AI 3D generation has long been able to 'generate a complete 3D model in seconds,' but the real hurdle lies after generation: whether the mesh topology is reasonable, whether parts can be separated, and whether it can be edited and rigged determine if it's just a nice demo or a developable 3D asset. Traditional AI 3D often first generates high-poly triangle meshes and then relies on retopology, which is time-consuming and loses detail; or it outputs rough triangle meshes, and problems quickly surface in production.
Quad topology is the industry standard for film and game assets because it easily forms continuous edge loops, suitable for loop cuts, character deformation, and local editing. P2.0's core upgrade is directly producing native quad topology during generation, with up to 50,000 triangles or 25,000 quads, allowing on-demand output from lightweight mobile assets to high-precision hero assets.
P2.0's mesh density distribution is more reasonable: flat areas remain clean, detail regions concentrate density, and edge flows follow structure, with differences especially noticeable on hard-surface assets. Natural part separation also improves, as different connected components are reasonably split according to structure, giving models clear part relationships.