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LabOctober 20262 min read

3D Character Generation: Single Image vs Four-View Turnaround

We tested three image-to-3D models, compared their geometry and character likeness, then rigged and animated the results to see which held up.

Sahil LullaLoraverse Lab
The Loraverse Man: the original drawing, cropped at the thigh with the arms crossed; the front view of the four-view turnaround made from it; and the Rodin mesh, rigged and running on the Stage bench.
The Loraverse Man: the original drawing, cropped at the thigh with the arms crossed; the front view of the four-view turnaround made from it; and the Rodin mesh, rigged and running on the Stage bench.

The test

We used the same illustrated character, the Loraverse Man, to test three image-to-3D models with two inputs each:

  • Single image: the original illustration, cropped at the thighs with the arms crossed.
  • Four-view turnaround: front, back, left and right views of the full body in a neutral A-pose, generated from the illustration with Gemini 3 Pro Image through Loraverse.

The models were Hyper3D Rodin v2.5, Tencent Hunyuan 3D v3.1 Pro and Meshy 7.1, one run per model per input. Rodin and Hunyuan meshes were rigged with Meshy Rigging; Meshy rigs in the same call. A fourth model, Tripo H3.1, failed three times on the turnaround and was not retried. Likeness and deformation were judged by eye on the Stage bench.

The illustration and the turnaround differ in both coverage and pose, so this compares two input workflows rather than isolating the effect of view count alone.

Test 1 · Single-image reconstruction

Rodin and Hunyuan reproduced the illustration closely but stopped at the thigh, with the crossed arms fused to the torso. Neither could be rigged. Meshy produced a full standing figure by inventing the lower body, and lost the likeness doing it.

Finding: the cropped illustration did not carry enough information for a complete, faithful character that could be rigged.

Top row, from the single drawing; bottom row, from the turnaround. Columns, left to right: Rodin v2.5, Hunyuan 3D v3.1 Pro, Meshy 7.1. Top: Rodin and Hunyuan stop at the thigh with the arms fused across the chest; Meshy invents legs and a standing pose and loses the likeness. Bottom: all three stand in A-pose. Rodin and Hunyuan keep the piping and chest emblem; Meshy adds a belt and back markings that are not in the references.
Top row, from the single drawing; bottom row, from the turnaround. Columns, left to right: Rodin v2.5, Hunyuan 3D v3.1 Pro, Meshy 7.1. Top: Rodin and Hunyuan stop at the thigh with the arms fused across the chest; Meshy invents legs and a standing pose and loses the likeness. Bottom: all three stand in A-pose. Rodin and Hunyuan keep the piping and chest emblem; Meshy adds a belt and back markings that are not in the references.

Test 2 · Four-view reconstruction

The turnaround improved all three results. Rodin and Hunyuan produced complete standing characters with the costume piping, the chest emblem and the proportions intact. Meshy produced a complete figure but added a belt and back markings absent from the references. All three meshes auto-rigged.

Finding: the full-body turnaround produced complete, riggable characters, with some visual drift on one model.

Test 3 · Animation and deformation

We put the three rigged characters through five movements: arms raised, arms crossed, seated, walking and running. Rodin and Meshy handled all five without visible deformation. Hunyuan developed geometry artifacts: the mesh stretched between the arms and torso in the raised-arm and crossed-arm poses, at the hands when seated, and between the legs in the run. Standing still, these defects were far less apparent.

Finding: a successful rig does not guarantee animation-ready geometry. Deformation testing is needed before an asset is approved.

Arms raised, arms crossed and running on the Stage bench. Mesh A is Rodin v2.5: no visible deformation in any of the three. Mesh B is Hunyuan 3D v3.1 Pro: geometry stretches from the arms to the torso when the arms rise, at the hands when they cross, and between the legs in the run. Standing still, the two look the same.
Arms raised, arms crossed and running on the Stage bench. Mesh A is Rodin v2.5: no visible deformation in any of the three. Mesh B is Hunyuan 3D v3.1 Pro: geometry stretches from the arms to the torso when the arms rise, at the hands when they cross, and between the legs in the run. Standing still, the two look the same.

What we learned

For a character meant to animate, a complete turnaround in a neutral pose was the more reliable starting point in this test. Three of three turnaround meshes rigged; two of three passed the five movement tests cleanly. None of the auto-rigs carried finger bones, so hands are mitts on every mesh.

Our recommended workflow: prepare full-body references, generate the mesh, auto-rig it, and test deformation across several poses before using it in production. A convincing static mesh is not evidence of animation readiness.

ModelSingle imageTurnaroundRigFive movements
Rodin v2.5Bust, arms fused, not riggableComplete, best likeness50k trianglesMeshy RiggingClean
Hunyuan 3D v3.1 ProBust, arms fused, not riggableComplete, likeness kept60k trianglesMeshy RiggingTears in four of five
Meshy 7.1Invented legs, likeness lostComplete, belt and back markings added31k trianglesBuilt inClean

One run per model per input, 6 October 2026. Tripo H3.1 is not in the table: its turnaround runs errored three times and its single-image result was unusable.

Loraverse Lab · October 2026All Lab posts

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