PicoBerry API + MCP정식 출시

Guides

3D generation

Text-to-3D, image-to-3D, and choosing the right output for your engine.

Two entry points

  • Text → 3D — describe what you want in words. Quickest from a blank slate.
  • Image → 3D — upload a reference (concept art, a sketch, or a generated image). Best for matching a specific visual target.

Picking an engine

EngineStrengthsTrade-offs
Tripo SlimFast, low credit costLess geometry detail
Tripo StandardBalanced quality/speed default
Tripo UltraHigh-detail meshesSlower, more credits
Tripo P1 Game ReadyPre-optimized topology for gamesLimited style range
Meshy 6Strong texture qualityHigher credit cost
Trellis 2Sharp silhouettes, stylizedGeometry can be heavy

Output for game engines

To get a low-poly, riggable mesh:

  1. Generate with Tripo P1 Game Ready or
  2. Generate with any engine, then run Highpoly → Lowpoly remesh on the result.

Remesh gives you a target tri count plus clean topology. The cost is lower than a fresh generation.

Rigging and animation

Supported engines produce a mesh with a humanoid-compatible skeleton. From there:

  • Use Auto-rigging to attach a skeleton if one isn't present.
  • Use Animation retarget (beta) to apply a stock animation.
  • Export to FBX/GLB for Unity, Unreal, or Blender.

Common pitfalls

  • Asking for too many details in a single generation produces fragile geometry. Generate base form first, refine textures separately.
  • Symmetry hints ("perfectly symmetrical", "front-facing pose") improve mesh quality for character generation.
  • Multi-object prompts ("a sword and a shield") often produce one fused mesh — generate separately and combine in your DCC.