Zetta Np1.5 — quads or triangles, and a ceiling two and a half times higher

Zetta Np1.5

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

  1. Give it an imageOne picture, or several angles. As everywhere on this line, a prompt becomes a reference image first.
  2. 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.
  3. 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.
  4. 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