Does Native 3D Texture Generation Necessarily Require 3D Assets for Training?

Jiangshan Wang, Zeqiang Lai, Jiayi Guo, Xin Yang, Xin Huang, Jiarui Chen, Ziheng Ouyang, Chunchao Guo and 1 others

MMLab, CUHK · Tencent Hunyuan · Tsinghua University · Fudan University · Shanghai Innovation Institute · Nankai University

Published September 28, 2026 · on the feed October 2, 2026 · ▲ 8 · arXiv 2609.34621

The abstract

Native 3D texture generation synthesizes colors directly in 3D space for a given geometry, conditioned on multi-view reference images. It is generally believed that training such models requires large-scale, high-quality real 3D asset data, whose acquisition remains a long-standing and challenging problem. In this work, we propose Tex-Zero, demonstrating that a high-fidelity native 3D texture generation framework can be trained without 3D assets. Our key observation is that only high-quality and fine-grained color information is essential for 3D texture training, while the required geometric information is less critical and can be manually constructed rather than obtained from real 3D assets. This finding makes it possible to transform abundant, high-quality 2D images into effective training samples for 3D texture generation. Specifically, we convert high-quality 2D images into 3D training samples by representing each image as a plane in 3D space and applying patch-wise random rotations and aggregation to construct complex geometric structures. Using these constructed image data, we train the Tex-Zero VAE, which can reconstruct real 3D assets with high quality despite never observing them during training. Building upon the Tex-Zero VAE, we train the Tex-Zero DiT also exclusively on the constructed image data, where the conditioning 2D multi-view images are transformed into planes in 3D space and also encoded by the Tex-Zero VAE, thereby reducing the representation gap and improving generation quality. Extensive experiments show that Tex-Zero generates high-fidelity 3D textures with fine-grained details solely using images as training data, offering a promising perspective on the data paradigm for scaling 3D texture generation.

The Brief

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Transcript

Does Native 3D Texture Generation Necessarily Require 3D Assets for Training?. By Jiangshan Wang and eight others, from MMLab at the Chinese University of Hong Kong, Tencent Hunyuan, and four other institutions. Published on the twenty-eighth of September. Its code repository is a placeholder: a readme, and nothing to run yet.

Native 3D texture generation paints colors directly in 3D space onto a given geometry, guided by reference images taken from several views. The general belief has been that training such a model needs real 3D asset data, in large quantity and of high quality. Acquiring that data is described as a long-standing and challenging problem, one that has not gone away. If the belief is right, then texture generation can only ever scale as far as the supply of 3D assets lets it, and that supply is the hard part.

Tex-Zero challenges the belief directly, by training a high-fidelity native 3D texture generator with no 3D assets at all. The key observation is a split between two kinds of information a training sample carries. What texture training really needs is high-quality, fine-grained color. The geometric information is less critical, and it can be constructed by hand rather than taken from real assets. If that holds, the problem changes character. Two dimensional images are abundant and of high quality, and they could be turned into effective training samples for 3D texture generation.

The conversion works like this. Each 2D image is represented as a plane placed in 3D space. Patch-wise random rotations and aggregation then assemble those planes into complex geometric structures, so that a flat picture becomes a training sample with shape to it. The color is real; the geometry is manufactured. On this constructed data the authors train the Tex-Zero VAE. It can reconstruct real 3D assets with high quality, despite never having observed one during training.

On top of the VAE they train the Tex-Zero DiT, again exclusively on the constructed image data. The conditioning multi-view images get the same treatment as the training data: they are turned into planes in 3D space and encoded by the same Tex-Zero VAE. Passing the condition and the target through one shared encoder reduces the representation gap between them, and the authors report that this improves generation quality.

Extensive experiments show Tex-Zero producing high-fidelity 3D textures with fine-grained details, using images alone as training data. The abstract gives no figures and names no baselines, so the evidence it states is qualitative: high-fidelity output from a pipeline that never saw a real asset in training, and a VAE that reconstructs real assets well all the same.

The title asks a question, and the answer offered is no. Native 3D texture generation does not necessarily require 3D assets for training, because the part that matters most, rich color, can come from ordinary images, and the part that matters less, geometry, can be constructed by hand. The authors frame this as a promising perspective on the data paradigm for scaling 3D texture generation, one in which the scarce resource is no longer the one the field assumed it needed.

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Learn it by doing: make the calls the authors made, guess the result before you see it, and defend it in a viva graded on your own words. Chapter 1 is right here.

Chapter 1 🧩 · The problem

Every texture model wants 3D assets. There are never enough of them.

You are building a model that paints colors straight onto a 3D shape's surface, guided by reference images from several views. Everyone says training it needs large amounts of high-quality real 3D assets.

The road ahead

  1. 1 · The problem ~6 min Models that paint colors onto 3D shapes are thought to need many real 3D assets, and those assets are scarce.
  2. 2 · What came before ~3 min
  3. 3 · The key idea ~9 min Texture training mostly needs real, rich color, so flat images can be turned into made-up 3D shapes that keep their colors.
  4. 4 · Choose your own research ~3 min
  5. 5 · Build the method ~8 min Images become planes, planes become rotated patch shapes, a VAE learns on them, then a DiT learns with conditions from that VAE.
  6. 6 · The experiment ~6 min You’ll guess: Trained only on images turned into fake 3D shapes, how well could Tex-Zero's VAE reconstruct real 3D assets?
  7. 7 · The viva ~5 min Three questions from the examiners, answered in your own words. Win it for the paper’s trophy.
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