Pixal3D β€” GGUF build

The Pixal3D image-to-3D pipeline with its three 1.3B DiTs quantized to GGUF β€” β‰ˆ2.7 GB each instead of β‰ˆ5.5 GB, roughly halving the download and the resident footprint. β‰ˆ85–120 s per asset on an RTX 5090, with PBR material baked into the mesh.

What this repo is: GGUF quantizations of the Pixal3D sparse-structure, shape and texture transformers, plus the fp16 decoders and the background remover / DINOv3 encoder the pipeline needs β€” weights only, not a retrain. Every sample below was generated with these exact GGUF weights.


Samples

Single image in, textured mesh out. Source images were rendered with Z-Image Turbo; the meshes are Blender Workbench renders of the raw .glb β€” no cleanup, no retopology, no separate paint stage.

source photograph of a retro robot toygenerated mesh with baked material
**source** β€” `a cute chunky retro robot toy standing upright, rounded metal body, simple friendly face, studio product photograph on a plain white background`**mesh** β€” 17.1 MB `.glb`, generated in 119 s, seed 42
source photograph of a porcelain teapotgenerated mesh with baked material
**source** β€” `an ornate ceramic teapot with a curved spout and handle, glazed blue and white porcelain, studio product photograph`**mesh** β€” 15.5 MB `.glb`, generated in 85 s, seed 42

Turntable

Four views, 90Β° apart.

robot turntable

teapot turntable

The chest display and dial, the ear knobs and the boot flare all survive quantization, and the surface reads as brushed metal β€” material is produced with the geometry rather than in a later pass.

Recommended settings

Parameter Production value Meaning
seed any Deterministic per seed
input one RGB(A) image Centred subject, plain background
output .glb Mesh with baked material

Supported modes: img2mesh, txt2mesh, and the _textured variants

Notes and gotchas

  • ⚠ Meshes export rotated 180Β° relative to some other generators. Pixal3D puts the subject's front along the opposite axis from TripoSG/TRELLIS.2, so a fixed camera that frames those correctly renders Pixal3D output from behind. Orbit the camera 180Β°, or check one contact sheet per model before trusting a shared preset.
  • Material comes for free β€” no separate paint stage, which is the main reason to pick this over a geometry-only model.
  • Loads in a low-VRAM mode by default, reporting β‰ˆ0 GiB resident after load and streaming weights in as it runs. Generation still wants the card largely to itself.
  • Two shape DiTs ship here β€” _512_ and _1024_, differing in latent resolution. Both are the same 1.3B architecture; pick one.
  • Sparse-conv backend β€” logs [SPARSE] Conv backend: flex_gemm; Attention backend: flash_attn on load and pulls a valeoai/NAF estimator from torch.hub on first run, so a fresh machine needs network access.

Files

Path Size Role
split/shape/slat_flow_img2shape_dit_1_3B_1024_bf16.gguf 2.78 GB shape DiT, 1024 latents
split/shape/slat_flow_img2shape_dit_1_3B_512_bf16.gguf 2.78 GB shape DiT, 512 latents
split/texture/slat_flow_imgshape2tex_dit_1_3B_1024_bf16.gguf 2.78 GB texture DiT
split/Sparse/ss_flow_img_dit_1_3B_64_bf16.gguf 2.68 GB sparse-structure DiT
split/decoder/shape_dec_next_dc_f16c32_fp16.safetensors 948 MB shape decoder (fp16, not quantized)
split/decoder/tex_dec_next_dc_f16c32_fp16.safetensors 948 MB texture decoder (fp16)
split/decoder/ss_dec_conv3d_16l8_fp16.safetensors 148 MB sparse-structure decoder (fp16)
extras/dinov3-vitl16/ 1.21 GB DINOv3 image encoder
extras/birefnet/ 444 MB background remover
extras/moge-2-vitl/ 1.31 GB geometry estimator

Provenance

  • Upstream base model: Pixal3D (TencentARC). Full-precision safetensors of the same weights live in ChrisColeTech/Pixal3D.
  • This build: GGUF quantizations of the three transformers; decoders and extras are unquantized. Weights are not retrained here.
  • License: MIT, per upstream.
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