Type | Workflows |
Stats | 75 |
Reviews | (4) |
Published | Mar 15, 2025 |
Base Model | |
Hash | AutoV2 D6531D7C86 |
But... why?
I created this workflow because I thought I had pushed the limits of what Hunyuan 3d-2 could do, and someone stepped in and proved me completely wrong. Because of this, I fell through the rabbit hole in discovering what hy3d-2 was even capable of. I believe that even their demos did not understand that their quality could be significantly better.
Base workflow
The base of this workflow belongs to Kijai. Please visit his github for instructions on how to get started.
What's different?
Kijai provided a great start, and I was able to build on that. It turns out - the 3d modeling part comes quickly and easily. The difficult part is texturing properly. I took a long time finding the correct camera flows, and how to upscale the textures so when they are painted on, they look significantly better.
Reactor: allows a character to keep facial features.
Ultimate SD Upscale - This allows me to push the texture to its limits while not being too liberal with changes
General upscaling - larger sizes are painted on, which allows a much tighter process.
More Camera Angles - The way it works is multiple camera angles are selected, then it bakes them all in. I went in and added a few more, and optimized the rotation around it to what I thought achieved the best results.
Granular approach - you can control how many vertices are on the object, and how big the texture turns out to be. a high res object is 3-4 MB and a low res object is more like 1MB. This means things like game assets can be kept small if necessary.
Extra Shenanigans - Mapping the camera angles is very VRAM intensive, so it's difficult to get a high resolution. However, I was able to split the camera into parts, allowing larger resolutions, and thus more accurate texturing.
PC specs - GTX 4090 with 64 GB RAM
Time to generate - About 20 minutes, but significantly less if you decide not to upscale.