Image-to-3D · measured on our own runs · October 2026 · Updated October 2026

The Fastest Way to Make 3D Game Assets with AI

Text prompt to picture, picture to textured 3D model: that's the open-source pipeline that works for game assets right now, and every step can run on one rented GPU. We timed each step on six datacenter cards with real game-asset prompts (a rifle, a pistol, a magazine, a crate and a tree) to answer one question: how fast, and how cheaply, can you make a whole kit? The short answer is that keeping one GPU busy matters far more than which GPU you rent.

41s
Per finished 3D asset, H100
TRELLIS.2, warm, textured GLB
1.2¢
Per asset on a rented L40S
$0.79/hr, 54s per asset
194s
The first asset on a fresh worker
kernel tuning; warm takes 41s
123/hr
H100 with export overlapped
88/hr one after another

The pipeline. 1) Make a picture of each asset with a fast image model. We used Z-Image Turbo (Apache-2.0) with prompts like "a sci-fi assault rifle, game asset, single object isolated on a plain white background, three-quarter view, soft studio lighting". 2) Cut the object out. Because we asked for a plain white background, a simple flood fill did it with no model at all. That matters: TRELLIS.2's built-in remover, RMBG-2.0, is licensed for non-commercial use only, and TRELLIS.2 skips it when the picture already has a transparent background. 3) Make quick 3D drafts and keep the shapes you like. 4) Make the finals and export each one as a GLB a game engine can load.

TRELLIS.2, seconds per finished asset (warm worker, default setting, to GLB)

NVIDIA H200
40 s per asset
NVIDIA H100 80GB HBM3
40.9 s per asset
NVIDIA L40S
54 s per asset
NVIDIA A100 80GB SXM4
83 s per asset

Mean over five game assets, each from picture to a web-ready GLB (100K faces, 1024px textures). Lower is faster.

Mistake 1: starting lots of fresh GPUs. It's tempting to send each asset (or each part of one) to its own GPU. A fresh TRELLIS.2 worker spends about 2 minutes loading and then tunes its GPU kernels for each new shape size: on an H100 the first asset took 194 seconds and the shape decode took 25-34 seconds per asset until the worker had seen about ten, then under 1 second. Every fresh GPU pays that again. One warm GPU working through a queue is both faster per asset and cheaper.

Mistake 2: ignoring the export. Turning TRELLIS.2's output into a GLB (simplifying the mesh, baking the textures) took 9-26 seconds per asset on every card we tried, about a third of each asset's time, and it's mostly CPU work, so a faster GPU doesn't shorten it. Run the export on a second thread while the next asset generates: on a warm H100 that took a 12-asset queue from 88 assets an hour to 123. With the older TRELLIS v1 it's even more lopsided: 3-7 seconds to generate, and 70-85% of each asset's time in the export.

Mistake 3: making finals before you've picked a shape. TRELLIS.2's 512 setting makes a rough draft in about 6 seconds on a warm H100 or H200 (8 on an L40S), against 11-41 seconds for a final at the default 1024 setting. Make drafts, keep the shapes you like, and only make finals of those. You can even ask for 4 drafts in one pass: on an H100 that cost 1.25x the time of one.

Mistake 4: paying for memory you don't use. At its default setting TRELLIS.2 peaked at about 14GB in our runs (18-20GB at its 1536 setting), so the H200's 141GB buys nothing: it was no faster than the H100 (40.0 against 40.9 seconds) at 1.7x the rental price. The L40S, at 54 seconds an asset for $0.79 an hour, is the cheapest per asset. The older A100 is the one to skip: 83 seconds, slower than the cheaper L40S.

A 100-asset kit on one rented GPU, measured step times

Load and warm up TRELLIS.2 (5 assets)9 min
200 pictures, Z-Image Turbo, 1024px (2 per asset)24 min (7.2s each)
100 drafts, TRELLIS.2 51214 min (8.4s each)
100 finals to GLB, TRELLIS.2 default90 min (54s each)
Total GPU timeabout 2.3 hours
Cost at the cheapest rates we trackabout $1.80

Measured in $0.79/hr. Longer is faster.

StepL40S ($0.79/hr)H100 ($2.14/hr)
Load and warm up TRELLIS.2 (5 assets)9 min9 min
200 pictures, Z-Image Turbo, 1024px (2 per asset)24 min (7.2s each)9 min (2.7s each)
100 drafts, TRELLIS.2 51214 min (8.4s each)10 min (6.1s each)
100 finals to GLB, TRELLIS.2 default90 min (54s each)68 min (41s each); 49 min with export overlapped
Total GPU timeabout 2.3 hoursabout 1.6 hours; 1.3 with overlap
Cost at the cheapest rates we trackabout $1.80about $3.40; $2.75 with overlap

Step times are our measured means on each card. Model loading for the image model and the time you spend choosing drafts are extra; batch the choosing so the GPU isn't idle while you look.

What about my own GPU? Z-Image Turbo makes 7.4 pictures a minute on an RTX 4090 and 10.7 on an RTX 5090, so step 1 is quick at home. TRELLIS.2 runs at home on a 24GB card: 63 seconds per asset on an RTX 4090 (about 57 an hour) and 120 on an RTX 3090 (about 30 an hour), against 54 on a rented L40S. Microsoft lists 24GB as its minimum, and that holds: our 4090 and 3090 runs peaked at about 14GB while generating, but on a 16GB RTX A4000 the GLB export ran out of memory. TRELLIS v1 needs about 12GB and makes a textured GLB in 52 seconds even on an L4, so it's the one to try first on a 16GB card.

Our verdict

Generate pictures with a plain white background, cut them out without a model, draft at 512, then make finals at TRELLIS.2's default setting on one warm GPU with the export running alongside. A 100-asset kit is about 2.3 hours and $1.80 on an L40S, or 1.3 hours on an H100.

FAQ

What's the best open-source model for AI game assets?
For quality, TRELLIS.2 (MIT licence): one picture in, a textured GLB out, 41 seconds per asset on a warm H100. TRELLIS v1 is about twice as fast but visibly rougher; TripoSR is near-instant but gives a rough vertex-coloured mesh.
How long does it take to make one 3D asset with AI?
From picture to finished GLB, 40-54 seconds on an H200, H100 or L40S once the worker is warm. The very first asset on a fresh worker takes about 3 minutes, because the model tunes its GPU kernels.
Can I use these assets commercially?
Z-Image Turbo (Apache-2.0) and TRELLIS.2 (MIT) allow commercial use. Avoid TRELLIS.2's default background remover, RMBG-2.0, which is non-commercial: give TRELLIS.2 a picture with a transparent background and it isn't used. Check each model card yourself before you ship.
Is it worth paying more for a faster GPU?
Up to the H100, yes, if you want the kit back sooner: about 25% less time than an L40S per asset. Past it, no: the H200 was no faster in our runs and costs 1.7x as much to rent.

How we test

Z-Image Turbo speeds are our measured 1024px image runs. TRELLIS.2 (microsoft/TRELLIS.2-4B) runs at 12 sampling steps per stage on five game-asset pictures given as transparent cut-outs: each card makes all five untimed first, then the same five are timed one after another, picture to GLB (o_voxel to_glb, 100K faces, 1024px textures). The cold-start, queue and overlapped-export figures come from separate H100 runs of 12 assets. Datacenter cards on Modal; rental rates are the cheapest we track on RunPod and Vast.ai, October 2026.