Neural4D adds quad mesh option for 3D generation

Sep. 9, 2026
By AI, Created 13:30 UTC, Sep 09, 2026, AGP -

Neural4D has launched a Quad Mesh topology option inside its Text to 3D and Image to 3D tools, giving creators a model format better suited for editing and animation. The feature lets users set a target face count before generation and export assets in common production formats.

Why it matters: - Quad topology is often better for continued editing and animation than triangle-heavy meshes. - Moving topology selection into the generation step reduces the need for a separate conversion workflow after asset creation. - The new option gives game developers, 3D designers and animation teams more control over downstream production needs.

What happened: - Neural4D, the AI creative platform developed by DreamTech, launched Quad Mesh inside its 3D generation tools. - The option is available in Text to 3D and Image to 3D. - Users can choose Quad before generation starts and set a target face count from 1,000 to 100,000. - Triangle remains the default topology option.

The details: - Quad Mesh produces a quad-dominant mesh without a separate post-generation conversion step. - The default target face count for Quad is 50,000. - Users can select textures and PBR in the same workflow. - Generated assets can be exported as .OBJ, .FBX, .GLB, .USDZ, .STL or .BLEND. - Neural4D said those export formats cover major DCC tools used in game production and animation pipelines, including Blender, Maya, Unreal Engine and Unity. - The feature is supported by Neural4D's Direct3D-S2 core 3D generation technology, which was presented at NeurIPS 2025. - The Workbench asset card now includes a Topology field so teams can identify mesh type without opening each file. - Generating an untextured Quad mesh costs 15 credits. - Setting a target face count between 1,000 and 100,000 adds no extra credit cost. - Assets created under a paid subscription plan include full commercial use rights.

Between the lines: - The release reflects a split between two production priorities: Quad for editing and animation, Triangle for preserving geometric detail. - Letting users choose topology up front may make Neural4D more useful in studio pipelines where asset cleanup can slow delivery. - The 1,000-to-100,000 face-count range suggests Neural4D is trying to serve both lightweight and more detailed asset needs from the same workflow. - Feihu Zhang, CEO of Neural4D, said the before-generation topology choice gives artists a better starting point for continued editing and animation.

What's next: - Users can now choose Quad or Triangle before running generation, depending on whether editing flexibility or detail preservation matters more. - Neural4D says teams managing large asset libraries can use the new Topology field to sort assets faster. - The company also points readers to its user guide for a technical walkthrough of triangle-to-quad conversion. - Neural4D says ByteDance has signed a formal strategic partnership with the company with an annual contract value exceeding $1 million. - Neural4D continues to offer Studio tools and an API for game developers, 3D designers, content creators and enterprise clients.

Disclaimer: This article was produced by AGP Wire with the assistance of artificial intelligence based on original source content and has been refined to improve clarity, structure, and readability. This content is provided on an “as is” basis. While care has been taken in its preparation, it may contain inaccuracies or omissions, and readers should consult the original source and independently verify key information where appropriate. This content is for informational purposes only and does not constitute legal, financial, investment, or other professional advice.

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