Zetta Np1.5 — quads or triangles, and a ceiling two and a half times higher
The P line’s second engine. Everything Np1 does, plus the one thing it cannot: a mesh that comes back as four-sided polygons, ready to edit rather than ready to redo.
What it does
Quad topology, asked for directly
Np1 builds triangles and only triangles. This engine takes a topology setting, so a mesh can arrive as quads — the format a subdivision surface, an edge loop and most modelling work actually want.
Up to 50,000 faces
Two and a half times Np1’s ceiling on triangles. Enough for a hero prop rather than only for set dressing, while still being a budget you name rather than a band you pick.
The same 8K textures
The P line’s texture tiers carry over unchanged — standard, HD and 8K. A small mesh with a large texture is still the combination this line is for.
The same four view slots
Multi-view works here as on Np1 and N2.5 — front, left, back and right — so the far side is observed rather than inferred.
How it works
- Give it an imageOne picture, or several angles. As everywhere on this line, a prompt becomes a reference image first.
- Choose quads or trianglesThis is the decision that separates Np1.5 from Np1. Quads if the mesh is going to be edited, subdivided or rigged by hand; triangles if it is going straight into an engine.
- Set the polygon budgetUp to 50,000 faces as triangles, or up to 25,000 as quads. The field narrows on its own when you switch — the ceiling is the vendor’s, not ours.
- Choose a texture tierStandard, HD, or 8K, exactly as on Np1.
What people use it for
- Assets a modeller will open and keep working on, rather than use as-is
- Anything destined for subdivision, where triangles are the wrong starting point
- Hard-surface props that need clean edge flow
- Hero assets that sit above Np1’s 20,000-face ceiling but below a full N2.5 build
What it cannot do
- Quads halve the ceiling — 25,000 faces against 50,000 for triangles
- A quad mesh comes back as FBX rather than GLB. That is the vendor’s output format for quads, not a setting
- No geometry quality bands, the same as Np1. The polygon budget is the whole geometry control
- No parts — a model arrives as one mesh
- No bare prompt and no sketch mode, the same as the rest of the line
- It shares a concurrency pool with Np1, so the two queue together rather than in parallel
The details
- Inputs
- Image, multi-view, or a prompt turned into an image
- View slots
- Four — front, left, back, right
- Topology
- Quads or triangles
- Polygon budget
- Up to 50,000 triangles, or 25,000 quads
- Texture tiers
- Standard, HD and 8K
- Quad output format
- FBX
- Parts
- Not available
Last reviewed