.
  • A System Snapshot card now shows CPU, GPU, RAM, VRAM, and live usage in the main app. GPU temperature appears too if LibreHardwareMonitor is running.
  • The preview card now switches from reference-image preview to a rendered mesh-result preview after generation finishes.
  • The preview card now keeps the mesh-preview path and can also show repaired meshes after Repair Existing Mesh.
  • The right panel now includes an AI Assist tab where you can enter subject type, model/name, and detail notes, then apply smart hints or open targeted web searches for references.
  • The left panel now includes a Reference Basket + Direction Guard that tracks Front / Left / Back / Right, can auto-label views from filenames, can open missing-view searches, and blocks weak vehicle starts before they waste time.
  • The main window now adds Hardware Profile and Repair Preset controls so users can stay conservative on smaller GPUs or run a repair pass without leaving the app.
  • The main generate area now splits into Generate Fast Preview and Generate Final Mesh so you can validate shape direction before spending time on the heavier final pass.
  • Safe Mode / Low VRAM now forces a weak-PC baseline, and the app warns before generation when the current image size or scan count looks too heavy for the detected hardware.
  • Repair presets currently include Fast Repair, Watertight / 3D Print, Fix Hands + Feet, Fix Cape / Cloth, and Experimental Missing Back Fill.
  • Hidden or unseen areas are still estimated, and repaired outputs may still need manual polish.
  • Mesh preview renders are cached inside launchers/preview_cache/, and old preview/sheet cache entries are auto-trimmed so the workspace does not keep growing forever.
  • The Advanced window now includes a window opacity slider so you can make the app more or less transparent.
  • The Advanced window now also includes a soft Resource Guard so the app can retry slower with safer chunking when RAM or VRAM gets tight. This is a soft target, not a hard memory cap.
  • The cleanup path now also does light geometry repair after Hunyuan output, uses light smoothing, and applies a stricter final decimation pass to hit triangle targets more reliably.
  • Source image prep now keeps up to 4K, upscales weak small images, and falls back when background removal looks suspicious.
  • AI Assist hints now slightly change the runtime profile for hard-surface, vehicle, glass, and organic subjects, but they do not retrain Hunyuan or make it ingest live web data on their own.
  • A Blender add-on ZIP is now bundled in blender_addon/3dvisual_mesh_blender.zip for Blender-side import, triangle audit, and tighter decimation.
3d-printing
amd
blender
game-development
image-to-3d
mesh-generation
nvidia
open-source
windows-app

krutus05/3D-Visual-Mesh

Open-source local image-to-mesh helper for Windows. Meshes may need light polish, can also be used for 3D printing, and the project is still a work in progress.

Python

0

11 commits

updated Apr 26, 2026

See the code

README

3DVisual Mesh (BETA) (Version 0.1.1)

Website | GitHub Releases | Optional Support

3DVisual Mesh is a practical local image-to-mesh helper for Windows. Results are not guaranteed to come out as a 100% finished production mesh every time, and many outputs still benefit from light cleanup or polish in Blender. The project is still a work in progress, and generated meshes can also be used as a starting point for 3D printing tests.

v0.1.1 Beta - Workflow + Mesh Guidance Update

Added

  • Hardware profiles and Safe Mode for weaker PCs.
  • Fast Preview and Final Mesh workflow.
  • Preflight warnings for risky settings.
  • Manual detail crop flow for hands, feet, face, cape/cloth, armor, hair, accessories, and other detail areas.
  • Mesh Health panel with geometry diagnostics.
  • Repair recommendation display.
  • Game geometry intelligence guidance for smarter triangle budgets and output workflows.
  • Blender bake/export foundation without fake outputs.

Improved

  • Website messaging now focuses more clearly on the app-first beta workflow.
  • Triangle budget guidance is more honest: high triangle count alone does not guarantee better quality.
  • Reference/detail workflow is clearer for multi-view character sheets.
  • Repair recommendations now react to detail crops and mesh health.

Still Experimental / Not Finished

  • Real Blender normal/AO/curvature baking.
  • Real game-quality retopo.
  • Pose normalization.
  • Semantic geometry prior insertion/replacement.
  • Full offline NVIDIA/AMD package flow.

Beta Warning

3DVisual Mesh is still beta software. Meshes are not guaranteed to be fully finished. Outputs may need cleanup or manual polish, especially for hands, feet, capes/cloth, hidden backsides, and complex armor.

This workspace now keeps the local helper files organized into a few simple folders:

  • app/ - the real app code
  • installer/ - release-package and Windows installer build scripts
  • launchers/ - local .bat launchers
  • tools/ - maintainer-only wheelhouse and offline-package build scripts
  • marketing/ - launch, sponsor, and internet-post copy
  • website/ - public project site for downloads, docs, and open-source landing page
  • README_FIRST.txt - short friend-facing startup guide for the packaged build
  • requirements_one_click_windows_amd.txt - one-file AMD bootstrap stack
  • requirements_one_click_windows_nvidia.txt - one-file NVIDIA bootstrap stack

Best install path:

  • 3DVisualMesh_0.1.1_Online_Setup.exe

Portable start path:

  • Start 3DVisual Mesh.bat
  • Start 3DVisual Mesh - NVIDIA.bat
  • Start 3DVisual Mesh - AMD.bat
  • Repair Install.bat

Download / install types:

  • 3DVisualMesh_0.1.1_NVIDIA_Full_Offline.zip - larger download for NVIDIA users. Recommended when you want the smoother local-first setup path.
  • 3DVisualMesh_0.1.1_AMD_Full_Offline.zip - larger download for AMD users. Recommended when you want the smoother local-first setup path.
  • 3DVisualMesh_0.1.1_Online_Setup.exe - smaller download, still needs internet on first setup, now writes clearer logs and supports repair mode.
  • 3DVisualMesh_0.1.1_Portable_Source.zip - advanced users only.

Cleanup:

  • Dry run: powershell -ExecutionPolicy Bypass -File tools/clean_release_leftovers.ps1 -DryRun
  • Normal cleanup: powershell -ExecutionPolicy Bypass -File tools/clean_release_leftovers.ps1
  • Forced cleanup: powershell -ExecutionPolicy Bypass -File tools/clean_release_leftovers.ps1 -Force

The app code entry point is:

  • app/ui_native.py
  • THREE_AI_ARCHITECTURE.md describes the new Reference AI -> Analysis AI -> Mesh AI workflow used by the Assist tab
  • OPEN_SOURCE_VISION.md explains the long-term public goal for the app
  • GAME_DEV_ROADMAP.md lists the game-asset quality priorities
  • CONTRIBUTING.md explains what outside developers should improve first

Open source direction:

  • The app is being shaped as a practical open-source helper for game developers, not a fake one-click miracle tool.
  • The main quality bar is believable geometry, controllable triangles, easier Blender cleanup, and honest limits.

General geometry system:

  • The geometry system is general, not anime-only. Anime / Toon is just one style target beside Realistic, Semi-Realistic, Stylized, Low Poly, Hard Surface, Creature / Organic, and 3D Print / Statue.
  • Better game-looking results do not come only from raw triangle count. The app now starts recommending triangle budgets, smart distribution, retopo/bake strategy, mesh health checks, and LOD direction instead of assuming 155k raw AI triangles is automatically better.
  • For game-ready work, geometry should carry silhouette, hands, feet, armor edges, hair chunks, hard-surface bevels, and deformation zones. Smaller surface detail should usually go into normal/AO maps later.
  • For 3D print/statue work, watertight real geometry matters more than baked-map detail.
  • Legal prior/reference data belongs under resources/game_geometry_data/ and should only use original, CC0, Public Domain, or properly attributed CC-BY sources.
  • Avoid ripped game assets, unknown-license meshes, and CC-BY-NC content for bundled or commercial-facing features.

Support:

  • The app is free to try and still a work in progress.
  • If someone wants to support development, the donation page is: https://ko-fi.com/3dvisualmesh
  • Donations are optional and help fund more app work, plugin support, cleanup tools, and future updates.

Feedback:

  • If you hit a real bug, open a Bug Report issue.
  • If a mesh comes out wrong, open a Mesh Quality Report issue with screenshots and hardware info.
  • Good reports should include your GPU, VRAM, RAM, Windows version, subject type, and result screenshots.

Notes:

  • The current v0.1.1 packaging flow stages a package-root layout with resources\\app, resources\\launchers, resources\\tools, resources\\python, resources\\wheels, resources\\vendor, resources\\models, and resources\\logs.
  • The full offline package top level is now meant to stay simple: Start 3DVisual Mesh - NVIDIA, Start 3DVisual Mesh - AMD, Repair Install, and README_FIRST.
  • The installer copies the staged package into %LOCALAPPDATA%\\Programs\\3DVisual Mesh, creates Desktop and Start Menu shortcuts, and then launches the same bootstrap flow.
  • The launcher now writes resources\\logs\\install.log, resources\\logs\\launcher.log, or resources\\logs\\repair.log depending on the path used.
  • The launcher can now auto-detect AMD or NVIDIA, force a chosen GPU path from the dedicated NVIDIA/AMD batch launchers, check disk space first, route the Hugging Face cache into resources\\models\\huggingface, and fall back cleanly between local wheelhouse installs and the online bootstrap path.
  • Git is optional for the bootstrap path because the launcher can fall back to the pinned GitHub ZIP if Git is not installed yet.
  • installer/build_release_package.ps1 now stages 3DVisualMesh_0.1.1_Portable_Source.zip.
  • installer/build_windows_installer.ps1 now builds 3DVisualMesh_0.1.1_Online_Setup.exe through Inno Setup.
  • tools/build_wheelhouse_common.ps1, tools/build_wheelhouse_amd.ps1, and tools/build_wheelhouse_nvidia.ps1 build local wheelhouses for offline packaging.
  • tools/build_full_offline_package_amd.ps1 and tools/build_full_offline_package_nvidia.ps1 build the GPU-specific full offline packages without bundling both wheel stacks together.
  • The Hunyuan model still resizes images internally, so tight framing and clean backgrounds matter more than raw 4K size.
  • Best local quality path is still 1 image or 2-4 clean labeled views, then Blender cleanup if you need production-grade topology.
  • The native app now supports layered Scans (1-10), so it can generate multiple candidates and keep the cleanest-looking one using a simple geometry sanity score.
  • The native app now supports an optional Max Triangles budget, so you can cap the final mesh more cleanly for Blender and game export.
  • The main window now also lets you change Target Triangles directly, switch back to Auto, or turn the cap Off without digging into Advanced.
  • The native app now supports Split Reference Sheet for labeled concept sheets like 2x2, 1x3, 1x4, 3x1, and 4x1, then loads the split panels as separate main references you can still retag manually.
  • The preview panel now includes Add Detail Crop, so you can draw a box on a source image, tag it as Hand, Foot, Face, Cape / Cloth, Armor, and more, and keep those crops inside the app instead of using external image editing.
  • Finished meshes now show a richer Mesh Health summary plus a repair recommendation. Bake-map export is prepared through Blender detection, but automatic bake output is still not fully implemented yet.
  • The native app now also includes internet-informed Asset Goal presets like Mobile Prop, Game Prop, Hero Prop, and UE5 Nanite Showcase to suggest a starting triangle budget.
  • The native app now also includes Mesh Style presets like Low Poly, Stylized, Normal / Realistic, and Hero Realistic so the triangle suggestion changes with the look you want.
  • The native app now uses a darker two-panel layout with rounded ! hover-help badges, a top Plugins button, and an Advanced window for extra controls plus quick shortcuts to the app folder, UI code, and log file.
  • A System Snapshot card now shows CPU, GPU, RAM, VRAM, and live usage in the main app. GPU temperature appears too if LibreHardwareMonitor is running.
  • The preview card now switches from reference-image preview to a rendered mesh-result preview after generation finishes.
  • The preview card now keeps the mesh-preview path and can also show repaired meshes after Repair Existing Mesh.
  • The right panel now includes an AI Assist tab where you can enter subject type, model/name, and detail notes, then apply smart hints or open targeted web searches for references.
  • The left panel now includes a Reference Basket + Direction Guard that tracks Front / Left / Back / Right, can auto-label views from filenames, can open missing-view searches, and blocks weak vehicle starts before they waste time.
  • The main window now adds Hardware Profile and Repair Preset controls so users can stay conservative on smaller GPUs or run a repair pass without leaving the app.
  • The main generate area now splits into Generate Fast Preview and Generate Final Mesh so you can validate shape direction before spending time on the heavier final pass.
  • Safe Mode / Low VRAM now forces a weak-PC baseline, and the app warns before generation when the current image size or scan count looks too heavy for the detected hardware.
  • Repair presets currently include Fast Repair, Watertight / 3D Print, Fix Hands + Feet, Fix Cape / Cloth, and Experimental Missing Back Fill.
  • Hidden or unseen areas are still estimated, and repaired outputs may still need manual polish.
  • Mesh preview renders are cached inside launchers/preview_cache/, and old preview/sheet cache entries are auto-trimmed so the workspace does not keep growing forever.
  • The Advanced window now includes a window opacity slider so you can make the app more or less transparent.
  • The Advanced window now also includes a soft Resource Guard so the app can retry slower with safer chunking when RAM or VRAM gets tight. This is a soft target, not a hard memory cap.
  • The cleanup path now also does light geometry repair after Hunyuan output, uses light smoothing, and applies a stricter final decimation pass to hit triangle targets more reliably.
  • Source image prep now keeps up to 4K, upscales weak small images, and falls back when background removal looks suspicious.
  • AI Assist hints now slightly change the runtime profile for hard-surface, vehicle, glass, and organic subjects, but they do not retrain Hunyuan or make it ingest live web data on their own.
  • A Blender add-on ZIP is now bundled in blender_addon/3dvisual_mesh_blender.zip for Blender-side import, triangle audit, and tighter decimation.
3d-printing
amd
blender
game-development
image-to-3d
mesh-generation
nvidia
open-source
windows-app