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ChrisColeTech/hunyuan3D-2.1
hunyuan3D-2.1 is a image-to-3d model from ChrisColeTech. Use it for the image-to-3d task on the model card, and read the license before you ship it in a product. It is set up for diffusers. The card lists the license as other.
The 2.1-generation Hunyuan3D shape model: a 3.3B mixture-of-experts DiT (21 blocks, 6 MoE layers × 8 experts) with a 4096-latent ShapeVAE and DINOv2-Large conditioning. ≈40–70 s per mesh on an RTX 5090.
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Updated Oct 15, 2026
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From the Hugging Face model README
The 2.1-generation Hunyuan3D shape model: a 3.3B mixture-of-experts DiT (21 blocks, 6 MoE layers × 8 experts) with a 4096-latent ShapeVAE and DINOv2-Large conditioning. ≈40–70 s per mesh on an RTX 5090.
What this repo is: the Hunyuan3D-2.1 DiT and ShapeVAE — weights only, not a retrain. The samples below were generated with this build.
Single image in, mesh out. Source images were rendered with Z-Image Turbo; the
meshes are Blender Workbench clay renders of the raw .glb output.
img2mesh_textured)The same robot through the full chain — 2.1 shape, then the paint stage — instead of shape alone.
<table> <tr><td><img src="https://huggingface.co/ChrisColeTech/hunyuan3D-2.1/resolve/main/samples/mesh-robot.png" width="330" alt="untextured shape output"></td><td><img src="https://huggingface.co/ChrisColeTech/hunyuan3D-2.1/resolve/main/samples/mesh-robot-textured.png" width="330" alt="same mesh after the paint stage"></td></tr> <tr><td><sub>**`img2mesh`** — 9.7 MB, **69 s**</sub></td><td><sub>**`img2mesh_textured`** — 19.3 MB with a baked base-colour texture, **+14 min** for the paint stage</sub></td></tr> </table>Four views, 90° apart — the back is inferred, not copied.


The recessed chest display, the dial below it and the boot flare all survive, and the moulded facial detail reads cleanly. Surfaces are smooth and closed rather than noisy — the MoE DiT's main visible advantage over the smaller models in this family.
| Parameter | Production value | Meaning |
|---|---|---|
steps | 50 | Denoising steps |
guidance | 5.0 | Guidance scale |
octree_resolution | 384 | Marching-cubes grid resolution |
seed | any | Deterministic per seed |
| output | .glb | Watertight triangle mesh, no texture |
Supported modes: img2mesh, img2mesh_textured (texturing runs as a separate paint stage)
mv
checkpoints — this model takes one image.img2mesh output is untextured; texturing is a separate paint stage.
img2mesh_textured chains a paint model after this one and produces a
correctly textured mesh, but costs ≈14 minutes on top of the 69 s shape
stage — most of it a pure-Python UV hole-filling loop rather than GPU work.
Plan the textured path as a batch job.octree_resolution is the memory/detail dial. 384 is the production
value; raising it sharpens fine relief but grows the marching-cubes grid
cubically.hunyuan3D-2.1) rather than a package-style name — a loader that
hardcodes the latter will find an empty directory and report the checkpoints
as missing.| Path | Size | Role |
|---|---|---|
split/hunyuan3d-dit-v2-1/model.fp16.ckpt | 6.9 GB | 3.3B MoE shape DiT |
split/hunyuan3d-vae-v2-1/model.fp16.ckpt | 626 MB | ShapeVAE (4096 latents) |
tencent/Hunyuan3D-2.1