Got it—you want 3D assets you can flat-shade yourself for video. Here are practical, HF/TouchDesigner-friendly ways to generate meshes (OBJ/GLB) from text or an image, plus what I’d pick for speed/cost.
These take a single 2D image (e.g., your bowl style frame) and output a textured mesh you can ignore the texture on and just flat-shade.
- TripoSR (Stability AI) – open weights on Hugging Face; extremely fast feed-forward single-image→mesh. Great first pass, runs locally. citeturn0search0turn0search8
- InstantMesh (TencentARC) – state-of-the-art single-image→mesh; HF Space and repo, produces OBJ/GLB in ~10s on a good GPU. citeturn0search16turn0search9
- Wonder3D – single-image→consistent multi-view, then quickly reconstructs a mesh; open code & demos. Often a touch more detail. citeturn0search5turn0search20
- Zero123 / Zero123++ – multi-view image generator from one image; pair with a mesher (e.g., InstantMesh) if you want a two-step pipeline. citeturn0search10turn0search2
When to use: You already have a style frame or can sketch a silhouette; you want quick, editable geometry.
- MVDream (multi-view diffusion) – generates consistent multi-views from text; combine with a mesh reconstructor (e.g., InstantMesh) to get a final mesh. Open, HF-friendly. citeturn0search3
- Meshy (hosted API) – turnkey text-to-3D/image-to-3D with downloadable GLB/OBJ, reasonable pricing & clear credits model; has plugins/API you can script from TD. citeturn0search4turn0search12turn0search19
- Shap-E (OpenAI, older) – fully open text/image→3D, but quality is behind newer methods; still useful for lightweight, toy shapes. citeturn0search6
- GET3D (NVIDIA, research) – trains per-category generators that output explicit textured meshes; powerful but setup/training heavy. citeturn0search7turn0search21turn0search15
When to use: You’re starting purely from text or you want an API with predictable costs (Meshy).
Option 1 (fastest, cheapest, and great for flat-shade):
InstantMesh or TripoSR from a single flat reference image (your style), then do cleanup (decimate/retopo) and render with a toon/flat shader. This is the most time-efficient path for the aesthetic you showed. citeturn0search16turn0search0
Option 2 (from text but still open-weight):
MVDream (text→multi-views) → InstantMesh (views→mesh). Good balance if you don’t have concept art. citeturn0search3turn0search16
Option 3 (turnkey API):
Meshy for text or image → mesh via API, then bring GLB/OBJ into your pipeline. Predictable cost and less ops work. citeturn0search12
- Hugging Face + TD: Run the HF pipelines (TripoSR / InstantMesh / Wonder3D) from a Python Script DAT or a separate service (e.g., a small Flask worker) and drop the generated .glb/.obj to a watched folder. TD loads with Geometry COMP + File SOP for OBJ or GLTF COMP for GLB. (All listed projects provide HF repos/spaces and export meshes.) citeturn0search0turn0search16turn0search9
- ComfyUI bridge: The ComfyUI-3D-Pack bundles single-image→mesh nodes; TD can call it via REST/WebSocket or folder-watch. This is the friendliest way to wire multi-step 3D generation. citeturn0search13
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Post-process the mesh (Blender or TD SOPs):
- Decimate / Quadriflow (or any auto-retopo) to reduce triangles and remove lumpy micro-detail that fights flat shading.
- Recompute normals (faceted) or use Auto Smooth = 0° in Blender for perfectly flat faces.
- Optional UV unwrap only if you need baked flat colors.
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Materials:
- In Blender, use a Toon BSDF or a Principled BSDF with roughness=1 and “Flat” shading; add Freestyle or a Sobel post-effect for outlines.
- In TouchDesigner, use Phong/Constant MAT or a small GLSL MAT that outputs
normalize(N)-independent color for pure flat; enable backface culling and use a 1–2 light rig for crisp shapes.
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Keep it “flat”:
- Favor low-poly silhouettes; avoid normal maps.
- If a generator gives you a noisy texture, ignore it and shade by material color only (or bake a single color per material/face).
- For consistency across shots, lock camera focal length & toon-ramp steps.
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One image → mesh → flat render
- Feed your style frame to InstantMesh → export GLB. citeturn0search16
- Open in Blender → Shade Auto Smooth off (flat), optionally Decimate.
- Assign Toon BSDF with 2–3 bands; render or export back to TD via Alembic/GLB.
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Text → mesh with open tools
- MVDream to make 8–16 multi-views from your prompt (“minimal, low-poly, flat faces, no textures”). citeturn0search3
- Reconstruct with InstantMesh → cleanup → flat-shade.
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API route (least maintenance)
- Call Meshy API (image→3D or text→3D, ask for mesh-only or coarse texture).
- Download GLB/OBJ → flat-shade in your DCC/TD. citeturn0search12
If you want, say the word and I’ll give you:
- a small TouchDesigner Python snippet that takes an input image + prompt and returns a GLB via InstantMesh, and
- a Blender one-click script to set up flat shading and a toon material on import.