Checked against the live product page Hyper3D Editorial · Model guide Updated September 15, 2026

Rodin Gen 2.5, the Complete Guide

Gen-2.5 is Hyper3D's shift from "one-click generator" to controllable AI-to-3D workflow system - 10M+ polygon RAW output, 3D-native texturing, five adaptive speed tiers, and a full set of part-level editing tools. Here's what every feature actually does, and where it fits in a production pipeline.

Released: May 19, 2026 Effort tiers: 5, from ~4s to ~80s Max RAW detail: 10M+ polygons
5Adaptive Thinking Effort tiers
10M+polygon RAW mesh output
12Ktexture beta (Business plan)
10results per batch generation
Overview

What Gen-2.5 actually changed

Rodin Gen-2.5 launched May 19, 2026 as Hyper3D's production-control release. Where earlier Rodin models optimized mainly for speed and one-shot output, Gen-2.5 is built around a different pitch: a controllable AI-to-3D workflow system meant to sit alongside artists at every stage of production, not replace a single step of it. That shows up in three concrete places - adjustable "thinking" compute per generation, geometry detailed enough to treat as a RAW asset rather than a final export, and a set of part-level editing tools (ControlNet, Partial Edit, BANG to Parts) that let you steer or fix a result instead of regenerating from scratch.

The headline numbers from launch: 1 million polygons generated in about 4 seconds, and a maximum RAW output north of 10 million polygons - described internally as the first 3D generative model to reach that scale. See the full Rodin Gen-2.5 product page for the official feature summary, or the plan-by-plan breakdown on the pricing page for which Gen-2.5 features are gated by tier.

Adaptive Thinking Effort

Five speed tiers, modeled on how LLMs reason

Gen-2.5 borrows the "thinking effort" concept from reasoning LLMs: more compute time buys more geometric and textural detail. You pick the tier per generation, so quick concept passes and hero-asset finals can sit in the same project without switching models.

TierTypical timeBest for
Extreme-Low~4 secondsRapid batch concepting, silhouette checks
Low~9 secondsFast iteration on a prompt or reference image
Medium~20 secondsBalanced default for most working assets
High~40 secondsProduction-ready detail, improved further by the 0702 patch
Extreme-High~80 secondsHero assets and maximum-detail RAW output

The same Extreme-High effort concept also applies to texturing on its own axis - setting Texture Thinking Effort to Extreme-High is what unlocks the 12K Texture Generator beta, covered below.

Geometry

10M+ polygon RAW output, then Smart Low-Poly

Hyper3D frames the 10M+ polygon RAW mesh the way a camera RAW file works in photography: it's the maximum-information version of the asset, not something you ship directly. From there, two paths bring it down to a usable range:

  • Manual decimation / export controls - bring the RAW mesh down to whatever face count (roughly 1K-2M faces) and topology (Raw or Quad) a target engine or renderer needs.
  • Smart Low-Poly (beta) - an autoregressive, face-by-face reconstruction that rebuilds the asset as artist-style low-poly geometry with smoother, more intentional surfaces than typical auto-decimation, aimed specifically at real-time and game-engine use. See the dedicated Smart Low-Poly guide for details, and note it's not available on the Free plan - covered in the free plan overview.

For most day-to-day assets, Medium or High effort at a few thousand to a few hundred thousand polygons covers real-time work; the full 10M+ RAW ceiling matters mainly for sculpting references, VFX hero assets, and high-fidelity 3D printing.

Textures

3D-native texturing, and how far the resolution goes

Earlier texture-generation approaches painted a model by projecting 2D images onto it from several camera angles, which tends to leave seams and inconsistent detail wherever those views overlap or miss a surface entirely. Gen-2.5 instead generates color and material directly on the 3D surface - Hyper3D calls this eliminating the "blind spot" problem - and it can preserve stylistic cues from a reference image, including toon-shaded looks, rather than flattening everything toward photoreal.

4K

Standard texture output

Included on Creator and Business plans as the default resolution.

8K

Free for every plan

Unlocked in the "0702" patch - previously a paid-only resolution, now free across all tiers.

12K

Texture Generator, beta

Set Texture Thinking Effort to Extreme-High. Limited to Business-plan subscribers.

Controllability

ControlNet, Partial Edit, and part-level tools

This is the part of Gen-2.5 that separates it from a pure text-to-3D generator: a set of tools for steering a result before it's final, or fixing one part of it after.

3D ControlNet

Three spatial guidance methods constrain shape and proportion before generation: a Bounding Box ControlNet for overall silhouette and scale, a Voxel ControlNet for coarse volumetric structure, and a Point Cloud ControlNet for guiding generation from existing 3D scan or reference data.

Partial Edit

Upload an existing mesh and modify a selected region with a natural-language prompt, without rebuilding the whole asset. See the standalone Partial Edit guide for worked examples.

BANG to Parts & Part Refine

BANG-based segmentation splits a generated asset into discrete components automatically, or manually via click-to-separate ("Manual BANG to Parts") when you need a specific breakdown - useful for rigging, per-part texturing, or isolating a piece to fix. Part Refine then lets you improve a single part's detail locally instead of regenerating the full model.

Free Retry & generation modes

Regenerating or redoing a result before you download it doesn't cost credits - see the pricing and credits breakdown for how that pay-by-result system works. Gen-2.5 also exposes two generation modes: Faithful, tuned for physically consistent results from clean real-world reference images, and Creative, tuned to handle imperfect or stylized inputs more robustly.

Batch generation

Up to 10 results per run

Gen-2.5 can generate up to 10 variations in a single run, which matters most at Extreme-Low or Low effort for fast concept exploration - generate a batch, pick the direction that works, then push just that one result through a higher effort tier for final detail. Input-wise, Rodin accepts up to 5 reference images per generation; see multi-image reference generation for how multiple angles improve accuracy over a single image.

Export & integration

Formats and where Gen-2.5 plugs in

Exports cover the formats most pipelines expect: STL, FBX, OBJ, GLB, GLTF and USDZ - full details on the export formats page, including which formats carry texture and rig data. On the integration side, Gen-2.5 ships native plugins for Blender, Unity, Unreal Engine, Godot, Maya, 3ds Max, Cinema 4D and Omniverse, so a generated asset can land directly inside an existing DCC or engine project rather than round-tripping through manual file imports - see the Blender integration guide for a walkthrough of that workflow.

Comparison

What changed since Gen-2

CapabilityGen-2Gen-2.5
Speed controlFixed generation time5 Adaptive Thinking Effort tiers, ~4s-~80s
Max polygon detailStandard real-time range10M+ polygon RAW output
Texturing methodMulti-view 2D projection3D-native, no projection blind spots
Local editing3D inpainting via box-select + promptPartial Edit + BANG to Parts + Part Refine
Shape guidanceLimitedBounding Box / Voxel / Point Cloud ControlNet
Batch outputSingle result per runUp to 10 results per run
Low-poly optimizationManual decimationSmart Low-Poly (beta), autoregressive

Gen-2's 3D inpainting (box-select + text-prompt editing) shipped February 9, 2026 and became the foundation Partial Edit builds on - see the full release timeline for every dated update.

Production use cases

Where teams are putting Gen-2.5 to work

Game assets

Ideation, prototyping and low-poly production props

Characters & creatures

Reference-driven generation with ControlNet guidance

VFX hero assets

Extreme-High effort plus 10M+ polygon RAW detail

3D printing

High-fidelity RAW export for print-ready models

Real-time & XR

Smart Low-Poly output tuned for engine performance

Environment libraries

Batch generation for props and set-dressing at scale

Sculpt references

High-fidelity RAW meshes as a ZBrush starting point

Enterprise pipelines

API, group accounts, dedicated clusters, private deployment

See how this compares to hand-built and other AI pipelines in the game development workflow guide.

Latest update

The "0702" patch

Gen-2.5's most recent update, rolled out in the weeks after launch, made three concrete changes:

  • Better High-tier geometry - noticeable quality gains at the ~40-second High effort setting specifically, without moving to Extreme-High.
  • 8K textures free for everyone - previously paid-only, now included on every plan including Free.
  • New "Bloom" emissive texture mode - adds glowing/emissive material support to the texture generator.

For the full dated history - Gen-2's 3D inpainting, the Gen-2.5 launch itself, the 12K Texture Generator beta, and this patch - see the Rodin updates and release timeline.

See it in action

Gen-2.5 walkthroughs

Tutorials and independent tests covering the features above, end to end.

Gen-2.5 production tutorial

Walks through effort tiers, ControlNet and export in one session.

Watch on YouTube ↗

10M-polygon output, tested

Pushes Extreme-High effort to the RAW polygon ceiling.

Watch on YouTube ↗

12K texture generator, tested

Shows the Business-only 12K beta against standard 4K output.

Watch on YouTube ↗

Full image-to-3D walkthrough

Shows the workspace end to end using Gen-2.5.

Watch on YouTube ↗
FAQ

Gen-2.5: frequently asked questions

What is Rodin Gen-2.5?+

Rodin Gen-2.5 is Hyper3D's production-focused 3D generation model, launched May 19, 2026. It generates up to 10M+ polygon RAW meshes, uses five Adaptive Thinking Effort tiers (4-80 seconds), applies 3D-native texturing, and adds controllability tools like ControlNet, Partial Edit and BANG to Parts segmentation.

How fast is Rodin Gen-2.5?+

It depends on the effort tier: Extreme-Low generates in about 4 seconds, Low in about 9 seconds, Medium in about 20 seconds, High in about 40 seconds, and Extreme-High, the maximum-detail tier, takes about 80 seconds. Hyper3D has also demonstrated 1 million polygons generated in around 4 seconds.

How many polygons can Rodin Gen-2.5 generate?+

Gen-2.5 can output RAW meshes up to roughly 10 million polygons, intended as an uncompressed maximum-detail baseline similar to a photography RAW file. Smart Low-Poly (beta) then optimizes that detail down into clean, game-ready low-poly geometry.

What is 3D-native texture generation?+

Instead of projecting 2D images onto a mesh from multiple viewpoints, Gen-2.5 paints color and material directly on the 3D surface. This avoids the seams, occlusion blind spots and inconsistencies that multi-view projection texturing is prone to, and can preserve stylistic cues like toon shading from a reference image.

What is 12K Texture Generator and who can use it?+

12K Texture Generator is a beta feature that produces ultra-high-resolution textures by setting Texture Thinking Effort to Extreme-High. As of the most recent research, it's limited to Business-plan subscribers, while 8K textures became free for all plans in the mid-2026 "0702" update.

What is BANG to Parts?+

BANG to Parts is Gen-2.5's segmentation tool for breaking a generated asset into discrete components. It runs automatically by default, or manually via click-to-separate, so individual parts can be exported, retextured or refined with Part Refine without regenerating the whole model.