We generate a 3D SDF and a texture field via two latent codes. We utilize DMTet to extract a 3D surface mesh from the SDF and query the texture field at surface points to get colors. We train with adversarial losses defined on 2D images. In particular, we use a rasterization-based differentiable renderer to obtain RGB images and silhouettes. We utilize two 2D discriminators, each on RGB image, and silhouette, respectively, to classify whether the inputs are real or fake. The whole model is end-to-end trainable. As several industries are moving towards modeling massive 3D virtual worlds, the need for content creation tools that can scale in terms of the quantity, quality, and diversity of 3D content is becoming evident. In our work, we aim to train performant 3D generative models that synthesize textured meshes which can be directly consumed by 3D rendering engines, thus immediately usable in downstream applications.