Feed the 2D references from Module 01 into an image-to-3D tool and get back a base mesh you can keep working on, plus separated parts. This step isn't about perfection—it's about a clean, workable blank you can carry into Blender.
Picking up from Module 01: that set of A-pose, pure-white-background, view-consistent references finally pays off—they go straight into the generator's multi-view mode.
Image-to-3D tools (Meshy / Tripo) turn those references into a textured 3D mesh in minutes. But that mesh is a blank, not a finished asset: messy topology, high poly count, blurry detail. Its whole job is to give the sculpting step (03) and retopology step (04) a starting point.
The one goal here: land a base mesh with the right silhouette, right proportions, and no big melted patches or holes. A rough surface is fine—you'll rebuild it later.
Both work; they're aimed at different things. Either is fine for characters, so sign up for both (both have free credits), run the same image through each, and keep the cleaner result.
Meshy 6 (~1 min, quality + full-pipeline platform): "sculpt-grade" fidelity, watertight meshes, up to nearly 600k faces; multi-view mode: upload up to 3 images (front/side/back), the setting that matters most; pose control A-Pose / T-Pose / custom; native Blender plugin (also Unity/UE/Maya); quad/tri, target polycount, Low Poly, PBR; 100 free credits/month. Pick it when: you care most about mesh and texture quality, want a one-click Blender link, and are running the full pipeline.
Tripo (~10 sec, speed + clean topology): Turbo spits out a model in about 10 seconds, so rerolling is lightning-fast; Smart Mesh: clean low-poly quads that are easy to rig by hand; supports text/image-to-3D, multi-view, auto-rigging, animation; DCC Bridge sends it to Blender (4.1+) in one click; 300 free credits/month, with steeper annual discounts; HD models can add detail. Pick it when: you want to reroll shapes fast, want clean quad topology, and free credits come first.
Bluecat's take: for complex characters, Meshy multi-view gives more reliable body quality; for quickly testing different design directions, reroll with Tripo. Don't agonize over "which is better"—run the same image through both and see whose silhouette and back read better.
Get your Module 01 images into the shape a generator likes to eat:
Get the settings right and you save half the rework later. Recommended config, using Meshy as the example:
Meshy · recommended character settings: Multi-view — on · upload front/side/back (matters most, always on); Pose — A-Pose (match your reference); Model — Meshy 6 (highest quality); Topology — Quad (easier for later sculpting/rigging); Target Polycount — mid-high (don't fear a high face count here, you'll retopo later); PBR / Texture — on (gives Module 07 a base to work from); Symmetry — on for symmetric characters (tidier left/right).
Don't expect a hole-in-one. Generate 3–5 variants from the same references and look at each. Generators are random, so rolling a few more times and picking the cleanest beats endlessly tweaking parameters.
This step decides whether you carry a good blank into Blender or a piece of junk. Check it against these four:
The parts you split out in Module 01 (weapon, helmet, cape) generate at higher quality on their own, then get assembled in Blender. When you have no reference image on hand, you can also text-to-3D a part directly:
a [部件,如 fantasy curved sword / round shield], game asset,
clean topology, neutral materials, single solid object,
no scene, no background, centered, A-pose-friendly scaleExport in the right format, then run four checks the moment you're in Blender—don't work for hours only to discover the model is crooked.
The most common beginner mistake: rerolling dozens of times at this step, trying to pull out a perfect model directly. It's impossible, and unnecessary.
AI-generated topology is messy by nature—triangles smeared together, inflated face counts, deforming areas that are unusable. It's destined to be rebuilt in Module 03 (sculpting) and Module 04 (retopology).
So this step has just one standard: if the form is right, it's good—hand it to the next step. Save the perfectionism for where it actually counts.
▸ All three pass → on to Module 03: Sculpting (🐾 Bluecat coaches you through it—the hard part begins).