What the Hosted Generator Exports
trellis-2.com returns a GLB after a provider-confirmed successful task. GLB can contain mesh geometry, materials, and textures in one file and is directly importable by Blender.
Do not assume this hosted workflow returns every format or representation associated with Microsoft's earlier TRELLIS project. If another format is required, inspect the GLB first and convert/export from a tool that supports the target.
Before Importing
- Download only after the task reports success.
- Keep the original GLB unchanged as a recovery copy.
- Record the generation resolution, texture size, remesh, and decimation settings.
- Decide what “accepted” means for the destination: web, game, VFX, visualization, or print.
A single image cannot reveal the true back, underside, dimensions, or hidden structure. Blender cleanup can fix geometry, but it cannot prove what the unseen object really looks like.
Import the GLB
In Blender:
- Open a new or controlled project.
- Choose File → Import → glTF 2.0.
- Select the downloaded
.glb. - Save the Blender file under a new name before editing.
After import, inspect the Outliner for meshes, materials, images, and unexpected objects. Do not immediately apply destructive modifiers.
Initial Inspection
Transforms and scale
Check location, rotation, scale, object origin, and axis orientation. A generated asset does not contain verified real-world dimensions. Set scale from measurements or the destination specification.
If you apply transforms, save a version first and verify that material mapping and normals remain correct.
Geometry
Use solid and wireframe views to inspect:
- Open boundaries and holes
- Intersections and internal faces
- Thin or disconnected components
- Extreme polygon density
- Hidden-side artifacts
- Inconsistent normals
Enable face-orientation display when checking normals. Recalculation can help, but manually review ambiguous shells and thin surfaces.
Materials and textures
Switch to Material Preview and inspect the Principled BSDF connections. Check base color, normal, roughness, metallic, and any packed channels. Confirm images are present and not referencing unavailable external paths.
Generated PBR values are an interpretation of the image, not measured physical material data.
Choose a Cleanup Strategy
Light cleanup for previews
For an internal review or simple web prototype, you may only need transform correction, obvious hole repair, deletion of disconnected artifacts, and a conservative polygon reduction.
Retopology for games and animation
Real-time or deforming assets may need a new topology. Define the polygon budget, edge flow, UV plan, LODs, collision, rigging, and animation test before deciding how much of the generated mesh to keep.
Automatic remesh/decimate operations can save time, but they can damage silhouettes, openings, thin parts, and UVs. Compare against the untouched source after every major step.
Repair for printing
Printing additionally needs manifoldness, wall thickness, real dimensions, supports, and slicer validation. A texture does not create physical relief. Converting to STL removes the material appearance and does not certify printability.
VFX or hero assets
Review topology, UV layout, texel density, material channels, naming, scale, color management, and render-engine behavior. Use the generated result as reference or a base when it does not meet the production standard.
Non-Destructive Modifier Order
A common evaluation stack is:
- Small manual fixes to remove clearly invalid pieces
- Normal/weighted-normal review when appropriate
- Conservative decimation on a duplicate object
- Retopology or remesh only when required
- UV/material repair after topology stabilizes
The exact order depends on the asset. Keep modifiers unapplied while comparing, and save versioned files before committing a topology change.
Texture Workflow
- Pack or relink images so the Blender file is reproducible.
- Confirm color-space settings for color and non-color data.
- Fix visible seams only after checking whether geometry or UVs caused them.
- Bake to a reviewed low-poly mesh when the destination requires it.
- Do not call an upscaled texture more accurate merely because it has more pixels.
Export Checks
Before export:
- Apply only the transforms required by the destination.
- Confirm object names, pivots, scale, and forward/up axes.
- Remove hidden temporary objects from the export selection.
- Check material and texture packing.
- Validate polygon and texture budgets.
- Re-import the exported file into a clean scene.
For GLB/glTF, test the actual destination renderer. For FBX or OBJ, expect material behavior to differ and verify the exported companion files.
Troubleshooting
Model appears black
Check material nodes, image availability, normals, viewport mode, and scene lighting. Determine whether the issue exists in the source GLB or was introduced during editing.
Textures are missing
Re-import the untouched GLB in a clean file. If it works there, inspect packing and relinking in the edited project. If it fails in both, record the task ID and downloaded file when reporting the issue.
Scale is wrong
Set scale from a known measurement or destination convention. There is no reliable real-world scale in a single uncalibrated image.
Export looks different
Compare color management, unsupported shader nodes, packed channels, normal maps, transparency, and the target renderer. Bake or simplify materials when portability matters.
Acceptance Checklist
- Original GLB is preserved.
- Transforms and real-world scale are explicitly reviewed.
- Hidden sides, holes, normals, and loose geometry are inspected.
- PBR channels and image paths are verified.
- Cleanup matches a written destination requirement.
- Export is re-imported into a clean scene.
- The result is not labeled game-ready, print-ready, or production-ready without the corresponding tests.