AI 3D generation
Buril wires the four leading AI 3D generation providers, plus a local pipeline based on Hunyuan3D. You feed in an image, a prompt, or both — you get back a mesh + textures + a Unity-ready prefab.
Tool families:
| Family | Provider | Cloud or Local |
|---|---|---|
meshy_* | Meshy | Cloud, BYOK |
tripo_* | Tripo | Cloud, BYOK |
rodin_* | Rodin | Cloud, BYOK |
hitem3d_* | Hitem3D | Cloud, BYOK |
hunyuan3d_* | Hunyuan3D 2.5 | Local (ComfyUI) |
All five expose the same shape: <provider>_generate → returns a mesh handle → <provider>_export_unity → drops a prefab into your project.
Provider tradeoffs
| Provider | Strength | Weakness | Typical cost |
|---|---|---|---|
| Meshy | PBR materials out-of-the-box, polished UI | Less art-style control | ~$0.20–0.60 per mesh |
| Tripo | Fast, decent topology | Materials need post-processing | ~$0.10–0.30 per mesh |
| Rodin | Best topology for hero assets | Slowest, premium pricing | ~$0.50–2.00 per mesh |
| Hitem3D | Excellent at stylized characters | Newer, less battle-tested | ~$0.15–0.40 per mesh |
| Hunyuan3D local | $0 per mesh, no API key | Needs a beefy GPU (16GB+ VRAM) | Free after setup |
Pricing snapshots are vendor-published — Buril does not mark up.
A round-trip in chat
Generate a fantasy treasure chest from this concept image, save to
Assets/Props/TreasureChest.prefab.
The asset-gen-specialist plans:
- Pick provider (default: best-quality given user's wired keys).
<provider>_generate --image <path> --style fantasy_prop- Poll for completion.
<provider>_export_unity --path Assets/Props/TreasureChest.fbxmesh_optimize --target_verts 4000material_create_from_pbr_mapsprefab_create --path Assets/Props/TreasureChest.prefab
Total time depends on the provider:
- Meshy: 30-90 seconds.
- Tripo: 15-45 seconds.
- Rodin: 1-5 minutes.
- Hitem3D: 30-90 seconds.
- Hunyuan3D local: 30-180 seconds depending on GPU.
Wiring cloud providers
In Buril Unity:
Tools → Buril → Settings → AI 3D providers
- Meshy API key: [paste]
- Tripo API key: [paste]
- Rodin API key: [paste]
- Hitem3D API key: [paste]
Or via env vars (these win over EditorPrefs):
BURIL_MESHY_API_KEYBURIL_TRIPO_API_KEYBURIL_RODIN_API_KEYBURIL_HITEM3D_API_KEY
Test each with <provider>_ping.
Wiring Hunyuan3D local
Hunyuan3D 2.5 runs through ComfyUI. The local pipeline:
- Install ComfyUI (Buril ships a one-shot installer wizard under Tools → Buril → Hunyuan3D Setup).
- The wizard downloads the Hunyuan3D 2.5 model (~12 GB).
- ComfyUI runs on
http://127.0.0.1:8188. - Buril dispatches
hunyuan3d_generateover the ComfyUI REST API.
Hardware requirements:
| GPU | Performance |
|---|---|
| RTX 4090 / A100 | Production-ready, ~30s per mesh |
| RTX 3090 / 4080 | Usable, ~60s per mesh |
| RTX 3070 / 4070 | Slow, ~120s per mesh |
| < 16GB VRAM | Not recommended |
| CPU-only | Will OOM. Use a cloud provider instead. |
The ComfyUI workflow definition lives at Tools~/hunyuan3d/workflows/standard.json. You can edit it (ComfyUI graph editor) and Buril picks up the changes — useful for adding LoRAs or upstream pipeline tweaks.
Image-to-3D vs. text-to-3D
All providers support both. Image input produces better topology and material grounding; text-only is faster but more variable.
Image-to-3D: <provider>_generate --image /abs/path/concept.png
Text-to-3D: <provider>_generate --prompt "ornate iron treasure chest with rust"
Combined: <provider>_generate --image concept.png --prompt "..."
The combined mode (image + prompt) is the highest-quality option on Meshy and Rodin.
Mesh quality post-processing
AI-generated meshes are rarely ship-ready. Buril chains standard post-processing:
mesh_optimize— quadrification + decimation to a target poly count.mesh_uv_unwrap— re-UV for clean texture sampling.mesh_normal_smooth— fix shading discontinuities.mesh_lod_generate— produce LOD0/1/2 automatically.
The asset-gen-specialist includes these in its default plan.
Common issues
| Symptom | Fix |
|---|---|
| Provider returns "queue full" | Pay-per-credit providers throttle. Retry after 30-60s or switch provider. |
| Mesh has interior shells | Provider's reconstruction left junk. Run mesh_remove_interior_geometry. |
| Hunyuan3D OOMs | VRAM too low. Use --lowvram flag in ComfyUI or switch to cloud. |
| Textures look stretched | Re-UV with mesh_uv_unwrap --method angle_based. |
| Final prefab has no collider | None of the providers ship colliders. Buril autogen with physics_collider_generate_mesh. |
Read next
- Multi-Agent Studio — the
asset-gen-specialistlives here. - AI 2D pixel — for 2D sprites.